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Kamil Hepner
เข้าร่วมเมื่อ 26 พ.ค. 2020
Good to see you here! You will find here information related to Houdini, Game Dev, and Rigging. I'm an experienced Technical Director who is super happy to share his knowledge.
UE 5 - Explained! Blendable locations for post process materials
In this video, I'll dive deep into the concept of blendable locations in Unreal Engine 5. With the changes introduced in Unreal Engine 5's rendering pipeline, blendable locations may seem confusing at first. By the end of this video, though, you'll know exactly where to inject your materials for the perfect post process effect.
⬇️Pocket Guide: Blendable Location Overview⬇️
Download a ⭐free PDF⭐ summary of this video from my Ko-fi page to have all the key points at your fingertips! ko-fi.com/kamilhepner/shop
Follow me on 📢 x.com/HepnerKamil
00:00 - Intro
00:28 - TSR and TAAU Terms
00:50 - What are blendable locations
01:23 - Rendering pipeline diagram
04:31 - Example materials
05:06 - HDR
06:09 - Outlines example
08:08 - Translucency After DOF
08:24 - Translucency example
09:17 - SSR Input
09:36 - SSR Input example
13:45 - Priority of blendable locations materials
16:51 - Free PDF!
#UnrealEngineTutorial #ue5 #gamedev #shader #indiedev #stylized #gameart #ゲーム制作 #indiegame #게임 개발 #인디게임 #컨셉아트 #gamedesign #unreal #tutorial #unrealengine #ue5 #postprocess #rendering #realtime #UE5Tips #UE5Guide #UnrealEngineTutorial
⬇️Pocket Guide: Blendable Location Overview⬇️
Download a ⭐free PDF⭐ summary of this video from my Ko-fi page to have all the key points at your fingertips! ko-fi.com/kamilhepner/shop
Follow me on 📢 x.com/HepnerKamil
00:00 - Intro
00:28 - TSR and TAAU Terms
00:50 - What are blendable locations
01:23 - Rendering pipeline diagram
04:31 - Example materials
05:06 - HDR
06:09 - Outlines example
08:08 - Translucency After DOF
08:24 - Translucency example
09:17 - SSR Input
09:36 - SSR Input example
13:45 - Priority of blendable locations materials
16:51 - Free PDF!
#UnrealEngineTutorial #ue5 #gamedev #shader #indiedev #stylized #gameart #ゲーム制作 #indiegame #게임 개발 #인디게임 #컨셉아트 #gamedesign #unreal #tutorial #unrealengine #ue5 #postprocess #rendering #realtime #UE5Tips #UE5Guide #UnrealEngineTutorial
มุมมอง: 428
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UPDATE! - Stylized Series, VOL1: Lighthouse
มุมมอง 982ปีที่แล้ว
A new update 💥 for Lighthouse 💥 has been rolled out, especially exciting for those who work with higher-resolution monitors (higher than Full HD). Included is an extra video explaining how to prepare Unreal to work with high-resolution effects. 🎉 Everyone who got it can redownload their files from Ko-fi page 🎉 ⬇️Get VOL.1 of Stylized Series: ⬇️ ☕ ko-fi.com/s/183e60bde2 ☕ 👋 Enjoy it! 👋 #ue4 #gam...
EASY stylized portrait in Unreal Engine
มุมมอง 2.1Kปีที่แล้ว
Our Lighthouse setup from Stylized Series can be used to create beautiful stylized portraits. ⬇️Get VOL.1 of Stylized Series: ⬇️ ☕ ko-fi.com/s/183e60bde2 ☕ Model: Cajun Hylton aroheyCaj 👋 Enjoy it! 👋 #ue4 #gamedev #bnpr #shader #indiedev #stylized #gameart #ゲーム制作 #indiegame #게임 개발 #인디게임 #컨셉아트 #gamedesign #unreal #tutorial #unrealengine #painteffect #ue5
Stylized Series, VOL 1: Lighthouse
มุมมอง 3K2 ปีที่แล้ว
The first volume of our 🎉new Stylized Series 🎉where we modify our existing hatching shader to create this unique stylized painted effect look 😍 Instead of doing countless experiments, you can grab a scene and experiment with it to get fresh ideas and directions! ⬇️Get VOL.1 of Stylized Series: ⬇️ ☕ ko-fi.com/s/183e60bde2 ☕ 👋 Enjoy it! 👋 #ue4 #gamedev #bnpr #shader #indiedev #stylized #gameart #...
SNEAK PEEK - Stylized content Vol. 1
มุมมอง 1.2K2 ปีที่แล้ว
Here's a sneak peek🧐 at the cool scenes that use my hatching shader. It is interesting to note that in this scene objects do not have textures; they only have vertex colors🧙 All of that and more will soon be available to everyone. Take care and let me know what you think! ⬇️From my Kofi page, you can download tileable noise textures or hatching shader project files: ⬇️ ☕ ko-fi.com/kamilhepner ☕...
UPDATE: Hatching shader - files
มุมมอง 4.9K2 ปีที่แล้ว
Files on the Ko-fi ❤️ page for the hatching shader got updated to the version of the hatching shader with colors! 🎉 Everyone who got it can redownload their files 🎉 ⬇️From my Kofi page, you can download tileable noise textures or hatching shader project files: ⬇️ ☕ ko-fi.com/kamilhepner ☕ 👋 Enjoy it! 👋 #ue4 #gamedev #bnpr #shader #indiedev #stylized #gameart #ゲーム制作 #indiegame #게임 개발 #인디게임 #컨셉아트...
Rigging in Kinefx - VOLUME 2 - Trailer
มุมมอง 9132 ปีที่แล้ว
⭐Volume 2⭐of my Rigging in Houdini series is out on CgCircut This time we will cover the upper body! Over 3 hours of training!🔥 www.cgcircuit.com/tutorial/rigging-in-houdini-kinefx-vol-2 #rigging #rig #character #houdini #kinefx #sidefx #sidefxhoudini #rigtip
Mix hatching with textures - Unreal material
มุมมอง 15K2 ปีที่แล้ว
There were many questions regarding how to mix a hatching material with existing textures in a scene. This video should shed some light on that topic. Have fun. ⬇️From my Kofi page, you can download tileable noise textures or hatching shader project files: ⬇️ ☕ ko-fi.com/kamilhepner ☕ 👋 Enjoy it! 👋 07:53 - Part2 - Add extra hatching lines and mix it with paper texture #ue4 #gamedev #bnpr #shade...
Indie Action RPG from TEAATE
มุมมอง 1.3K2 ปีที่แล้ว
Kia ora! Here's TEAATE, a game studio from New Zealand 🇳🇿 💕 We want to share with you a video of an early prototype of our new game, with a temporary tile: ZEN It is an Action RPG set in a world inspired by Japanese mythology. You begin the journey as the young guardian of Tengoku flame. Dive into a world full of fantastic creatures and enchanting challenges. Make companions along the way. Unra...
Stylized lines and outlines - Unreal Material
มุมมอง 59K2 ปีที่แล้ว
This tutorial will show you how to add stylized lines and outlines to our hatching shader. Using this simple post-process material, you can easily achieve a variety of stylized looks. ⬇️From my Kofi page, you can download tileable noise textures or hatching shader project files: ⬇️ ☕ ko-fi.com/kamilhepner ☕ 👋 Enjoy it! 👋 0:45 - Style breakdown 02:44 - Edge detection 07:09 - Lines material 17:07...
Kinefx tools: Houdini 19 update
มุมมอง 1.9K2 ปีที่แล้ว
The long-awaited update for KineFX tools🛠️, now supports Houdini 19. I've also talked about a few new updates vanilla to KineFX in Houdini 19 check it out⬇️ Added new node "Attach OBJ control" which is a modified version of new node: Attach joint geo Grab FREE handy tools and HDAs from: 🆓 github.com/kamilhepner/kinefx... 🆓If you like it share some coffee and love:❤️☕ ko-fi.com/kamilhepner ☕❤️🐦 ...
Static hatching shader [request]
มุมมอง 5K2 ปีที่แล้ว
I've been asked, is it possible to make my hatching shader: th-cam.com/video/18U50KPdD2A/w-d-xo.html static, without moving when the camera moves. This is a quick test, it's simpler than you think. All you need to do is to replace all TriplanarCameraVector nodes with WorldAlignedTexture. Then connect SceneTexture:WorldNormal➡️World Space Normal (V3) Remember to increase the tilling value of a t...
Kinefx tools - update: Support for scale mirrored skeletons
มุมมอง 3763 ปีที่แล้ว
Kinefx tools - update: Support for scale mirrored skeletons
Kinefx tools: Quick tutorial - Automatic promotion of parameters to HDA
มุมมอง 7783 ปีที่แล้ว
Kinefx tools: Quick tutorial - Automatic promotion of parameters to HDA
Kinefx tools: Quick tutorial - Easy way of locking channels
มุมมอง 4613 ปีที่แล้ว
Kinefx tools: Quick tutorial - Easy way of locking channels
Reposition Skeleton - after creating object level controls
มุมมอง 2553 ปีที่แล้ว
Reposition Skeleton - after creating object level controls
Kinefx tools: Quick tutorial - how to use create_obj_ctrls scripts
มุมมอง 1.4K3 ปีที่แล้ว
Kinefx tools: Quick tutorial - how to use create_obj_ctrls scripts
Hello, I've completed the tutorial, but my hatching doesn't combine with the lines/paper it "overwrites" it. I've adjusted the priorities to match, and tinkered some, but it feels like my hatch lines are "opaque" for lack of a better term. I feel like it's a blender-order or priority issue, but can't quite figure out why only hatching, or lines/noise shows up, never all of them.
thanks for sharing, i wonder why unreal remove the "before tonemapping" step, because some of the old PP effects doesn't works now, can't find a proper alternative setting
You're welcome! Epic hasn't actually removed the "Before Tonemapping" stage; they've just split it into smaller steps. If you look at the diagram, you'll notice that all the steps up until "Scene Color After Tonemapping" are actually happening before tonemapping. Generally speaking, your previous materials should work as before if you set them to, for example, "Scene Color After DOF" or "Scene Color Before Bloom." Try to recreate your effects with this new pipeline in mind
@@HepnerKamil Really appreciate your help, sir! "Scene color after DOF" works just fine!
Hello! Do you have more details on the sample you explained for a "Translucent after DoF" material? I'm trying to reproduce it on my end but apart from altering the opacity or the color of the opacity objects I can't change how the background opaque objects are displayed. It looks like the input1 is the transparent only but for example you need to set your material to translucent to get the correct opacity of your meshes. Thanks!
Of course! Thanks for asking about it. I just posted an article about this specific example on X/Twitter: x.com/HepnerKamil/status/1854698603920736416
TH-cam filters certain comments with links, so for everyone looking for the example of the network with translucency, please check my X account. I wrote an article explaining how to set it up.
@HepnerKamil thanks!
Well seems that epic removed Before tonemapping "Blendable Location" option for post processing material, unless i am wrong. Trying this with UE5.4.
I couldn't find it once but that was on a Material I forgot to set to "Post Process" so it was just a regular material. I set it to be a Post Process material and the option showed up!
Thanks for posting this! I never visualized them as "locations" before so I just always tried them all until it worked. Time to dig out my old anime shader that I worked extensively on!!
Thank you, sir! Yeah, I think that blendable locations were always poorly explained, but I'm glad you found this video helpful. Share it with others, Cheers!
Great tutorial and fantastic results. Thanks a lot for sharing! A bit nitpicky given it's handdrawn and not Arch-vis but wouldn't it be better @28:13 to breakout3float components and add them back together instead of desaturating the worldnormal result? I might be wrong but desaturating wouldn't give you equal values for RGB.
Can this be used in the game scene, the feeling will change with the camera movement
There is an issue in your ue5.2 project, it seems like custom stencil's info are not going through the last post process material (bg colors MY) and hatching does not display at all.
Please do a tutorial on how to make a stylized Moebius art shader please🙏
is it still possible for the hatching to bend according to the shape of the object if it's static?
Hello, will there be a volume 2?
This will be used in my game reply if you want to see what it’s about
Hi there, I have been working with your hatching shader (I made some minor tweaks with the outlines, hatch textures and gradation) artstation / artwork / 49J3GL I wondered if you might know how to add back in the lighting colours please? I've tried many techniques and I can't quite figure it out because I'm not seeing any results no matter what I try lol Since it's all flat-lighted it's not really the illumination I'm too concerned about, it's just the colours of the lights so I can properly set the moods of various times of day in my project. Note: I should mention that this is for a VR project. There is 1 tiny issue with it, the ambient occlusion looks slightly different in each lens and since it's a hatching texture, it overlaps and causes a weird halo effect due to how my eyes perceive these overlapping hatches in the headset lol. I don't suppose you know anything about this do you? :/
Hi I tried putting this on my Android package game and it has a brick looking overlay over the screen do you have any idea how I'd prevent this?
Could you please contact me either via email or any of my social media channels? I need to see a screenshot to see where the issue is. Cheers!
@HepnerKamil yes I will do, thank you for replying😊 somebody mentioned to me that mobile chips don't support most post processing so that sadly may just be the issue. I will still try and contact you and see if you have any idea though. From my experience it could be either as simple as a box I need to tick.🤣
Is it possible to only use the hatching shader on top of my normal colours? I would like to place some crosshatch only on the shadowy areas of my world, but keep the rest intact. Ideally I would also like to exclude characters from this, so that only environmental items get the post process. Is it possible to set something like this up for someone who does not have material experience?
Yes, that's what we do in these tutorials. I have files for the lighthouse project on my Ko-fi page that are more elaborate. Generally speaking, you can have hatching only in shadow areas. To exclude characters, you can use stencils. I did that for the water in the lighthouse project: th-cam.com/video/P-Z6Wz0wP9o/w-d-xo.htmlsi=_0RM_HTE0Q5qWjkZ
@@HepnerKamil I would like a plug and play solution since I do not really have the time to learn how to make and implement the shader. Can I use the "Tutorial Hatching Shader" from your kofi for that?
чувак, ты не представляешь сколько я посмотрел разных видео, сколько я копировал разных материалов, но никогда не понимал что происходит внутри. Благодаря алгоритмам ютуба, бог послал тебя чтобы я наконец прозрел! Спасибо огромное, на 15 минуте я уже начинаю понимать что к чему. Ты очень хорошо объясняешь и ютуб переводит субтитры правильно и понятно. Мало кто показал бы эту систему, а ты ещё её и объяснил очень хорошо. Спасибо огромное за такой труд.
Спасибо большое! Я рад, что вам понравилось. Очень важно понимать, что происходит внутри. Я тоже не люблю видео, которые только показывают эффект, не объясняя, что происходит. С уважением и удачи!
@@HepnerKamil а где видео? Что случилось? Собираетесь обратно возвращаться?
IDK, i was following all steps, but line distance doesnt work for me on 5.2
It should work wihtouth the problems, what is your monitor resolution?
I'm also getting UV distortion from world normals.. It looks great in preview but in scene my textures keep moving. Any idea what might be happening?
Hard to say, you probably missed some steps. Try to go step by step and compare your network with the one in the video. If you can't sort it out, send me an email.
@@HepnerKamil Turns out something was somehow corrupted, and the exact same material I had worked in another version.
How do you blend it with another postprocess - is there a way to tint those lines with color and say - "overlay" the post like in photoshop, another blending mode perhaps? I've always tried to replicate the outline effects in drawing.
Yes, in Unreal, you have blend nodes like overlay, lighten, screen, etc. They behave similarly to Photoshop layer blending modes. You can also apply any color you want for the lines or use it as an alpha for your custom colored texture.
@@HepnerKamil ok - is there a way to purchase your filter so it’s UV-based ? You know so it doesn’t move all over the place on screen? If so - I’ll buy it right now for my project
Hey, awesome video so far! I am having trouble with my textures constantly vibrating, and it's incredibly hard to watch but I've run through the video a few times and can't find what I'm doing wrong!
Do you have auto exposure turned off?
Does your shader work well with real-time animation?
Yes, it's a very lightweight shader, perfect for real-time games or applications.
Hello Sir! I followed the tutorial in UE 5 and when i start moving the viewport near an object some white lines across the screen starts appearing, even a bit on the objects themselves. I already disabled the bloom and the auto exposure but them still appear, any suggestion? Thanks, appreciate your work ❤
First, try to identify at which pass those artifacts appear. Is it an issue with scene depth? Go through the entire setup and try to identify the stage where it's happening by connecting the outputs from the nodes to the emissive color. Once you pinpoint where the issue is, we can sort it out. Also, just to double-check, set all of your lights to Moveable.
@@HepnerKamil Appreciate your response! I tested the whole shader setup and it seems that the Sobel Operation is fine, but when i plug in the RemapValueRange (or the output of the if node used to remove the skybox outlines) in the multiply node for the thickenss-over-distance scale it starts to create some "jittering". I tried putting a fixed value and that solves the problem, but in that way the thickness of the outlines doesn't change based on the distance.
Can you please send me an email or ping me on ko-fi? I will try to help you out with it.
@@HepnerKamil Thanks, what's your email?
I seem to be having the same issue. Did you happen to find out what the issue was? Going to go back through the setup and see if I can identify in the meantime. I appreciate your help in these tutorials !
Is there a way to add an outline?
Of course! If you browse through my channel, you will see that we eventually added outlines.
25:46 When changing to WorldNormal i get - [SM5] (Node SceneTexture) GBuffer scene textures not available with forward shading.
This setup only works with deferred shading, is there any reason why are you using forward one?
@@HepnerKamildon't know. I'm using the default VR template. Where do i change shading from forward to defend?
Found it in the settings... unfortunately turning off forward shading messes up MSAA anti aliasing. Switched to TAA made it better though.
Thank you so much for the videos! Would you have an idea of how to make the cross stitch texture not shift on a moving object? I've messed around with adding the hatch textures to an objects material, but I'm unable to get it to interact correctly with lighting/shadows besides the main directional light in the scene.
If your object is moving, let's say a character moving across the screen, the hatching would need to move as well. If you want to "stick" the hatching to the moving object, that would require a completely different setup. However, I'm not sure if that's what you really want, do you have an an example of what are you looking for?
First, thank you for the tutorial Kamil! This worked wonders for me! I had a quick question. Is there any way to deform the outlines without deforming the meshes themselves? I’m looking to have loosely drawn lines around objects but this seems to stretch the meshes themselves with the outlines. I understand why it’s doing it, but is there a way around it? Thank you in advance!
That shouldn't be the case, you can see on the video with textures and colors that only outlines being deformed. You would have to double check your network, what are you passing to the deformation pass.
th-cam.com/video/_V7DFLe11sI/w-d-xo.html
Does this still work in Ue5? I may be doing it incorrectly but when I follow the instructions in the decription, my hatching texture goes away and becomes just dots and become buggy. They also still move with the camera.
Yes it works in UE5, it could be related that you have high resolution screen like e.g. 4K?
I love this effect! Especially how it dynamically adds jitter to the lines
I'm glad you've liked it
dude, this is awesome!
Thank you!
can it be used in games?
Of course
Its a course?
Yes, we take existing hatching shader files and explain in videos how to change them and build on top of them the effect that you can see in the video
so good thank you for this great series
You're very welcome!
I'm getting an effect where the hatching fades away across surfaces over time (5 seconds?), I'm not sure what the problem is. (working with the version from Ko-fi) The hatching seems to persist around the periphery but is particularly bad in areas closer to the center.
Can you double check if your auto exposure is off and if you aren't using Lumen?
Hello can I get some help with. Excluding all three of the matierials on a charcter. Say I want the scene to look hatch but not a object in the scene. Still working with it.
Hi! The best way to achieve this is to use custom stencils. Assign stencils to the objects, then in the material, use stencil values to blend between the hatching look or the non-hatching look. For example, in the LIGHTHOUSE project, we used stencils to exclude water from the hatching effect: th-cam.com/video/P-Z6Wz0wP9o/w-d-xo.html
Hello can I get some help with. Excluding all three of the matierials on a charcter. Say I want the scene to look hatch but not a object in the scene.
The best way to do it is to use custom stencils and blend between the post effect and the original scene color. I've shown how to set it up in the lighthouse example: th-cam.com/video/P-Z6Wz0wP9o/w-d-xo.html
@HepnerKamil thank you , you've answered me on kofi!!. Thanks.
you need to update those project files to reflect all the changes you've made if you expect money, I kinda want a refund for having to go through and fix things in order to make something I paid for work. I had to watch the tutorials anyways, coulda saved the money.
Thank you for your feedback; this is definitely an area that requires improvement on my part.
@HepnerKamil well yea, I legit wasted my money. Like I said i had to watch the whole tutorial anyways to patch it up. Its pretty useless and just a money grab, and if you have any proper morals you'll take down the files, or at least stop charging for them until theyre fixed. You dont deserve money for that shit.
hey Kamil this video is proving to be of great help for a graphic novel that I am creating but I am facing one issue. as soon as I divide the original scene color and mask my shader flickers. I have checked with the code you have in this video and typed exactly same. what should I do
I believe you want to set the post processing to Before Tonemapping instead of After Tonemapping.
This is a good point. Have you checked the tone mapping setting, as @8thlvlMage mentioned?
Hello Kamil, thank you for this amazing tutorial. I just bought your lighthouse pack to get a more precise understanding of your workflow, but currently i'm stuck. The post process doesnt recognize my ambient occlusion in the scene texture : adding the "reverse ambient occlusion" part doesn't change anything, even if i set the power to 1000... So i can't go further on the tutorial. Do you have an idea of how i can fix that ?
PS : Actually in unreal engine 5 Ambient Occlusion doesn't work with the Lumen Global Illumination.. I don't know if it is mentionned in your videos maybe i've skipped that part accidentally but whatever i can continue
Thanks for pointing that out. Currently, the entire setup does not support Lumen enabled global illumination.
When are they going to redo the "Take On Me" video using this sketch view?
Wow, that's my dream 😍! I would love to give it a go when I find some time!
Hey Kamil, small tip here. If you desaturate both SceneColor and BaseColor before dividing them, you will end up with a better lighting (without the harsh black spots) that we saw at the roof of the building. Great stuff, keep them coming!
Thanks for pointing that out!
These tutorials are so great, the explanation behind his logic are so clear and prepared, love it!
Thanks for kind words!
nice Very good tutorial
Thank you!
Hi Kamil! Thanks for the tutorial! Do you know of any way to exclude objects from the PP effect? I set up "Render Custom Depth Pass" and allocated a number to the CustomDepth Stencil Value. Next, I threw some forks at the end of the shader graph, which look for my stencil number (Scene Texture:Custom Stencil) and if it's the same as the one I set up in the mesh, it'll simply push the SceneTexture:PostProcessInput0 value through. Otherwise it'll push the newly calculated values. This works fine for the hatching effect, but unfortunately it won't work for the Lines. My guess is that the lines are drawn around the object as well as inside, but only the ones inside are getting ignored by my if-fork. Any ideas how I can account for that and have the PP Material ignore some objects entirely?
You can use a stencil to specify which objects should be included in calculating the outlines. It becomes trickier when objects without outlines start overlapping objects with lines. In such cases, you'll need to perform some stencil subtractions to ensure that only the correct objects are used.
I'm wondering... I've swapped the camera based version to a world aligned texture version so the textures are more "static" when the camera moves. But it looks kinda not good on any objects that are moving (characters, e.g.) Is there a way to do a similar effect using per-object UVs? I realize that would require more work in different ways, but I would like to have a version of this that would be good for animated objects. Any thoughts?
Do you mind if I asked how you did that?
I'm working on something that will work well with animations, especially for animated characters
@@HepnerKamil I'm excited about that. I've been playing around a lot with different visual styles. I'm a filmmaker working in animation and am experimenting with trying to get something that looks really different. So far my best results have been outside of UE; creating essentially manual toon lines in Maya, converting that to actual geometry, then "wiggling" it in Unreal to get the sort of line wiggle look. Using PPM's works ok but the results aren't amazing on animated things. Looking forward to seeing what you're coming up with
Hallo, is it ready for 5.3?
Yes! Totally! In the package you get the project files for UE 4 and UE 5
Beautiful work! Does this work on animated characters as well as static objects?
I have an example with birds flying around a lighthouse on my channel. However, I haven't uploaded any with a character walking or anything like that. I should definitely do that.
Don't know if you're still active, but my hatching still moves when the camera zooms. Do you know a way to lock these likes to their normals regardless of the camera's zoom level?
Could you please reach out to me via Ko-fi messages or Twitter? I'd like you to share some screenshots of your network with me so I can help you in debug it
Hey so I'm currently using this on top of my existing scene with colours etc, I cant seem to find a way to remove the initial shadow pass so as the hatching textures REPLACE the shadows instead of being added on top of the existing ones? Would you know how to fix that? (Using the static shadows method)
Oh, I believe you've been attempting to mix (Lerp) it with either SceneTexture:PostProcessInput0 or SceneTexture:SceneColor. Instead, try mixing it with the SceneTexture node, but set it to DiffuseColor or BaseColor.
ooh ok thanks ill try that!@@HepnerKamil
dope
How do you use the grass layers to distribute the grass? Are you exporting the splat maps and import them as additional landscape layers?
Yes, I generate various types of grass clumps and then create maps for each grass type. These maps are then loaded as landscape layers. You an see the results here: th-cam.com/video/IIC52obHvRA/w-d-xo.html