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.
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.