What I will learn?
We will start by breaking the far texture repetition with the Distance Based Texture Size logic. Controlling the transition zone between near and far resolution
After this first logic, let’s work on the Automatic Slopes system. Don’t waste any more time painting rock on slopes. With just a few parameters you can control the rock angle.
To improve and increase the complexity of the viewing distance, we will add a color variation and an additional normal map.
Because optimization is important, let’s set the virtual runtime texture that will help you bake your different layers attributes in a single texture.
It’s easy enough to spread vegetation on a terrain, but thanks to a mask it’s easier to achieve a more organic result
As you probably know, tessellation is no longer available in shaders on UE5, but thanks to Parallax Occlusion Mapping we can achieve a convincing depth effect.
In addition, learn how to add shadow to your Parallax Occlusion Mapping and get a more realistic result. But be aware this feature is very heavy.






