Magic Map Material & Maker (M⁴) was made with cinematic quality and ease of use in mind. It is a Terrain Toolkit for use with ANY Unreal Engine landscape and utilizes the latest in tech to achieve production-ready results in a fraction of the time. Just load in a height-map from any source (Houdini, World Creator 2, World Machine, etc.), begin sculpting within the editor, or use the included Terrain Generator and the M⁴ Automaterial will instantly apply high amounts of detail to your world.
Current Features:
- Advanced Terrain Automaterial
- Virtual Heightfield Mesh and Runtime Virtual Texturing support – with easy setup
- Procedural Terrain Generator – create an infinite number of terrains at up to 8k in resolution (With World Comp & World Partition Support)
- Terrain Generator can also be used with any other Marketplace Landscape Material
- Terrain & Foliage Trail Systems with Multiplayer and VHFM Support
- Advanced Interactive Grass, Weeds and Flowers
- Splat Map Baker – Easily create Splat Map Textures in Engine
- Paint Layer Baker – Bake Height, Noise, Slope, and Curvature masks straight to any paint layer of your choosing
- Third Party Splat/Heat Map Support – Houdini, World Machine & World Creator 2 etc.
- 70+ Textures in total with a resolution of 1K to 4K
- Seven showcase maps in total – Going over all of the functionality
- M⁴ Material Blueprint – For easy management of Presets and Materials
- Three Versions of the Materials per Biome – Automatic, Runtime Virtual Texturing Based, Splat Map Baked
- Togglable Performance Functions with multiple Performance Presets
- Procedural Placement Systems for Foliage – using Landscape Grass Type
- Easy Texture Swapping via Material Instances – great for use with the Megascans library (ORDp texture support included)
- An 18 Layer Painting System for each Biome with Multi-Biome Support and easy customization
- Full Featured Materials with On/Off Switches – Tri & Bi Planar Projection, Far & Near Based Texturing Variations, Distance Based Displacement &
Tessellation, Height & Normal Map Based Transition Blending, three types of Tiling Reduction settings (UV Scrambling, Pseudo Stochastic and Texture Bombing), and much more





