In general you enter the constants below for the landscapes. The only thing that potentially changes is the size of the landscape which we control by the number of components. Non square landscapes are fine. Landscapes are scaled 50% on x and y to get more verts per surface area.

Unreal Engine


  1. Location = {0, 0, 0}
  2. Rotation = {0, 0, 0}
  3. Scale = {50, 50, 100}
  4. Section Size = 255x255
  5. Sections Per Component = 2x2 Sections
  6. If importing procedural layer weights: Use MI_Landscape_Tropical for material.
  7. Material will be changed out depending on island.
  8. Should use the same landscape layer infos in Atlas/Environment/Landscape so clutter settings match across multiple islands.

World Machine

We typically use World Machine and Geoglyph 2 for landscapes. We might use more Houdini in this area in the future but the erosion in WM seems superior. The bottom of the landscapes need to reach -20,000 uu while in engine to meet up with the procedural ocean floor. In WM you will want to have the edges of the landscape to go down to 287 m (When using default world settings). If you do this the landscape will go a touch below the -20,000 uu requirement.

Layer Painting

Will fill in later. After importing layer weights the following console command will need to be run so the landscape has correct physical materials: FixupLandscapeCollisions.