Landscape Master Material Settings Guide

This document provides a comprehensive guide to the OCG Landscape Master Material, detailing its structure, parameters, and how to effectively utilize it in your projects.

1. Layers

BiomeToLayer

 The order of layers in the Landscape Material’s Layer Blend must match the order of Biomes in the MapPreset.
 For example, if the Landscape Material’s layer order is Grass, Forest, Mountain, the Biome order must also be identical: Grass, Forest, Mountain.
 By default, Layer0 is the landscape area where Water Body Actors from the Water Plugin are located.

  • There are 8 layers provided by default. Each layer constitutes a single Biome Material.
    • You can configure the materials for Layers 1 through 7 to correspond with the order of the Biomes.

2. Material Instance Parameters

MaterialInstnaceParamsBoxing

  • In the Material Instance, you can view the parameters for each layer.
  • Each layer uses the same logic from the Material Layers.
All Layer Parameters

AllLayerParams

Parameter Name Description
Random Tiling Scale Larger values result in broader, smoother pattern changes. Smaller values create finer, more detailed tiling patterns.
Random Tiling Levels Higher values add more complex, multi-layered variation, reducing texture repetition and creating a natural look.
RVT Base Exponent Exponent value to control contrast (gamma) in RVT Mip-based fade. Higher values make the edge sharper.
RVT Distance Scale Scales the distance for RVT Mip-based fade. Larger values widen the fade region.
Blend Distance Transition The distance over which the fade transitions from visible to invisible. Larger values create a smoother fade.
Blend Distance Start The world-space distance at which the fade begins. The transition starts from this distance.
Use ORD If you enable this option, you can use the ORD texture; otherwise, you’ll use the Displacement texture and the ORM texture.

 Currently, only ORM & Displacement or ORD texture formats are supported.
 If you have separate Ambient Occlusion, Roughness, Metallic, and Displacement textures, you must combine them into a single ORM & Displacement Texture for use.

  • These parameters apply to all layers.
Layer General Parameters

BaseGeneralParams

Parameter Name Description
Add Color Variation If you enable this option, you can Add ColorVariation in this Layer.
Near Tiling Size The smaller the value, the denser the texture iteration, and the larger the area per tile, creating a near-field tiling that looks large.
Far Tiling Size A small value maintains a detailed repetition pattern from a distance, and a large value emphasizes perspective with a rough large tile effect.
Color Variation Settings
Parameter Name Description
Color Variation The larger the value, the larger the texture, resulting in a larger and wider pattern of color changes. The smaller the value, the more the texture repeats, creating a color change of smaller, finer patterns.
Color Variation Contrast The higher the value, the sharper and sharper the boundaries of color change, and the lower the value, the more smooth and gradual the boundaries are expressed.
Color Variation Intensity A value of 0 does not show any effect at all, and the closer you get to 1, the stronger the color change is overwritten over the original color.
  • These are the parameters that apply generally to the layer corresponding to the number in (Number_BaseGeneral).
Layer BaseGround Parameters

BaseGroundBaseSetting

 To reveal the ORD Texture parameter, you must check the Use ORD option in the All Layer Parameters.
GroundORD
 To reveal the Displacement Texture parameter, you must check the (Number)_AddGroundDisplacement option.
GroundDisplacement

Parameter Name Description
Ground Color Base Color Of Ground
Ground Color Tint Change the overall color by applying a specific color tone to the existing color of the texture
Ground Normal Normal Of Ground
Ground Normal Intensity When the value is 1.0, the normal map retains its original strength.

When the value is between 0.0 and 1.0, the X and Y values of the normal map decrease, making the surface unevenness appear smooth and flat. For example, setting the value to 0.5 halves the intensity.

When the value is 0.0: Normal map effect disappears completely, making it look like a plane.

When the value is greater than 1.0, the X and Y values of the normal map are amplified, resulting in a deeper and stronger representation of the surface details.
Ground ORM AmbientOcclusion / Roughness / Metalic Texture of Ground
Add Ground Far Tiling Variation Apply Far Tiling Variation In Ground
Add Ground Near Tiling Variation Apply Near Tiling Variation In Ground
Ground Far Tiling Factor Uniform scale factor applied to FarUV before passing into the tiling-variation function.
Ground Near Tiling Factor Uniform scale factor applied to NearUV before passing into the tiling-variation function.
Ground UV Aspect Ratio Aspect-ratio correction value applied to the final UVs so that textures maintain correct proportions.
Add Ground Displacement Apply Displacement Ground
Ground AO Intensity Controls the intensity of ambient occlusion on the ground surface. A value of 0 disables AO entirely, while higher values increase shadowing in crevices to enhance perceived depth.
Ground Specular(Wetness) Adjusts specular reflectivity to simulate surface wetness. Lower values yield a dry, matte look; higher values produce glossy, reflective highlights as if the ground were wet.
Add Puddles Add Puddle Effects in Ground
Ground Add Texture Variation If true, enables the texture-based variation blend between Ground and MiddelHigh
Ground Displacement Setting

GroundDisplacement GroundDisplacementSetting

Parameter Name Description
Ground Displacement Displacement Texture Of Ground
Ground Displacement Amount Scales the magnitude of ground displacement. Larger values push vertices farther along their normals for pronounced surface relief; smaller values yield subtler height variation.
Puddle Setting

GroundPuddleSetting

Parameter Name Description
Puddle Size The larger the value, the larger the size of the puddle.
Puddle Constrain The higher the value, the clearer and narrower the boundary of the puddle.
Puddle Depth The higher the value, the stronger and more opaque the puddle effect, and the closer the value approaches zero, the weaker the effect, the more transparent it becomes and disappears completely.
Puddle Clarity Sets the darkness of the area covered by the waterhole.
Texture Variation Setting

GroundTextureVariationSetting

 This affects the area where BaseGround is applied by adding variation between the BaseGround and Middle High of the corresponding layer.

Parameter Name Description
Ground Texture Variation Tiling Size Controls the tiling scale of the variation texture. Higher values make the noise pattern appear larger.
Ground Texture Variation Contrast Adjusts the contrast of the variation texture.
Values >1 amplify differences; <1 soften them.
Ground Texture Variation Intensity Sets how strongly the variation texture influences the final blend (0 = no effect, 1 = full effect).
Slope Setting

 This parameter is only visible when Add Cliff is enabled for the corresponding layer.

GroundSlopeSetting

Parameter Name Description
Ground Slope Constrain The smaller the value, the more this layer is applied. (Apply in the order of BaseGround -> Middledle -> MiddleHigh)
Layer Cliff Parameters

CliffParams

  • These parameters are visible when Add Cliff is enabled.

 After enabling Add Cliff, check Ground Slope Constrain to adjust the slope value between the Cliff and BaseGround.
 You must check Use ORD in the All Layer Parameters to reveal the ORD Texture parameter.
CliffORD
 You must check (Number)_AddCliffDisplacement to reveal the Displacement Texture parameter.
CliffDisplacement

Parameter Name Description
Cliff Color Base Color Of Cliff
Cliff Color Tint Change the overall color by applying a specific color tone to the existing color of the texture
Cliff Normal Normal Of Cliff
Cliff Normal Intensity When the value is 1.0, the normal map retains its original strength.

When the value is between 0.0 and 1.0, the X and Y values of the normal map decrease, making the surface unevenness appear smooth and flat. For example, setting the value to 0.5 halves the intensity.

When the value is 0.0: Normal map effect disappears completely, making it look like a plane.

When the value is greater than 1.0, the X and Y values of the normal map are amplified, resulting in a deeper and stronger representation of the surface details.
Cliff ORM AmbientOcclusion / Roughness / Metalic Texture of Cliff
Cliff Use Triplanar Apply Triplanar to Cliff
Cliff Far Tiling Factor Uniform scale factor applied to FarUV before passing into the tiling-variation function.
Cliff Near Tiling Factor Uniform scale factor applied to NearUV before passing into the tiling-variation function.
Cliff UV Aspect Ratio Aspect-ratio correction value applied to the final UVs so that textures maintain correct proportions.
Add Cliff Displacement Apply Displacement to Cliff
Cliff AO Intensity Controls ambient occlusion strength on cliff faces. A value of 0 removes AO shading, and increasing values darken crevices to accentuate rugged details.
Triplanar Setting

TriplanarSetting

Parameter Name Description
Cliff Triplanar Tiling Size Size of Applied Triplanar.
Displacement Setting

CliffDisplacement CliffDisplacementSetting

Parameter Name Description
Cliff Displacement Displacement Texture of Cliff
Cliff Displacement Amount Determines the scale of cliff displacement. Higher values exaggerate rock protrusions and crevices; lower values smooth out the overall surface.
Layer High Parameters

HighParams

 You must check Use ORD in the All Layer Parameters to reveal the ORD Texture parameter.
HighORD
 You must check (Number)_AddHighDisplacement to reveal the Displacement Texture parameter.
HighDisplacement

Parameter Name Description
High Color Base Color Of High
High Color Tint Change the overall color by applying a specific color tone to the existing color of the texture
High Normal Normal Of High
High Normal Intensity When the value is 1.0, the normal map retains its original strength.

When the value is between 0.0 and 1.0, the X and Y values of the normal map decrease, making the surface unevenness appear smooth and flat. For example, setting the value to 0.5 halves the intensity.

When the value is 0.0: Normal map effect disappears completely, making it look like a plane.

When the value is greater than 1.0, the X and Y values of the normal map are amplified, resulting in a deeper and stronger representation of the surface details.
High ORM AmbientOcclusion / Roughness / Metalic Texture of High
High Near Tiling Factor Uniform scale factor applied to NearUV before passing into the tiling-variation function.
High Far Tiling Factor Uniform scale factor applied to FarUV before passing into the tiling-variation function.
High UV Aspect Ratio Uniform scale factor applied to FarUV before passing into the tiling-variation function.
High Slope Contrast The value that controls the strength of the mask.

The larger the value, the more dramatic the transition of the mask near the gradient threshold, and the smaller the value, the smoother it is.
High Start Height Reference height (Z, world unit) at which the Height Mask starts to be activated at 0. The mask applies when the absolute Z value of the mesh is greater than or equal to this height.
High Transition The smaller the value, the more pronounced and sharp boundaries are created.

The larger the value, the more smooth and gradual the gradation is created.
High Edge Noise Tiling Smaller values repeat dense small noise tiles, and larger values produce rougher and larger noise patterns.
High Edge Contrast An index value that adjusts the strength of the sampled noise values.

Larger values result in stark differences between brighter and darker regions, resulting in distinct noise effects, and smaller values result in smoother transitions.
High Edge Noise Amount A scalar that controls the intensity of the final edge noise.

Multiply the saturated noise result by this value in the multiplexing step to adjust the overall noise application.
High Projection Angle Specifies the maximum slope angle (in degrees) at which the high layer’s projection mapping is applied. Lower values restrict projection to very steep surfaces, while higher values extend it to gentler slopes.
High Slope Constrain Minimum angle of inclination at which the mask starts.

Mask is active from the point where SlopeAngle is above this value.
Add High Displacement Apply Displacement High
High AO Intensity Adjusts ambient occlusion on high-elevation surfaces. A value of 0 disables AO, while higher values intensify shading in crevices to highlight fine details.
Displacement Setting

HighDisplacement HighDisplacementSetting

Parameter Name Description
High Displacement Displacement Texture of High
High Displacement Amount Controls displacement strength for the high layer. Larger values create more pronounced surface offsets and sharp detail; smaller values keep the terrain smoother.
Layer Middle Parameters

MiddleParams

 You must check Use ORD in the All Layer Parameters to reveal the ORD Texture parameter.
MiddleORD
 You must check (Number)_AddMiddleDisplacement to reveal the Displacement Texture parameter.
MiddleDisplacement

Parameter Name Description
Middle Color Base Color Of Middle
Middle Color Tint Change the overall color by applying a specific color tone to the existing color of the texture
Middle Normal Normal Of Middle
Middle Normal Intensity When the value is 1.0, the normal map retains its original strength.

When the value is between 0.0 and 1.0, the X and Y values of the normal map decrease, making the surface unevenness appear smooth and flat. For example, setting the value to 0.5 halves the intensity.

When the value is 0.0: Normal map effect disappears completely, making it look like a plane.

When the value is greater than 1.0, the X and Y values of the normal map are amplified, resulting in a deeper and stronger representation of the surface details.
Middle ORM AmbientOcclusion / Roughness / Metalic Texture of Middle
Middle Far Tiling Factor Uniform scale factor applied to FarUV before passing into the tiling-variation function.
Middle Near Tiling Factor Uniform scale factor applied to NearUV before passing into the tiling-variation function.
Middle UV Aspect Ratio Aspect-ratio correction value applied to the final UVs so that textures maintain correct proportions.
Middle Slope Constrain The smaller the value, the more this layer is applied. (Apply in the order of BaseGround -> Middledle -> MiddleHigh)
Add Middle Displacement Apply Displacement Middle
Middle AO Intensity Controls ambient occlusion on mid‑elevation surfaces. A value of 0 removes AO shading; increasing values deepen shadows in surface recesses to enhance texture.
Displacement Setting

MiddleDisplacement MiddleDisplacementSetting

Parameter Name Description
Middle Displacement Displacement Texture of Middle
Middle Displacement Amount Scales the displacement effect on the middle layer. Higher values produce more pronounced bumps and ridges; lower values yield gentler surface variation.
Layer Middle High Parameters

MiddleHighParams

 You must check Use ORD in the All Layer Parameters to reveal the ORD Texture parameter.
MiddleHighORD
 You must check (Number)_AddMiddleHighDisplacement to reveal the Displacement Texture parameter.
MiddleHighDisplacement

Parameter Name Description
Middle High Color Base Color Of Middle High
Middle High Color Tint Change the overall color by applying a specific color tone to the existing color of the texture
Middle High Normal Normal Of Middle High
Middle High Normal Intensity When the value is 1.0, the normal map retains its original strength.

When the value is between 0.0 and 1.0, the X and Y values of the normal map decrease, making the surface unevenness appear smooth and flat. For example, setting the value to 0.5 halves the intensity.

When the value is 0.0: Normal map effect disappears completely, making it look like a plane.

When the value is greater than 1.0, the X and Y values of the normal map are amplified, resulting in a deeper and stronger representation of the surface details.
Middle High ORM AmbientOcclusion / Roughness / Metalic Texture of Middle High
Middle High Far Tiling Factor Uniform scale factor applied to FarUV before passing into the tiling-variation function.
Middle High Near Tiling Factor Uniform scale factor applied to NearUV before passing into the tiling-variation function.
Middle High UV Aspect Ratio Aspect-ratio correction value applied to the final UVs so that textures maintain correct proportions.
Middle High Slope Constrain The smaller the value, the more this layer is applied. (Apply in the order of BaseGround -> Middle Highdle -> Middle HighHigh)
Add Middle High Displacement Apply Displacement Middle High
Middle High AO Intensity Adjusts ambient occlusion for the middle‑high layer. A value of 0 disables AO completely, while higher values darken cracks and overhangs for richer depth cues.
Displacement Setting

MiddleHighDisplacement MiddleHighDisplacementSetting

Parameter Name Description
Middle High Displacement Displacement Texture of Middle High
Middle High Displacement Amount Determines the magnitude of displacement on middle‑high geometry. Larger values accentuate relief and detail; smaller values maintain a flatter appearance.

Back to top

Copyright © 2025 Code1133 | All rights reserved.