Step 6.

Now all that’s left to do is create Layer Infos for each layer from the Edit Landscape->Paint Mode.

Once this mode is activated you’ll see a list of the layers on the Details Pane, just click the “+” and add weighted (default) Layer Infos for each layer – you can save them anywhere but keeping them close to the landscape materials and textures can save time when copying file to other projects.

Now you can start painting with your optimized MegaScan tile-free landscape materials.


Here you can see the difference between a snapshot of the tutorial scene with the original 4K textures (373.35Mb GPU Mem at closest MIP) and one using the optimized textures, the Diffuse is at 2K and the Normal and SRAODP maps are at 1K (26.65Mb GPU Mem at closest MIP – 7.13% of original).

When you get right up close to it you can see the difference, but for a game where the closest you’ll get is usually crouching it provides enough resolution. For a landscape that has rock-faces built into the landscape, you can make the resolution slightly higher for those textures as you can get close to them.


There are two more things to do to get it looking it’s best.

The first thing is to change the type of pixel interpolation used on the Normal and the Diffuse textures – by default they use tri-linear which can reduce the over-all accuracy of the pixel data. This can actually help give textures like gravel that have well defined edges, remove some of the smoothing off into the distance keeping them sharper.

Each interpolation type has its own merits so it can pay to go through each one, finding the best for your particular textures.

  1. Open those two textures in the UE Texture Editor.
  2. In the Details pane, go to “Level of Detail” -> “Mip Gen Settings”.
  3. Change that to Sharpen10 for the Normal, and Sharpen7 for the Diffuse.
  4. Save.

The next thing to do is use the CreateDiffMap tool to multiply out the Cavity map onto the Diffuse map. To download the cavity maps you may need to change your download settings in Bridge to include them.

  1. Open the CreateDiffMap tool.
  2. Select 4096×4096 as the Texture Size and Nearest Neighbor for the interpolation.
  3. Select 8bit RGBA as the Texture Format.
  4. Enter a name to save the new texture as.
  5. Ensure Red,Green and Blue are ticked but not Alpha in the Channels.
  6. Select the Gravels Diffuse Texture as Texture1.
  7. Select the Cavity map as Texture2.
  8. Select “Multiply” as the Difference Type.
  9. Click “Create”.
  10. Now open the Material Instance we created earlier (MI_Landscape) and change the Gravel Diffuse to the new texture.