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Demenzun Media
Canada
เข้าร่วมเมื่อ 15 มิ.ย. 2016
Demenzun Media - Tech Show, Science Show, Music, Indie Short Films and Video Episodes.
Third party Software with TerreSculptor
Using Third-Party Software including ArcGIS - GDAL - QGIS - Gimp - Photoshop - CorelDRAW - Gaea - World Creator - World Machine - Unity - Unreal Engine with TerreSculptor plus Terrain Scaling.
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Demenzun Media Store Link Page:
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www.demenzunmedia.com/
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• Support me through these methods •
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TerreSculptor by Demenzun Media
This video was created by Demenzun Media in British Columbia Canada.
Portions of this video may contain free stock content from Pixabay at pixabay.com/
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Copyright ©2024 Demenzun Media. All rights reserved.
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Demenzun Media Store Link Page:
demenzun-media.myshopify.com
www.demenzunmedia.com/
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• Support me through these methods •
Patreon: www.patreon.com/demenzunmedia
PayPal: info@demenzunmedia.com
• Visit my social media pages •
Discord: discord.gg/7P29u5GW55
Facebook: DemenzunMedia
Facebook: groups/2753474811590871
Instagram: demenzunmedia
Twitter: demenzunmedia
Website: www.demenzunmedia.com/
TH-cam: th-cam.com/channels/_8MqFatjX_L7QqfuZpyHJg.html
• Image and music content pages •
stock.adobe.com/contributor/208400691/David%20Green
stock.adobe.com/ca/contributor/206928384/jason
www.jasonedwarddudley.ca/store
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TerreSculptor by Demenzun Media
This video was created by Demenzun Media in British Columbia Canada.
Portions of this video may contain free stock content from Pixabay at pixabay.com/
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มุมมอง: 295
วีดีโอ
TerreSculptor Export Mesh and TIN to Real World Scale
มุมมอง 3352 หลายเดือนก่อน
TerreSculptor Export Mesh and TIN to Real-World Scale. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPal: info@demenzunmedia.com • Visit my social media pages • Discord: d...
Creating Smooth Play Areas in TerreSculptor
มุมมอง 3242 หลายเดือนก่อน
Creating Smooth Play Areas in TerreSculptor. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPal: info@demenzunmedia.com • Visit my social media pages • Discord: discord.gg/...
UE5 World Partition Part 14 UE5.4 Changes
มุมมอง 1.1K3 หลายเดือนก่อน
UE5 World Partition Series Part 14 UE5.4 Changes. Copyright ©2024 Demenzun Media. All rights reserved. Chapters: 00:00 Introduction 00:30 Import Benchmark 01:05 Packaged Build Benchmark 01:35 PIE Render Benchmark 02:07 Play Render Benchmark 02:48 Tiled Import Changes 06:25 MiniMap Regions 09:24 HLOD Changes ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com...
TerreSculptor 3 Editor Range and Altitude Elevation Headroom
มุมมอง 2083 หลายเดือนก่อน
TerreSculptor 3 Editor Range and Altitude Elevation Headroom. How to extend the elevation headroom of a terrain heightmap. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPa...
UE5 Real World Terrain Satellite Map Virtual Texture
มุมมอง 2.5K4 หลายเดือนก่อน
Unreal Engine 5 Real-World Terrain with high-resolution 32768x32768 Satellite Map Virtual Texture. Copyright ©2024 Demenzun Media. All rights reserved. Chapters: 00:00 Introduction 01:15 Satellite Map 03:10 Heightmap 07:51 Import 14:13 Test ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me thr...
UE5 Mesh Tile TIN Terrain Part 7 PCG Water plus
มุมมอง 6944 หลายเดือนก่อน
Unreal Engine 5 Mesh TIN Tile Terrain Part 7 PCG Water and SubUV Materials. Copyright ©2024 Demenzun Media. All rights reserved. You can download the projects and the packaged projects from my Google drive. Note that I will only be leaving these files online until I get the next TIN Terrain iteration complete. drive.google.com/drive/folders/18D3HI54TnSdWKdoSIeK8hZRBxHOysguL?usp=drive_link Chapt...
UE5 Mesh Tile TIN Terrain Part 6 Feature Tests
มุมมอง 5585 หลายเดือนก่อน
Unreal Engine 5 Mesh Tile TIN Terrain Part 6 Feature Tests. Copyright ©2024 Demenzun Media. All rights reserved. You can download the projects and the packaged projects from my Google drive. Note that I will only be leaving these files online until I get the next TIN Terrain iteration complete. drive.google.com/drive/folders/18D3HI54TnSdWKdoSIeK8hZRBxHOysguL?usp=drive_link Chapters: 00:00 Intro...
UE5 Mesh Tile TIN Terrain Part 5 16km Landscape vs TIN
มุมมอง 6515 หลายเดือนก่อน
Unreal Engine 5 Mesh Tile TIN Terrain Part 5 16km Landscape versus TIN Benchmarks. Copyright ©2024 Demenzun Media. All rights reserved. As mentioned in the video, this apples-to-apples comparison is of a 16km x 16km 1-meter-spaced heightmap for both a standard Landscape versus a TIN mesh terrain. Note that the view distance was set to the full 16km for both tested systems, and no Nanite was use...
UE5 Mesh Tile TIN Terrain Part 4 4096sqkm
มุมมอง 6885 หลายเดือนก่อน
Unreal Engine 5 Mesh Tile TIN Terrain Part 4 4096sqkm (64km x 64km) TIN Test. Copyright ©2024 Demenzun Media. All rights reserved. As mentioned in the video, this is a 64km x 64km 1-meter-spaced heightmap optimized to Static Mesh TINs. On my R9-5950X, ASUS ROG X570, 128GB DDR4, RX 7800 XT 16GB system I get 150-180FPS WITHOUT Nanite. My next test is to try TINs with 500% more detail and see if t...
UE5 Mesh Tile TIN Terrain Part 3 256sqkm
มุมมอง 5925 หลายเดือนก่อน
Unreal Engine 5 Mesh Tile TIN Terrain Part 3 Nanite 256sqkm. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPal: info@demenzunmedia.com • Visit my social media pages • Disc...
UE5 Mesh Tile TIN Terrain Part 2 Nanite
มุมมอง 6785 หลายเดือนก่อน
Unreal Engine 5 Mesh Tile TIN Terrain Part 2 Nanite. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPal: info@demenzunmedia.com • Visit my social media pages • Discord: dis...
TerreSculptor 3 Beginner Overview
มุมมอง 1.1K6 หลายเดือนก่อน
TerreSculptor 3 Beginner Overview. Getting started with the software. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPal: info@demenzunmedia.com • Visit my social media pag...
UE5 Mesh Tile TIN Terrains Part 1
มุมมอง 1.3K6 หลายเดือนก่อน
Unreal Engine 5 Mesh Tile TIN Terrains Part 1. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPal: info@demenzunmedia.com • Visit my social media pages • Facebook: facebook...
TerreSculptor 3 GIS Preview
มุมมอง 4987 หลายเดือนก่อน
TerreSculptor 3.0 GIS Preview. Copyright ©2024 Demenzun Media. All rights reserved. ――――――――――――――――――――――――――― Demenzun Media Store Link Page: demenzun-media.myshopify.com www.demenzunmedia.com/home/store/ ――――――――――――――――――――――――――― • Support me through these methods • Patreon: www.patreon.com/demenzunmedia PayPal: info@demenzunmedia.com • Visit my social media pages • Facebook: ...
Tech Talk Episode 13 - 2023-10-15 - UE5.3.1 - Godot 4.2 - O3DE - TS3.0
มุมมอง 472ปีที่แล้ว
Tech Talk Episode 13 - 2023-10-15 - UE5.3.1 - Godot 4.2 - O3DE - TS3.0
Tech Talk Episode 12 - 2023-10-01 - TerreSculptor 2 - UE5 Landscape
มุมมอง 315ปีที่แล้ว
Tech Talk Episode 12 - 2023-10-01 - TerreSculptor 2 - UE5 Landscape
Tech Talk Episode 11 2023-09-15 - UE5 Nanite - TS3
มุมมอง 276ปีที่แล้ว
Tech Talk Episode 11 2023-09-15 - UE5 Nanite - TS3
Where did the rock detail virtual texture that you dragged from your disk come from?
The Satellite Texture was downloaded in TerreSculptor 3.0 as it has a complete set of various map downloading tools. The Detail Texture is one that I downloaded from a free texture website. 3D Textures I believe.
@@demenzunmedia Thanks!
I use this method to extend my world partition landscapes. I havent had any issues with edit layers or splines not working. Everything works fine. Also in 5.5 the server now only loads relevant tiles
You are working with Landscape smaller than 16384x16384 though, correct?
@@demenzunmedia Nope. 40x60km. Just make sure to not load anything longer than 16384. Even if its just 1kmx16384km it wont work. If you load an area smaller than this everything works fine. Just load and unload as you need
@@NortandoGames - Interesting. Are you using 5.5? I haven't tested 5.5 maximum sizes yet. On 5.0 through 5.4 if you attempt to create a Landscape larger than 16384 with Edit Layers ON, it gives a DXT Texture Too Large Error. Because the Edit Layers is a DXT Texture stack and 16384 is the maximum texture size. Are your Edit Layers persistent across the entire landscape? Or only on the section that you are editing? If you follow what I mean. If it is persistent across the entire landscape, then Epic has updated it to tile the Edit Layer system as well. With previous engine versions tested by multiple people, the Edit Layers didn't work over 16k. Also, how are you managing the Regions and Region Volumes, or are you using them?
From 56 seconds to 11 minutes and 13 second is DIABOLICAL
how long did it take for you to generate the PCG for the map? it takes ages for me to generate over a 100x100 metre landscape on a pretty good pc I'm spawning decently dense single blade grass but it's seriously so slow on pcg, using the landscape procedural foliage I've spawned grass with 10k density (modified engine) with 20k cull distance on a 2x2km map almost instantly this approach makes me stuck with landscape though which i hate, unreals landscape performance is so bad and consumes so much ms on the game thread. also kudos to you for this TIN meshed series, this is gonna be of so much help for people who are tired of dealing with unreals landscape
The PCG foliage generation for any foliage type was virtually instant. I started out with low density spawning, and adjusted it right up to high density, both grass and trees, never more than a second to generate the meshes, usually instant. Perhaps it is the PCG nodes setup that you are using that is causing your performance issue. I always used the image node to determine placement, using a weightmap that I created from the terrain. I also did most of my test work on a 24-Core workstation with 512GB RAM and an RTX-3090. Unreal Engine develop systems should be as high end as you can afford. I have more videos coming soon for the TIN Terrain series, including a lengthy set of tests for optimal TIN Tile staticmesh size and density. In many cases TINs are the superior choice over Landscape. TINs are faster rendering and lighter memory weight. Spoiler: 512x512 40k vertex mesh tiles are the best. I am also adding proper Delaunay Triangulation to the TerreSculptor software in the future, so that the entire TIN creation can be performed just in that one app.
But we don't need this anymore because of nanite, right?
Nanite is fine for Film and Viz projects, but typically should never be used on Game projects. Nanite requires that there is 50 million triangles or more in the frustum before it has a performance benefit, otherwise it is slower than regular Landscape plus foliage. A standard Landscape versus a Nanite Landscape, the Nanite is up to 20% slower. Large Nanite projects require high-end hardware to run on. As soon as Nanite is enabled on a project, then in most cases the project will not run on low-end hardware, such as the Steam Hardware Survey most common computers. So if this is for a game, using Nanite has now just limited the gamer audience to only about 10% of people. So there goes the sales. If the Nanite project requires an RTX-4080 or 4090 just to get 30-60 FPS, then the majority of people cannot run it. I have tried multiple Nanite test projects and they usually just crash on my 4-Core, 16GB, GTX-1060, GTX-1650, RTX-3050 computers, so Nanite doesn't even run on low-end hardware. Regular Landscape with HLODs is almost always the best way to design a game. I have a video on my channel where I test out Nanite Performance and Uses, you might want to watch that before deciding to use Nanite.
If you are making an actual video game, as opposed to visualizations or film, then the original standard game design principals still apply. To get the widest play capability and widest game computer support, proper level design with meshes that have LODs and foliage with cards, is still the best way to go. Attempting to create a game using dense Quixel foliage at maximum mesh resolution and pushing millions of triangles in the frustum, so that you are forced to use Nanite just to get any performance, is a bad way to design a video game. No one is going to play a game that requires a 4090 just to get half-decent performance. The proper game design methods cannot just be short-circuited with something like Nanite. If Nanite is required to get any performance, then the game is designed wrong. Nanite allows game developers to be lazy, instead of spending the time to create proper LODs of meshes that are 5+ million triangles, some people try to just use Nanite on it directly in the scene. But that has consequences. In most cases, projects that have Nanite enabled will not play on the most common game hardware. So if this is a game that is being released to get the maximum sales, then using Nanite has just caused at least 65% of gamers to not be able to play it.
@demenzunmedia Yeah, but nanite also does culling. Do we have that with the lod system? Or do we need to make our own solution?
@@BubuRuzu - There is multiple culling and streaming systems already in UE5. Nanite isn't required for any of that. Frustum Culling, Occlusion Culling, Culling Volumes, plus World Partition, HLOD, etc all work with the default culling and streaming systems in the engine. Most of the actor systems in UE5 also have culling settings, such as Grass Node and PCG. Nanite isn't required for any of this. If you are creating a game level that is a Landscape using World Partition mode, then the Landscape already has distance culling on the components (try it, in play mode the landscape will cull components down to only a close distance). And then using HLOD provides low-poly proxy meshes for the culled out components, resulting in a further view distance. Grass and PCG foliage has cull settings already in it. Nanite should not be used unless there is some specific reason to. And in those cases the design of the game should be examined and changed so that it doesn't need Nanite. Nanite isn't a band-aid to fix poor game level design. If a game level requires Nanite to run, then it is almost always designed wrong. Attempting to use all maximum resolution Quixel or Speedtree foliage and trying to get back some performance by enabling Nanite on all of it is a bad way to design a game. Only people with computers like RTX-4080 and above will be able to play the game. Proper mesh resolutions and LODs should be used for getting performance, not Nanite.
@@BubuRuzu - Unreal Engine has multiple culling systems in it, that were designed long before Nanite was introduced. Nanite isn't required to get culling. Nanite meshes themselves also don't use culling, they use clustered triangle lists for frustum rendering. And Traditional LODs should always be used instead of Nanite. Proper LODs results in a game that can be played by more people, because Traditional LODs produce a better performance level design. Do a search on Traditional LOD versus Nanite, and you will find that Traditional LODs are always preferred and always render faster and better. Nanite allows for no LOD and no NormalMaps, but using Nanite also means that people with average gaming computers cannot run the game. Nanite requires high-end hardware.
merging 2 landscape could cause material to conflict eachohter. i would use simple plane mesh to connect 2 landscapes.
thethe question is: will using this TIN mesh instead original UE5landscape mesh break other substancial for world designing features in Unreakl-eg. World Partition, generating HLODS using LandscapeAutomaterial, namely---all tools that we will normally use after creating the landscape itself in Unreal Engine.Because it only has sense (as you proved-promise of great performance improvement of lanscape itself, "empty world" at first stage of building) if I can later do everything else in Unreal as if I would use "oldschool" landscape,the one UE5 provides when hiting generate new level
I am just providing information on an alternative terrain method. I am not stating whether one is better than the other, and I am not telling people to stop using Landscape. TINs work fine with the majority of UE4/5 Terrain and Landscape features. TINs work with HLODs and World Partition and Auto-Materials, etc. TINs are just StaticMeshes used as terrains, and people have been using StaticMesh terrain in Unreal Engine forever. Many terrain designs, even with AAA studios, with UE3/4/5 include using both, a Landscape for the central play area and static meshes for the perimeter. For the most part if you go with all TINs you basically just lose the Edit Layers and Layer Painting that Landscape gives you. That's it. But the benefits are that UE5 Landscape is limited to 16k x 16k whereas TINs can easily be created up to 64k x 64k or larger. And TIN Terrains render typically 30% faster or more. TINs have been used in video games for decades. They are nothing new.
@@demenzunmedia Yes,Im aware of that. Also read most of comments below so alrady aware what TIN method of generatin staticmesh is. Just wasnt sure these few things I asked.So if Edit Layers and Layer Painting won't work,what will be solution for "painting" all that big world mesh?with use of AutoMaterial?external program?
@@AfterHoursDevchannel - I would never consider hand-painting an 8km to 16km Landscape anyway, it will take days to get anything good and highly detailed. A really high quality RGBAK Splatmap Material for a large Landscape can be created within 5 minutes or less with software like TerreSculptor. I have multiple Splatmap videos here if you were interested to see information about them. RGBAK type Splatmaps give you 5 material layers, and are really easy to make for very high quality. And this can be easily doubled or tripled in layers if you want to create a really nice complex Splatmap material system. With TINs or StaticMesh Terrains you can use UE5 type Auto-Materials as they already work with minimal-to-no material changes; RGB or RGBA or RGBAK Splatmaps and Weightmaps; Satellite Maps; or many other types of Materials that use Weightmap systems, both hand-painted or software generated. The existing UE Landscape hand painted system is just Weightmaps and Splatmaps internally anyway. The engine just takes care of managing the layers for you. The same can be done manually for any TIN or StaticMesh terrain using other software like TerreSculptor, Gaea, World Machine, and/or Photoshop, Gimp, etc. It will just depend on whether you want the advantages of TINs, such as larger world size and faster rendering, or the ease of use of Landscapes. For the past few decades, most flight simulators and car racing games use TINs, especially on game consoles, because a 16km TIN terrain can be created in only a few MB of memory. Consoles don't have enough memory for large heightmap-based terrains, because heightmap-based is really resource wasteful.
@@AfterHoursDevchannel - I am simply providing information on TIN Terrain Workflow and Capabilities in UE5. I am not saying it is better or worse than Landscape, just different, and I am showing how to do the workflow with it. Almost all UE5 engine and terrain features also work on TINs. Including Auto-Materials, Splatmaps, Satellite Maps, and more. It is then up to the game developer to decide whether they want to use Landscapes or TINs. A lot will depend on how large the game world is. With TINs it is really easy to make 16km x 16km 1-meter TINs even on computers with only 16GB or 32GB of RAM memory, which will crash if you try to create a 16km Landscape with only 32GB of RAM. With 32GB of RAM you can create TIN terrain worlds easily up to 64km or larger. So it is just another option for game developers. And requires a slightly different workflow.
If you have any specific questions about the workflow with TINs, you can post them here or join my Discord, and I will be happy to answer them. I have created a lot of test TIN terrains over the past few months, to see how well UE5 manages them.
Thank you!!!
Love almost any of your videos. Just a few considerations: the low level texture at player 's height remsin an issue while i love the effect on far distance. How could we improve it: by addng a second material? One for yhe nearest and the other for the far?
I have used Near/Far Texture UV setups in Terrain Materials before, it is really easy to do. I can't post screenshots of the materials here, TH-cam doesn't support it, but if you google Terrain Material Near Far Tiling you should be able to find examples online. The Near/Far system can be adopted into any terrain material system including Auto-Materials or RGBAK materials. It basically blends two Texture Nodes, with two different UV Nodes with different tile values, at the specified distance from the camera.
@@demenzunmedia Thanks. I am aware about that techic (although not one of my preferred: try a mask and the node texture variation: with the proper texture it does miracles). No i was talking about the possibility of giving two landscape material using th eone in the near distance and the second with the giant texture upon it. Thanks howerver for the answer
@@gabrielepardi5178 - So what you want is something like a SatMap texture for the main large texture over the entire terrain, and then up close to the camera a high quality near texture for detailing? That should actually be doable, I have never tried creating a material like that, but it is a good idea. With the realistic DEM TIN terrain systems being used, this would be a viable material setup.
@@demenzunmedia yes. Consider - we are going to release our project on ue4 so we are just learning ue5 - that in ue4 you have an array material : our idea (maybe in next project) is to use to landscape material: the one, realistic, in near distance; the other with a large texture map for long distance just like you did in one of your video. Just a suggestion, but i thought it was worthy mentioning
@@gabrielepardi5178 - It is an alternative texturing method, but not something that I would use in a release game myself. The issue with using a single far texture is that if you are using only a single DXT texture, the maximum supported size is 16384, usually biased in the settings to only 8192, which means that if you had a 16km terrain, each texture pixel would be 1 or 2 meters in size. Which is huge. The next issue is where are you going to source the texture map? If this is a DEM File of the earth, if you use something like Google Earth for the texture, that is only 1 pixel per 5 meters or less in resolution. So it is going to look significantly worse and lower resolution than conventional splatmaps or other tiled texturing systems. You would have to develop a custom SubUV tiled texture system in order to get finer than 1 pixel per meter, that was also hand painted since satellite maps are too low in resolution, which means months of work to get just the terrain complete. I would rather create a weightmap-based RGBAK splatmap system, which would only take an hour at most to create, and look spectacular. Weightmap extraction can simulate real-world terrain data significantly better than hand painting, and in much less time. I am using RGBAK splatmaps on my upcoming game release and it looks amazing.
how do you export the textures from unreal to blender too? My landscape is already painted and I want to export the landscape with the texture
That is not an easy task with Unreal. The Landscape Heightmap can be exported, but it is saved as PNG Tiles so it needs to be stitched back together to a single file. The Landscape Layers can be exported for the weightmaps. And the Textures can be exported as PNG files. But all of this will get you a Splatmap style layout, so the Material will probably have to be re-constructed in Blender, if Blender can even do it.
Can you tell me how long the Building minimap took for you? For me its been loading for over 30 minutes for a small map less than 100m big..
Building the Minimap in UE5.4 or 5.5 takes forever it seems. Even on my 24-Core 512GB RTX3090 system it takes well over 30 to 60 minutes. Epic needs to fix this and multi-thread the operation.
You currently still require a copy of Max, Maya, or Houdini to perform the TIN Optimization on the OBJ Mesh that is exported from TerreSculptor 3. I am currently looking into adding Delaunay Triangulation into the software for a future update so that the TINs can be optimized right in TS3. In the example in the video, the heightmap is really low resolution at 1351x1351, so I simply imported the Mesh Tiles directly into UE5 without any TIN Optimization.
Sorry, I don't get it. I though the TerreSculptor Tile Creator only outputs heightmap-tiles, e.g. in PNG. Now suddenly it can also output ready optimized TIN-meshes in OBJ? (The optimization from a regular mesh into irregular networks needs "optimization parameter" and it takes some time. Does the tile-creator do the Delaunay triangulation in the back?)
TerreSculptor 3 has been updated on the Tile Datamap Creator so that it can output Heightmap tiles in PNG, TIF, TSmap formats, and also output OBJ files that are real-world scaled. It does NOT currently do the TIN Optimization, I will be looking into adding that feature in the future. Currently you require a copy of Max, Maya, or Houdini to do the TIN Mesh Optimization step on the OBJ Tiles exported from the Tile Creator.
Was terresculptor free for commercial projects at some point in the past?
A few years ago TerreSculptor 2.0 was made free for any use. So TS2 can be used for commercial, non-commercial, and academic use with no burden. You don't even have to credit it on games etc. So if you are looking for a free-to-use terrain software, you can still download TerreSculptor 2.0 on the website Download page. The Download page lists a few of its limitations, such as heightmap resolution limited to 46k x 46k. TerreSculptor 3.0 has about 10,000 new features though, and is a significant upgrade over TS2, with supported resolutions up to 1 million x 1 million, numerous new Devices, the Terrain Stack, the Topology Tools, the Explorers, and much more.
I have found the answer to a question i have been asking for almost 3 years, even the most senior unreal guys i have spokent to did not mention this method. Thank you!
One thing to keep in mind is that this method of extending the Landscape doesn't automatically create Regions for the World Partition MiniMap control.
@@demenzunmedia is there a solution for this?
@@carloscarrillo2813 - This video and this technique was found back in UE5.0 and 5.1 days. For UE5.0 through 5.2 they used Cells, which this technique worked with. However, with UE5.3 and 5.4 Epic now changed to Regions for managing the section loading and unloading on the World Partition MiniMap. The Regions are Volumes. There is no Region Volume in the editor "Place Actor" panel, so I'm guessing that they cannot be manually added. It would probably take an engine code update to add the ability to "refresh" the Landscape Regions and add new component areas to new Region Volumes. I don't know if this is possible with Blueprints. All of that said, all that it really affects is the ability to hide/show regions while working on the Landscape, so if the tile-paste-extend method is used, then the outer area outside of the initial Region Volumes will always be loaded.
@@demenzunmedia oh does this mean that the stamping method will fail when building a large world now? I have spent 2 days stamping my landscape, i am way past the region volumes. This has been the only successful way that ive managed to build a world of 32x32km without it crashing when importing the heightmaps. I have tried tiles but can only build 16x16km as it crashes on 32k, i have also tried using more than one landscape actor but that leaves small gaps between landscapes which cant be closed as i can only edit one landscape at a time. thats probably not the way to go either... I have also scaled 16x16km to 200units but that causes strange shadows in some areas and looks blocky. i have 64gb of ram, do i need to upgrade to 128gb to get this work? im running out of methods, how would one build a landscape of this size effectively? Please help 🥲
@@carloscarrillo2813 - You have a few choices. I haven't tried the Extend-Stamp Method since 5.2 so I have no idea if it has serious issues with Regions, I have only been going by feedback from others that they ran into issues. Leave it to Epic to change how things work and break the methods that developers were using. Choice #1 - Stick with UE5.2 or lower. It uses Cells which work with this Stamp method. Choice #2 - Get more RAM. I have successfully many times imported 32641x32641 heightmaps on multiple computers here but they all have 128GB of RAM and 16GB/24GB GPUs. The crash occurs with only 64GB because when working with large heightmaps the import method performs all of the Heightmap-to-DXT-Texture setup all at once in GPU memory and not in batches. So it will use up to 80GB+ of GPU+Shared memory. So a 64GB system won't work. Your main memory is shared 50% with the GPU for what is called Shared Memory, you can see it in Windows Task Manager Performance tab. To work with 32k heightmaps you need 64GB Shared plus 16GB-24GB Dedicated GPU memory. Otherwise it fails. And no Page File won't work, it has to be 80GB+ GPU memory, so 128GB main plus 16/24GB GPU is required. Choice #3 - Forget about Landscape and heightmap-based terrains and go with TINs (Triangulated Irregular Meshes). TINs have been used in video games for decades, and most of UE5's features support them. There is a complete multi-part series of videos on the channel here on TINs. It's an option, but you lose painting, sculpting, road splines, and anything Landscape-specific, etc. I have created TIN terrains up to 64km x 64km 1-meter spacing and they were light-weight and east to create. But you have to know what you are getting into.
Great video! More please!
Thanks! More please!
& what about 100's of Tiles. using this tile size. or 16x16km tile size?
With World Partition, heightmap sizes of either 16321x16321 or 32641x32641 both use 511x511 Component Sizes, so both will perform similarly when rendering. This video was created before UE5.4 so I don't know if the Regions feature works properly with 32641 heightmaps as I haven't tested it. If you mean splitting the heightmap into tiles, World Partition doesn't use tiled import, tiles are simply stitched back into a single heightmap, World Composition uses tiles. World Partition heightmaps should always be imported as a single file without tiles, otherwise with tiles the size gets padded out and stretched along the edges.
@@demenzunmedia i'm using 5.3. What should be approach. Should i Start in World Partition Map. Or First import & then convert to world Partition? also how can we create Landscape Streaming Proxies after Importing. 1by 1
tile word using for single 16k landscape heightmap. & I have 2500 Tiles with 16k res. just experimenting
@@DirectionGaming - The easiest way to have all of it set up automatically and correctly for Landscape and World Partition, is in your project, create a New Level, choose the Open World level template. Then select the auto Landscape actor that it adds, expand the Landscape item, select all of the streamingproxies below it, and Delete them, then delete the Landscape actor itself. Save this level to whatever map name you want in the desired content folder. You now have a proper World Partition mode open world map template to work with. Then select the Landscape Mode on the drop-down and import your heightmap. Set the Region Size to your total number of components divided by 4, so if you have 16x16 Components set Regions to 4. If you need to edit the terrain then you need Edit Layers enabled which means 16321x16321 is the largest size supported. Adjust your Landscape properties for Scale XYZ and Location Z and import. I have been using this technique since 5.0 and it works perfectly every time.
@@demenzunmedia I'm using custom script To Import Landscape Tiles from Direct Cloud DataBase to Unreal. So not using Landscape mode/Import that crashes allot. Will give it a try in World Partition Level. I have to figure out how we can modify Level Streaming Proxy Sizes. So I can Have 2x2Km Proxy Size. Too Much Proxies are bad on performance. & High chances of Game Crash When Loading/Unloading Tiles. Thanks! for Brief Help.
Awesome!.Thank you for providing such an awesome tools!
Thank you!
Very helpful thank you!
Can you make a tutorial on this topic, but with input from World Creator or other terrain generator softwares?
Demenzun Media is the developer of the TerreSculptor software. So that is the software I support in my videos. If you are using other terrain software it is up to them to support you. If they do not support TINs or even DEMs, and especially real-world scaling, that is a reason to not support them. TerreSculptor is designed to give numerous additional features not available in other software.
@ sorry, perhaps my question was unclear. What I would like to do, is to export height maps and splat maps from one of those external softwares, then import those maps into TerreSculptor for the purpose of generating TINs which are to be used inside Unreal Engine
@@Ethan-gu9hm - I don't own copies of World Creator or World Machine or Gaea. If those software will export to any of the 170+ file formats that TerreSculptor supports, then it would be easy to just save the files in that software, and import them into TerreSculptor. Simply export the heightmap from any of those software to anything like PNG-16, TIF-32, RAW-32, and import that into TerreSculptor. However, if those software do not support real-world scale GIS Tags in their file formats, which they most likely do not, then you cannot properly create real-world scaled Heightmaps or TINs from their software. As far as I know, TerreSculptor is the only available terrain software on the market to support GIS Tags and GIS Files. That issue aside, TerreSculptor will easily import any heightmap files that those software can save, including PNG, TIF, RAW, etc. The terrain scale would simply have to be manually set.
@@Ethan-gu9hm - I can make a video that shows how to take any number of common generic heightmap file formats such as PNG-16 or TIF-32 or RAW-32 and import that into TerreSculptor, and prepare it for TIN Tiles. That process would be the same for the files saved out of any other terrain software like World Creator. However, those file formats do not support real-world scaling, so scale would have to be set manually in the software and in Unreal Engine.
@@Ethan-gu9hm - I will upload a video today that discusses using TerreSculptor with other third-party software such as ArcGIS, QGIS, Photoshop, GIMP, Gaea, World Creator, World Machine, and Unreal Engine and Unity. Plus how to get proper scaling with all of those. It will be on the channel in a few hours, I'll post a link back here.
Problem with World partition is Deleting Landscape. because it get's splitted into small tiles u can't delete them at once. it's freezes them. Simply creating takes less time but deleting takes more time.
In the Outliner, locate and expand the Landscape actor. Select all of the StreamingProxy items under the Landscape, delete those. Select all of the Region items if this is UE5.3/5.4 and delete them. Then finally delete the main Landscape actor. It has to be done in this order. Save the level. Exit and restart the editor and see if the Landscape is gone. If the Landscape persisted, then the External_Actors folders are messed up and the Map/Level file will have to be deleted and re-done.
Could you update the free version of TerreSculptor ?
You might as well start saving a bit every month, development is not free - and you should never feel entitled to the latest & greatest for free.
TerreSculptor 2.0 is unsupported software and no longer updated. Support ended for that version years ago. With the next major release of TerreSculptor, there will be some updates to what is available for products.
Great Video: very usefull! Thanks
A bit more comparative information on the 5.0 through 5.4 Benchmarks in this video. The Packaged 8129x8129 Landscape game in each engine version are: 5.0 = 1.00GB, 5.1 = 983MB, 5.2 = 0.99GB, 5.3 = 1.06GB, 5.4 = 1.18GB. So the Packaged Game files typically gets larger with each Engine Version as well, even though all are the exact same content of only an 8k Landscape. Note: A change from UE5.4 to UE5.5 is that the HLODs now work properly in UE5.5. In UE5.4 I often had times that they would fail to build, or only build 4 meshes, and I would have to use the HLOD Command Line to force a full proper build, which was really annoying to do. This seems to be fixed in UE5.5 So if you are working in UE5.4 still, I strongly recommend going up to UE5.5 if you can.
Good test!
Good test!👍
Thanks for the information! Your videos are invaluable reference. So, by most metrics world partition is getting worse? Load times have 10x since introduction! PIE perf is worse. I guess standalone perf is better which is what really counts in the end. I hope Epic haven't fired the world partition team because this still needs work!
Yes, that is correct. With all of the tests that I have performed on multiple computers from a Quad-Core 16GB GTX1650 up to a 16-Core 128GB RX7800XT up to a Xeon W7 24-Core 512GB RTX-3090, each iteration of the Unreal Engine 5.x usually gets slower when it comes to working with creation and editing, but they have been slightly improving playback render times of published games. I have eight computers here of all levels of hardware for benchmarking and testing. The down side to this is that a more powerful computer is required to create games, since the editor is just getting bloated and slower, the upside is that published games should play better. Epic is supposed to be replacing World Partition in the future with another new terrain system, so we will have yet another mess to contend with. I am guessing it will be a TIN (Triangulated Irregular Network) or Voxel based terrain.
@@demenzunmedia This is the first I've heard of world partition potentially being phased out. It's only just been introduced! I waited for world partition to be ready to make my game since I knew world composition was being depreciated. Honestly, at this point I'm beginning to doubt my selection of Unreal Engine to work in. You spend days learning new features only for them to be unfinished or abandoned and then replaced with something new. It's like perpetually being on a hamster wheel trying to keep up when all I want to do is just make a game. Sorry for the rant! Epic frustrate me to no end.
@@michaelasquith4433 - Epic announced the new terrain system on their "Forward Looking" section on their Public Roadmap. Do a search for Unreal Engine Public Roadmap, it is the productboard link, then click on the Forward Looking section, and scroll down to "Next Generation Terrain Solution". My guess is probably Unreal Engine 6.x before we see it. They are planning on moving away from Heightmap-Based terrain, my guess is to TIN or Voxel. TINs have been used in video games for years, most flight simulators and a lot of driving games use TIN terrains. I have a complete series on TINs on the channel here, you can use TINs in UE5 now, and I have made up to 64km x 64km TIN terrains that greatly out-perform World Partition. I'll post a link to the Roadmap in the next comment, just in case YT deletes it.
@@michaelasquith4433 - Link: portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1242-next-generation-terrain-solution
@@michaelasquith4433 - I also agree that Epic is frustrating, they deprecate sections of the engine before they even get them mature. We have had Landscape, World Composition, World Partition, and now the next terrain system that is coming. Enough is enough. And World Partition is also in many ways more limited than World Composition. I have created terrain worlds up to 260km x 260km in World Composition on my workstation, but World Partition is limited to 16km x 16km because Epic sadly limited the Edit Layer system to a single DXT Texture which max'es out at 16384x16384. Really bad design. To give a comparison, the TerreSculptor software that I develop, I designed its internal engine to support up to 2 Billion x 2 Billion meters for terrain size (an 18 Exabyte heightmap). Some developers are just too short sighted and have no clue what their audience wants or needs.
Does this only work in the paid version? I tried the demo and nothing comes up on the explorer
Do you mean that you used TerreSculptor 3.0 in Demo Mode? It runs as a time-limited demo when no license key is entered in. Or do you mean that you tried TerreSculptor 2.0? TS 2.0 is not a demo, it is an old discontinued previous version that has way fewer features because it was developed and released years ago. Only TS 3.0 has the Mapper and Topography Explorer features. TS 2.0, the free version of the software, is multiple years old already. TS 3.0 has at least 10,000 new features and updates in comparison to 2.0.
@@demenzunmedia I had 2, download 3. In 3 I tried to open up the topo thing and nothing loads. Just sits there. I assumed I needed to purchase it to access those features?
@@cyberaxe_lznj - I just tested the Mapper and Topo Explorer and all of the sites are coming up for me. The sites are open source public sites, so they may have access times that are long or they may be unavailable in some world regions. Did you try any of the other Sites on the Topo Explorer? Do all of the ArcGIS and Google sites not work for you? Does Mapper work for you? Version 3.0 when running in Demo Mode has the full features.
How to hide map edges under water?
If you are using TerreSculptor for the terrain source, when preparing the heightmap for UE5, use the Shaper Device and a round gaussian blend mask to make it into an Island shape so that the edges of the terrain go down in elevation and will be underneath of any water system that is put into the map. You can literally use any shape you want to get the island outline. There is free shaper textures on the Free Asset Google Drive. th-cam.com/video/Rnck40eVt0U/w-d-xo.html
For anyone stumbling across this, newer versions of UE want a different tile sequence setup: _x00_y00, versus the _X0_Y0 shown in the video. At least, in my workflows _X0_Y0 wouldn't be recognized.
Thanks, I will check it out. I am currently working on a new UE5.4 World Partition video that covers the changes for that version of the engine. These existing WP video were for UE5.0/5.1.
512gb of ram??? 👀
In my Xeon W7 workstation I actually want to install 2TB of RAM but the cost right now for RDIMMs of that size is crazy.
@@demenzunmedia and here I am dreaming of 128gb 😅
@@FATMAC2 - Unfortunately 128GB won't work for me for everything, I have an R9-5950X, 128GB, RX7800XT-16GB computer, and I can easily use up all 128GB+16GB of memory on Unreal Engine 5 doing HLODs, Landscape Importing, etc. UE5 often crashes due to not enough memory with 128GB. So I had to build a bigger full workstation. :)
Want to mention the memory leak problem has been fixed in the latest unreal. It also doesn't seem to use LOD0 if you don't put a large LOD0 screen size before u build HLODs. Idk what they use but it comes out pretty low poly right out of the box and doesn't need that trick where u have to increase your LOD0 on the landscape before building HLODs.
Thanks. The World Partition Series was created with UE5.0/5.1. I am planning on making an updated video for UE5.4 since Epic changed a lot of things on the Landscape system.
@@demenzunmedia Yes please! Would also love foliage/tree on open world landscapes if you know anything about optimising for that!
@@StarCourtesan - I have done a fair amount of work with the Landscape Grass Node and with PCG Foliage. I should do a video on that.
@@demenzunmedia Hell yeah!! Currently struggling with performance because no matter what I do ( nanite, non-nanite etc) I don't seem to get a food fps on large landscapes and foliage on lower end machines
@@StarCourtesan - With the tests that I have done on my computers so far, triangle count and masked type foliage really makes a difference. I have computers down to a i3/16GB/GTX1650 here for testing, so I will be putting benchmarks into the video.
MAKE THE PROGRAM FULL SCREEN, OTHERWISE IT'S NOT BAD TO SEE!
it looks very good. It's also efficient perfomant i guess.
I have performed multiple performance benchmark comparisons on multiple levels of hardware, and the TIN Mesh Terrain outperforms UE5 Landscape by up to 200% faster. TIN's have been used in video games for about three decades now, especially in Flight Simulators and Racing Games. And on Consoles because TINs are significantly smaller in required memory than a heightmap-based terrain. A 16km x 16km TIN requires as little as 500MB of memory.
Great informations in those videos. Straight to the point! Thank you very much
thanks. One question: in the last step after importing objs, you adjust z-scale to 300, is it calculated according to real-size or just for visual effects?
In this video I adjusted the mesh scale manually to what looked like a good value. I will be adding features to the Tile Creator OBJ Export so that the Elevation Range Z-Scale is correctly calculated from the elevation range of the source Digital Elevation Model currently loaded into TerreSculptor. The scale factor is an odd multiplier which I have to calculate the math for. I will be getting to this feature soon.
@@demenzunmedia great, so is it coming soon :) ? It's very useful because exporting anything to Unreal, we should manually calculate the z-scale..... somewhat.....
@@MrLyonliang - This video shows calculating Elevation Data for TIN Terrains using Mesh Tiles, that is completely different from using Landscape. This is not a UE5 Landscape video. For working with real-world data with Landscape there are other videos on this channel that show how to do that. This video is a special design system for TIN terrains and NOT Landscape. TerreSculptor already has built-in features for calculating the Spacing XYZ and UE5 Landscape Scale XYZ for Digital Elevation Model files that are imported. If you are importing a DEM file, check the GIS panel to make sure that the GIS data is correctly parsed and available in the DEM file, then on the Terrain Properties panel click on GeoScale and enable the Set Spacing to GIS values. Then the Terrain Properties will be automatically set to the real-world sizing of the terrain. These same TerreSculptor Terrain Properties Spacing XYZ values are used in UE5 for the Landscape Scale XYZ, to set the Landscape to real-world size.
@@demenzunmedia thx for comprehensive explanations
Great tutorial! One question, though. I just purchased the software and with the Mapper Topography, is there an easier way to obtain the exact locations that you want ? Everything that I've seen thus far is narrowing it down through the Zoom level and directionals, which makes it a bit of a challenge since you don't have a clear view of the region once you start zooming in. Thanks!
If you want a specific earth location in the Mapper Explorer or Topo Explorer, you can always search in Bing or Google for the Latitude and Longitude of the ground feature, such as Mount Hood Oregon, and then enter those Lat/Long values into the Explorer dialog, and it will take you right to that location. Lat/Long work at any Zoom level, so if you know what zoom level you want the data at, such as 16384x16384 size, then enter the Lat/Long at that zoom and it will take you right to the earth object. You can also use the other Topo Sources that show named earth objects to scroll around and find their Zoom and Tile values. Sources can be changed at any time without affecting the current Zoom and Tile. The Zoom tile is always the top-left tile, so when you are zooming in and out, it is based on the top left dialog viewport coordinate. You can save favorite locations in the Favorites, and the Favorites are shared between the Mapper and Topo Explorers. There is also a free set of Favorites that you can import available on the Free Google Asset Drive, link on the Help menu. If you are using any XYZ Tile based online system as well such as Google Maps, those tile numbers are also the exact same tile numbers as the Mapper and Topo Explorers. So you can easily get to locations that way as well.
@@demenzunmedia Hi, thank you. So, I took the Lat/Lon from google maps today and put those coordinates into the mapper and topography explorer and I have it figured out now. What I wasn't doing yesterday was accounting for the zoom level when it was on the default world view. So if I'm understanding it correctly, the zoom is the primary key to getting whatever imaging size of the coordinates that I want. Its a great tool and it'll take me a bit to get used to moving around in it.
@@Creativo1973 - The Mapper Explorer uses the industry standard "XYZ Tile System". Most other earth data sites also use XYZ, such as Google Maps, OpenTopology, etc. The XYZ Tile setup has the entire earth in 15 Zoom levels as sets of XY Tiles. So as you start at Zoom level 2, that gets you the entire earth in a 4x4 XY tile set. As you move down to Zoom level 15, that has the entire earth in a 16384x16384 tile set, so each tile is much higher resolution for each area of the earth as you go higher in Zoom. When you are using Mapper, the XYZ Tile is the top-left tile in the viewport, so as you Zoom up to the next detail level deeper, it zooms based on the top-left corner. This means that if you have the region that you want in the center of the viewport, then you will have to adjust the viewport centering again with the right and down buttons after zooming in. It takes a little getting used to but is quite easy once you have searched for data a couple of times. The Tile X and Tile Y numbers are industry standards, so when you go to any of the earth locations on the Topography Explorer, every one of those map areas use the exact same tile for the same world location, and also the same for Mapper. And if you go to any online earth maps that use XYZ Tiles, those also use the same numbers. There is a Favorites feature on both of them and the Favorites items are shared between them since the Tiles are the same values. You can also download a csv list of Favorites from the TerreSculptor Google Asset Drive, link on the Help menu.
Great, thanks, another way to import real world data :) I have 3 questions need your help: 1. The actual landscape size acquired in TerreSculptor is 32km by 32km, and you shrink it down to 16km by 16km. So the final result in Unreal is not 1:1 to the real world, it is packed by x and y direction. Am I correct? 2. If above point is true, does that mean I need to set x/y scale in Unreal to 200 when importing the landscape ? 3. Could you explain more when making landscape materail for landscape coord. mapping scale: 16321 for Sat. and 127 for rock. Thanks a lot!
1. Yes, in this example I downloaded the Mapper earth data and the Topo texture both at the resolution of 32768x32768. This was so that the extents of the two assets perfectly matched up in alignment for the overlaying of the texture on the landscape. I am working on adding a feature to both the Mapper and Topo Explorer so that any Zoom Level for the current viewport tile set can be downloaded, this way you can download the 65536x65536 resolution for the Topo texture and the 16384x16384 res for the Mapper heightmap and both will be the same extents so that they overlay correctly as landscape and texture. That update to TerreSculptor is coming soon. I had to resample the heightmap from 32768 since UE5 Landscape has a maximum resolution of 16321x16321 so the 32768x32768 heightmap would never have imported. This will change the apparent resolution of the Mapper earth data from 6 meter to 12 meter. The final result in UE5 is not 1:1. My goal is to perform more work on this system where I am working with 1 meter DEM data, where I have matched up some Topo textures to the 1 meter DEMs, I am still working on the pipeline for achieving this. You could also use TIN terrain instead of Landscape, that way the 32768 size is easily achievable. 2. The Mapper data that I downloaded was 6 meter data, which was then resampled by 50%, which would make it equivalent to 12 meter data, so the Landscape Scale XY should be set to 1200 to get the terrain back to real world dimensions. 3. When I created the Material, the Topo texture gets overlaid at 1:1 to the heightmap, so its Landscape Coord value will be 16321 which is the heightmap resolution. That way the texture stretches across the entire terrain from edge to edge. If you were using a Texture Coord node instead, it would simply be set to 1.0 on UV. The rock texture was simply a detail texture to make the material less blurry up close, so I set it to be tiled at a resolution of 128, this value can be adjusted to whatever looks best to you.
@@demenzunmedia I'm learning in this area, any mistake pls. help me point it out, thanks. In point 1, you mentioned "I had to resample the heightmap from 32768... This will change the apparent resolution of the Mapper earth data **from 6 meter to 3 meter**." Is it a typor? I think the resolution should be changed from 6 meter to 12 meter, just as you mentioned in point 2?
@@demenzunmedia for terrain size showed in "Mapper Explorer" after setting zoom level/tilex/tiley, the unit is meter or pixel? I guess it is pixel, right? So if I am using 6-meter data, and terrain size is 32768 pixel by 32768 pixel, the real landscape size should be 196608 meters by 196608 meters? 196608=32768*6
@@MrLyonliang - That was a typo, it will change the heightmap relative spacing from 6-meter to 12-meter by resampling it to 50%.
@@MrLyonliang - The Mapper Explorer Size property is in Pixels. This is because the heightmap data for UE5 and Unity and Godot etc for their heightmap importing is in Pixels, not Meters. So you need to know how large the heightmap you are downloading is in pixels to know if it has to be changed to be able to be imported into any game engine. for example UE5 has a maximum 16321x16321 pixel heightmap size. So pixels is important here. To get the Terrain Properties to show meters and kms after you download, you use the GeoScale button. BUT the source DEM file MUST contain GIS information. File formats like BMP and PNG and JPG and other images and such don't contain GIS information, so they don't contain GIS scale properties. Automatic real-world sizing requires that the files you are working with be DEM files that contain GIS information. If they don't, then you have to calculate the real-world sizing yourself as it cannot be done automatically.
Thanks!
Finally a tutorial on real world DEMs! so grateful for these new tools, makes working with cultural heritage so much easier! thank you! :)
Great video.
Very nice video buddy :)
Would it be useful to have an option to store the settings for the Topography and Mapper in a log file - that way the user could recall older settings
The Mapper Explorer and Topology Explorer have a shared Favorites database list that can be written to, that is where I chose the Henry Mountains favorite from. But I didn't want to write the quick change that I did for this download into the Favorites list, I could just as easily have saved it temporarily and then deleted it after if I wanted to.
I also attempted to create a JPG Virtual Texture that was 65535x65535 since that is the JPG maximum supported resolution, but Photoshop just crashes trying to write out the file. EDIT: Seems the Photoshop crash was because it wanted 192GB+ of memory to edit the file. So I used my Xeon W7, 512GB DDR5, RTX-3090 system and I was able to save the 65535x65535 JPG. However, UE5 just fails with an error when trying to import the 65535x65535 JPG. So it looks like the largest Virtual Texture is going to be 32768x32768.
Here's me wondering what the largest is for Creation Engine 2
thanks this was interesting
this is kind of tutorial that is rare in unreal engine! thank you very much for your post! Keep anything related to this keep coming!
32km by 32km 1 meter landscape? lol I'm confused by that. FYI you should NEVER scale landscapes. It messes the whole system up. Unreal uses a maximum elevation of 512m so, just set your landscape tool to reflect that and it will scale the height properly.
The Landscape actor is a heightmap-backed mesh, with the vertex spacing by default of 100 cm or 1 meter (Scale XY). So if you make a 4km or 8km or 16km or whatever area Landscape, you can set the vertex spacing to 1 meter, 2 meter, 5 meter etc. If you are dealing with real-world Digital Elevation Models then the source heightmap is rated in pixels per meter, such as a 4.77 meter DEM, so you would set the Landscape Spacing XY according to what the DEM sizing is in order to make your terrain be the real-world size in Unreal. You should ALWAYS correctly scale Landscape, especially when using Digital Elevation Model file sources, otherwise the Landscape will NOT be the same scale as the original real-world location. That is the ENTIRE reason that the Landscape actor has Scale XYZ properties, so that you can make the Landscape match real-world dimensions. If the Landscape was "messed up" by changing Scale then those properties wouldn't exist. Epic even has information in their online documentation showing how to scale the Landscape for real-world terrains. The "Maximum Elevation" of the Landscape actor is NOT 512 meters. You had better re-examine your workflow because you have a lot of false information and false ideas about Landscape. Scaling Landscape does NOT mess the system up, it correctly scales the Actor for real-world terrain sizing. I have been an Unreal Engine Developer and Licensee since Version 1.0, I know how the engine works.
Is there a more beginner version of this? :D
Sorry, World Partition is a large subject. There are videos where I simply go through the steps of creating a Landscape, if that makes it easier.
whats the texel density on the terrain? is it 2 traingles per sq metre?
TIN terrains do not use a continuous rigid-spaced grid set number of vertices per meter, that is their advantage over heightmaps. The TIN mesh vertex density is variable across the surface based on the source heightmap complexity, that is the way that Delaunay Triangulation works. For these tests that I am performing in this video series, the source heightmap that is converted to a TIN, is a 1 pixel per meter resolution. Any resolution can be used, 2 pixels per meter, 5 pixels per meter, 1 pixel per 5 meters, etc. The TIN conversion that I am using reduces the mesh complexity on the 1 pixel per meter heightmap from 1 million vertices per sq km to 25,000 to 35,000 vertices. The amount of decimation depends on the resulting end quality that is required or desired for the final terrain mesh. A 16km x 16km TIN mesh terrain can easily fit into 500MB of memory. TINs are not new, they have been used on console games and flight simulators for decades.
ah i see. wouldnt this come with some development headaches? correct me if im wrong but ability for sculpting, auto materials and procedural foliage would be gone right? other than that its pretty cool stuff and I'll definitely be checking out more of your videos
@@viatorrr - Mesh Sculpting, Auto-Materials, and Procedural Foliage all work absolutely fine with TIN Terrains. TINs are nothing more to Unreal Engine than a set of geolocated Static Mesh tiles using TIN optimization. Also World Partition Streaming works, Culling Distance Volumes work, even Nanite works, etc. TIN are simply an alternate method for terrain systems. That said, the Heightmap that is converted to a TIN should preferably be in its final developmental state, as the optimization technique reduces triangle count based on surface complexity. There are so many heightmap editing applications available that working with a final terrain is easily do-able. And if a developer prefers, they can work initially with Landscape and its editing tools to create the original heightmap-based terrain using the UE5 editing tools, export the heightmap, and then convert it to TINs for the final game. TINs require much less memory and render up to 200%+ faster than Landscape. And sizes up to 64km x 64km are easily possible with TINs right now in UE5. Landscape is limited to 16km x 16km unless hacks are used. Plus as shown in my videos, a low-end system with 16GB RAM and a 4GB GPU cannot even create a 16km Landscape without crashing, but a 16km TIN is easily do-able. There is good reasons why game companies have used TINs for decades.
@@demenzunmedia holy shit thats actually amazing then. keep up the good work man, i appreciate how in detail you go with every comment reply. it really shows how passionate you are! im definitely going to be looking into this stuff myself too
@@viatorrr - Thanks. I still have a few more systems in UE5 to check out with TINs like RVT. For the most part though TINs are a very viable and usable alternative to Landscape in UE5, with support for 64km x 64km and larger sizes, and better performance. I am working on getting a Marketplace product ready that will provide a lot of the features that will be required for TIN specific Materials and other functions. I have a couple of TIN videos on the channel showing me testing a bunch of the UE5 features and showing how to use them. There are 7 TIN videos already with more coming soon. IMHO anyone who is looking for fast terrain with high performance or looking for large open worlds is better off with TINs than Landscape. Landscape is still great for basic 2km or 4km terrains with easy to use Edit Layers and sculpting, but Landscape isn't very good for anything else.