Landscape Grass Layers
This guide explains how to apply the LargeWorld System when spawning grass via auto grass layers in a landscape material, using the LandscapeGrassOutput
node. This is ideal for large, open-world terrains where foliage needs to be generated procedurally and optimized for distance.
🎯 Overview
The setup is similar to the foliage tool version, but instead of using two entries in the Foliage Tool, you define two separate GrassVarieties
in your landscape material's grass output — both pointing to the same mesh, but using:
Different materials (e.g.
MI_NaniteGrass_Near
andMI_NaniteGrass_LargeWorld
)Different culling distances
Together, this creates the same reverse-culling transition using landscape-driven foliage.
1. Set Up Your Landscape Material
Make sure your material includes:
LandscapeLayerSample
for the grass layer (e.g. "Grass")LandscapeGrassOutput
node wired to your desired mask
2. Create Two Grass Varieties in the LandscapeGrassOutput
🌱 Near Grass Variety (High Detail, Close Range)
Mesh:
SM_LargeDetailGrass
Material Override:
MI_NaniteGrass01
Cull Distance: Min:
0
, Max: e.g15000
Density: High (e.g. 80–120)
Scale: 1.0×
🌾 Far Grass Variety (LargeWorld, Distance Optimized)
Mesh:
SM_LargeDetailGrass
(same as near)Material Override:
MI_NaniteGrass01_LargeWorld
Cull Distance: Min:
0
, Max:0
(Set it in the material e.g44500
)Density: Low (e.g. 15–30)
Scale: 3× to 4× larger than normal (adjust in material or grass settings)
✅ Testing
Paint your landscape using the grass layer.
Ensure both grass varieties appear in the
LandscapeGrassOutput
.Move the camera and verify:
Near version disappears at ~15,000 units.
Far version fades in right after.
Confirm seamless blending and performance boost in the distance.
⚠️ Notes
You can preview and tweak fade distances live using material instance parameters.
For best results, use the same base mesh with only slight visual/material differences.
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