Unbound Breakdown

Distant mountains are controlled by a splatmap along with some extra parameters to control snow level and blending

The materaial seperations are determined automatically by height and slope

Wetmaps are generated by perlin noise then contrasted to create a mask for puddles

Snow on the landscape is determined by height, slope, normals, and underlying texture normals to create realistic buildup

The entire terrain is generated by a single HDA. The river is generated automatically based on its starting point finding the path of least resistance.

The entire landscape shader automatically places its layers based on the elevations and slope. It also uses RVT, Macro noise, and Tiling breakup at far/near distances.

The entire landscape shader automatically places its layers based on the elevations and slope. It also uses RVT, Macro noise, and Tiling breakup at far/near distances.

Inside the master Terrain shader each underlying layer exists as its own modular material.

Inside the master Terrain shader each underlying layer exists as its own modular material.

The PCG is very straight forward, taking in multiple graphs for each type of element they check with each other to eliminate overlap. The path removes elements and the river has proximity to place its own river rocks and foliage.

The PCG is very straight forward, taking in multiple graphs for each type of element they check with each other to eliminate overlap. The path removes elements and the river has proximity to place its own river rocks and foliage.

This project's purpose was to create an entire realistic environment as procedurally and automatically as possible. The only hand placed elements in the scene is the background mountains and the path spline. The Landscape material will automatically place the right layers based off height, slope, river proximity. The river is generated automatically based on path of least resistance from a starting point at the edge of the map. The landscape comes from a single HDA. All elements in the scene are scattered by PCG. The trees themselves aside from the fell and broken ones are all made procedurally as well.