The landscape is built up using height fields, starting with some macro level noise, with more noise layered on top of that, followed by erosion.
Masks are generated based on height, curvature, erosion, etc. and used to drive the texture in Copernicus so that the color sticks to the appropriate geographical features as you tune settings to your liking
The landscape is built up using height fields, starting with some macro level noise, with more noise layered on top of that, followed by erosion.
Masks are generated based on height, curvature, erosion, etc. and used to drive the texture in Copernicus so that the color sticks to the appropriate geographical features as you tune settings to your liking
Another mask is used to generate tree spawn points.
The final HDA skips the placeholder tree instances and instead exports the points with rotation and scale information so an Unreal asset can be chosen for instantiation.
Here's me tuning parameters to find a landscape I like.
And Here's the full SOPs network.