Alexander Sychov: All products 50% off

Fully customizable Advanced Automatic Landscape Material

Games By Hyper - Materials - Mar 28, 2021

Automatically generate your fully customizable photorealistic landscape with a click on the button with the highest standards and best features. Full green shader complexity with Runtime Virtual Texture. (Build-In support)

  • Supported Platforms
  • Supported Engine Versions
    4.25 - 4.27, 5.0 - 5.3
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Discord 💬 Join the Hyper Game-dev Discord

Demo 📁 Try it out!

Video ▶ To view the product or the example scenes

Made by 🎮 Eric from Hyper!

Modular 🧩 Check out other compatible assets


The Automatic landscape

Use this fully customizable Advanced Automatic Landscape Material for all your terrains.

Need to create a landscape?

  1. Create a child of the Landscape master material
  2. Select the material instance in the Landscape
  3. Go to landscape paint layer -> Create weight blend auto material layer -> Let it compile
  4. Configure your settings of the landscape to your liking!


Automatically add and configure:

  • Beach
  • Snow
  • Divide your landscape automatically into low and high-altitude layers.
  • Base, slope, and secondary slope layers. For low AND High altitude layers.
  • Tessellation (displacement) (ue4 only)
  • Automatic grass foliage (Multiple layers, also configure for different altitudes and slopes.)


Also add your own custom layer, preconfigured:

  • WaterSoil_Layer
  • Path_Layer
  • CustomLayer_01
  • CustomLayer_02


Each layer has up to ~40 configurable variables.


RVT:

The LandScape Material Master is in the beginning of the red in shader complexity due to all the possibilities. Not bad, but want to have nearly no impact at all but still have a photorealistic and very advanced landscape? No Problem! It is suggested to use the Virtual Texture feature. The use of Virtual textures is build-in in the Master Material. When this option is used, nearly no impact on the GPU at all (Green shader complexity)!


Quality first:

The best and nothing less. Our core principles keep our assets the top of what’s available.

Where possible:

– Complete and flexible, we include most common use-cases in our products.

– Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

– Flawless integrations.

– Blueprint only, so we keep it accessible for you and your complete team.

– Extensive documentation, in code and in docs. Not only what happens by also why. We want you be able to learn.

– Production-ready.


Note: This product uses tessellation which is not used in UE5. Besides that, it still works well in UE5. However, I do not intend to rework this whole product with all new techniques such as Height Field Displacement. Of course, I deliver support and improvements where needed.

Technical Details

Features:

  •  AutomaticLandscape Material Master
  • Fully automatic and configurable
  • Beach
  • Snow
  • Divide your landscape automatically into low and high-altitude layers.
  • Base, slope, and secondary slope layers. For low AND High altitude layers.
  • Switch Tessellation (displacement)
  • Automatic grass foliage (Multiple layers, also configure for different altitudes and slopes.)
  •  3 Example Scenes:
  • Island
  • Canyon
  • Mountains

Number of Unique Materials and Material Instances:

  • AutoLandscape Material Master
  • 3 Childs for the example maps


Support, community & Documentation📁:

Initial Support like bug encounters, datamodels, and a supportive community are available after purchase verification. You can do so by mail or via Discord. The latter has an automated bot that works via a command to verify.

Documentation📑can be viewed and downloaded via the Discord without verification. All my YouTube 🎥 tutorials are also available there.

The discord is a meeting place where other game developers in the same boat as you can discuss, showcase, and help each other out. That also includes me, the developer [Eric].

I try to comment on everything in the code. I try to not only explain what happens by also why. I want you to be able to learn.