Procedural Landscape

Procedural landscape pipeline from terrain generation in Gaea to final implementation in Unreal Engine.

Role Technical Artist
Timeline Spring 2025
Team Size Solo Project
Tools Unreal Engine, Gaea
Unreal Engine Gaea Procedural Generation Material Systems Technical Art

Project Overview

Final rendered landscape showing stratified cliffs and valley terrain
Gaea node graph showing terrain generation workflow

Procedural Terrain Generation in Gaea

This Gaea workflow creates realistic stratified terrain through a sequential node chain that mimics geological processes. Starting with a Canyon primitive, the terrain undergoes stratification to create horizontal sedimentary layers, followed by erosion nodes that simulate water flow and weathering. Sandar and sediment nodes deposit material in valleys, creating natural transitions between cliff faces and valley floors, while outcrop nodes add exposed rock formations for visual variety.

Unreal Engine material setup showing tri-planar texturing system

Tri-Planar Landscape Material System

These modular landscape materials use a tri-planar texturing system that combines base albedo, blue noise, and variation textures through custom Tiling, Intensity, and Offset parameters processed by a material function. High tiling values (106-224) ensure detailed close-up quality while blue noise patterns eliminate visible repetition across the massive terrain. The global parameter system allows unified control across all five material variants.

Material function node graph showing Color, Normal, and ORD processing

Master Material Function Architecture

This master material function combines Color, Normal, and ORD (Occlusion/Roughness/Displacement) texture channels through a sophisticated blending system that uses landscape coordinates, tiling scalars, and mask textures for controlled layer mixing. The MakeMaterialAttributes node compiles all PBR channels—including a displacement system driven by intensity and offset parameters—into a single material output, enabling efficient multi-layer terrain rendering with vertex displacement for enhanced surface detail.

Substance Designer graph showing multiple mask generation nodes

Procedural Mask Generation

This Substance Designer workflow generates five distinct landscape layer masks using TextureGraph nodes with varying min/max threshold values and blur amounts. Each mask isolates different elevation and slope ranges—enabling precise control over where cliff materials, sand deposits, and rock formations appear across the terrain. This procedural approach ensures masks automatically adapt to any terrain heightmap while maintaining artistic control through adjustable parameters.

Node graph showing channel conversion from ORM to ORD format

Texture Channel Remapping Utility

This utility node graph converts standard ORM (Occlusion/Roughness/Metallic) texture packs into ORD (Occlusion/Roughness/Displacement) format required by the landscape material system.

Substance Designer mask slicer node graph with gradient processing

Dynamic Mask Slicer Tool

This utility creates gradient-based masks to isolate specific value ranges from input textures. It generates smooth transitions between terrain layers. The blur and multiply nodes refine mask edges, ensuring natural blending where different landscape materials meet.

Reflections & Growth

What I Learned

This project deepened my understanding of the complete terrain pipeline—from procedural generation in Gaea to material optimization in Unreal Engine. I developed utilities for mask generation and channel remapping, which taught me how to build reusable technical art tools that improve workflow.

Alignment with My Goals as a Technical Artist

This project demonstrates my ability to bridge artistic vision with technical implementation. Moving forward, I want to explore more procedural generation systems and real-time optimization techniques to create expansive, high-fidelity environments efficiently.

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