Unreal Engine 5 & 4 · Features

Landscape Auto Material

A deep, flexible terrain material system — automatic painting, smart blending and production-quality nature, all configurable from a single master instance.

Features

Before & after

01

Auto-painted landscape material

One material textures the whole terrain automatically — slopes, valleys and peaks, with no manual painting.

Before After
Before
02

Angle-blend between layers

Layers are chosen by surface angle, so cliffs get rock and flats get grass — automatically.

Angle 1 Angle 2 Angle 3 Angle 4 Angle 6
Angle 1
03

Sample Forest setting

A ready-made forest preset to start from a believable, fully-dressed scene.

Before After
Before
04

Weighted-painting

Hand-paint extra layer weight wherever you want manual control over the automatic result.

Weighted-painting
05

Heightmap-blend

Heightmap-driven blending interlocks layers along their natural edge instead of a flat seam.

Without height-blend Height-blend Height-blend result
Without height-blend
06

Triplanar box-mapping

Triplanar box-mapping removes texture stretching on steep cliffs and overhangs.

Before After
Before
07

Automatic Grass

Grass scatters itself across the terrain based on the material underneath.

Before After
Before
08

Coloring

Global colour controls retint the entire landscape in seconds.

Before After
Before
09

Realistic water

Translucent water with depth, distortion, caustics and natural shoreline blending.

Realistic water
10

Realistic grass

Dense, wind-ready grass with edge fading and size-based colour variation.

Realistic grass Realistic grass
11

Tessellation & displacement

Displacement adds real geometric depth to ground and rock up close.

Before After
Before
12

Splatmasks for auto-generated grass

Distribution masks place grass and detail by rules of composition, not by hand.

Without distribution masks Distribution masks Result using distribution masks
Without distribution masks
13

Macro-variations

Macro-variation breaks up tiling across long distances for a natural look.

Near zone With macro Without macro
Near zone
14

Color variations

Per-tile colour randomisation stops repeating textures from looking repeated.

With color variations Without color variations
With color variations
15

Height-slope variation

Separate materials for the top and bottom of slopes add another layer of realism.

No slope variation Slope grass variation
No slope variation
In the wild

Landscapes built with LAM

Landscape created with Landscape Auto Material Landscape created with Landscape Auto Material Landscape created with Landscape Auto Material Landscape created with Landscape Auto Material Landscape created with Landscape Auto Material
In motion

See it in action

Try it in your project

Get Landscape Auto Material on the Unreal Engine marketplace.