This material is going to be your savior. Material itself can generates own layers by the height. Lower heights=beach or desert, Medium heights=Grass, High heights=Snow and Cliff.
Video 2:How to Create a Dynamic Weather System with APLM
What is this new AO thing?
SDFAO is (basically) scanning the landscape with squares,generates the power of shadows and general brightness of the landscape,depending on the distance between squares.
What is the difference between Cinematic,Game and Game Optimized++ APLM Models?
Main differences are puddles and SDFAO,in the Cinematic model each layers got independent puddle systems,Game model got general optimized puddle system and GameOptimized++ model has not got any puddle system.Only Cinematic model got a SDFAO also GameOptimized++ model can not automatically generate any texture maps except diffuse map.
You said we got 7 layers?
Yes I said it and layers are Grass, Snow, Cliff, Mud, Sand, Gravel and EraseFoliage.
- Auto Generated Layer System (Sand to Snow)
- High Quality Puddle Systems
- Snow and Rain Weather Systems
- Snow,Rain,Volumetric Fog Particle Systems
- High Quality River
- Auto Generated UV System
- Cloud Shadows System
- 2 2017x2017 Square Maps
- General AO Post Process Material
- 17 4096x4096
- 32 2048x2048
Number of Materials:9 Master Materials,18 Material Functions and 10 Material Instances
Do Materials derive from a Master Material with instances as variation: (Yes)
Number of Textures: 49
Supported Development Platforms: PC/PS4/XboxOne