Landscape Blend (Runtime Virtual Texture)¶
Rocks, walls and props take the colour, normal and roughness of the ground at their base, so they grow out of the terrain instead of standing on it.
Setup (once per level)¶
The RVT assets ship ready in _Core/Materials/RVT: RVT_KurinLandscapeColor and RVT_KurinLandscapeHeight.
- Project Settings > Engine > Rendering > Virtual Textures > Enable virtual texture support (restart).
- Landscape > Details > Draw in Virtual Textures: add both assets. Draw in Main Pass = Always.
- In the same panel press Create Volumes (one RVT Volume per asset, sized to the landscape).
- In the rock or wall MI: Landscape Blend > Use Landscape Blend? on.
| Parameter | What it does | Typical value |
|---|---|---|
| Landscape Blend Height | Height in cm above the ground where the mesh fades into it | rocks 20–60, walls / props 5–15 |
| Landscape Blend Contrast | 1 = soft fade, higher = ground stays near the base | 2 |
| Landscape Blend Blur | Smooths ground streaks on steep faces | 4 |
| Landscape Blend Breakup | Ground fills cracks first (uses the mesh Height Map) | 1, no Height Map 0 |
Tips¶
- Meshes as ground: Asset, VtxBlend and MaskBlend floors, roads or mesh terrain can write into the same RVTs (add both to their Draw in Virtual Textures, keep them inside an RVT Volume). Don't turn on Use Landscape Blend? on a mesh that writes into the RVT.
- Cost: about 7 extra lookups while on, zero when off.
- Weather and Cover are applied on top of the blend by each mesh.
- Keep the colour RVT content type Base Color, Normal, Roughness, Specular: Base Color, Normal, Roughness can crash the GPU on UE 5.2 with NVIDIA.
- The Material Editor preview shows nothing: check in the level.