I’m a big fan of the A.N.T. Landscape add-on. Written by @Jimmy_Haze, it’s been shipped with Blender for what seems like forever! I’ve used it quite a bit (and there’s even a little of my code in the current version), but I often think it would be good if instead of creating geometry and vertex weights, it produced a height map, normal map and texture masks. It would be more flexible and save fiddling with high density meshes and baking.
I’ve had a go at doing this. With Jimmy’s permission, I’ve made a version called TXA Landscape (TeXtured Ant). It’s at an alpha stage in that not all of the original ANT functions are supported, but I think it’s at a stage where it’s useful.
I also thought it would be handy if it provided sample procedural materials using the erosion masks generated by the add-on. It’s quite a lot of work to do this, so I asked the author of the NodeCustomBuilder add-on - @HaiKalle - if I could use the import part of his add-on, and he generously agreed. This allows materials to be supplied with the add-on in JSon format, which is very neat! There are a few materials supplied with this alpha version, and I’ve tried to structure them a little, but there’s lots of scope for improvement. Please feel free to post better ones!
The add-on is suitable for Blender Version 4.0, with versions available for 2.81, 2.82, 2.83, 2.9 and 3.0 upward.
The GitHub page for the the add-on is
https://github.com/nerk987/txa_ant
The zip file can be downloaded there, or the direct link is:
txa_ant_4_00_0.zip
This is for Blender 4.0 and higher only! (Versions that work for earlier blender versions are available on the github site)
For a quick start introduction:
- Install the addon
- 3D View ‣ Add ‣ Mesh menu ‣ TXA Landscape
- Note that the landscape is a simple plane with subdivision and displace modifiers
- Set Viewport Shading to Material Preview mode
- Locate the Eroder Params panel in the TXA Landscape Sidebar tab
- Change Preferred Material to Alpine, Volcano or Forrested
- Click the Landscape Eroder button
Alternatively, watch the meandering video below…
Another video runs through the process of using the ‘Bake to PBR’ function to export to Unreal Engine