brushify brought me to next level editing... this should be a basic demo for ue4. Since no one teaches Material Functions as this asset does. So always happy to see content from u popping up. 👌🤗
Are there any TH-cam videos showing Brushify using an RTX 3090 graphics card? I just want to see how amazing they would look using an RTX 3090, and if the packs are "cinematic quality" (rendered using an RTX 3090) and how the performance is on a RTX 3090? Can you create cinematic-quality environments and still hit 90+ FPS on an RTX 3090 using Brushify? Does anyone have any recent TH-cam videos (2021 videos) showcasing Brushify Packs using a RTX 3090 and the performance?
@@markmalewski 😁 If I understand you've the best Gamer Rtx GPU! So don't worry these packs will be great with it. Eventually you can also use Megascan assets with them. Since 3d assets are based on Photogrammetry the results are totally amazing. Certainly the best packs for Landscape Work in Unreal . Furthermore with them and Joe's Tutorials you'll learn how to use them and how to create and manage your own landscape material in the future. For a cinematic render it's another story ... you've to learn how to lighting a scene and you can have the best Gpu in the world that's not means you'll have the best results. 😁😇 Believe me, that's only the quality assets and your work who'll gives you high-end results ... not your Gpu! Of course it's a good thing to have a good Gpu but it's just a tool. Give a crappy guitar to a vituoso he 'll continue to impress You. You got enough money to buy this Fu***ng Gpu but you are suspicious with these packs and ask if you can put 45 unfortunate Us Dollars on one of them? I will never understand people like you? 😂
Purchased the mountain pack few days ago when I want to learn UE landscape. This pack is absolutely useful for some beginners like me. Totally worth it and save you some time! Keep up the great work, Joe!
I could not resist to buy this pack how awesome it is and I just now bought it!!! Now I got fun to play around. I got wide mind and I like to create openworlds! And this is totally awesome!!!
I've always dreamed of doing level editing to create environment art. This video of yours led me to the decision to, as of today, start my journey to creating photo realistic environment art. Thanks Joe.
All in this together bro follow your passion and work part time if needs be. Survive until you can make a killing via your passion and put 80 hours into that passion every week.
Definitely Subscribed! I recognize that rock boulder at time 0:48 from your camping trip. Brushify inspired by real nature and lifestyle, SO cool! Love the backing instrumental track btw.
I watched this again and I got some ideas for some improvements: 1) Need more realistic scatter rocks, pebbles - those small rocks (I don't say nothing bad ... sorry if I need to say it for sake of improvement) looks like a small grey potatoes and not a stones or rocks - those ones are that pops up in eyes and kinda not really goes together with landscape and are to much repeatable same look - especially those ones looks unrealistic on slopes where second i.e. slope material comes out on side of cliffs etc. - it is nice that it is possible to switch them off - but for cost of beauty - still - we need scatter rocks and beautiful ones like from Quixel Megascans - I know it is possible to paint them manually with foliage tool - but that is no more Brushify philosophy where all must be fast and automated with just a few clicks - those one must improve 2) I found that simple water shader are very nice feature and must be included in any Brushify but there is one weird thing - it missing realism in terms of real water - it looks nice but player walks like a God on that water and not sinks down LOL :)) ... need buoyancy as well . 3) I did not really found just pure puddle layer where this layer are sacrificed only to paint and sculpt puddles any shape and sizes and deepness plus this could be nice if puddles could be possible generate proceduraly instead of manually do so - like a rocks you did proceduraly because to paint hundreds of km2 of puddles are hard to do so - its very time consuming. But .. I love puddles in games - it shines and reflects the beautiful skylight and very nice goes in hand to hand with ray tracing. 4) It's could be nice if Brushify could interact with player - like automated footstep sound on different Brushify materials plus leaving footsteps where player goes and interact with grass - step on grass leaves footstep - so Brushify becomes more physics based as well. There are tons and tons of future features that can be added to Brushify or creating new packs with these new features. The main thing I found with Brushify are that it is very nice to generate beautiful things in procedural way. The Brushify got a bright future! Kind Regards! P.S. I very like those alpha brushes - its brilliant!!!
Just small update - I don't know what magic you did in this video tutorial - but my player does not sinks down in Brushify water - it just runs on that like a God.
@@chemistchemist228 you need to disable collision on the water plane geo The footsteps is solved by an external plugin. I will do a video after xmas. The small pebbles on slopes are definitely going to get improved eventually for sure.
Thanks for your awesome packs and tutorials, you're a legend mate! Just wondering if you'll be covering the use of the new free Quixel meshes and textures? Also saw some cool updates coming to terrains such as layering, and the ability to exclude terrain textures with procedural foliage, stuff like that. Would be really interesting to see what you can make using a bunch of these techniques and new assets/tools together
Hey, checkout the Brushify Bootcamp series here on youtube. I cover everything you mentioned, how to integrate megascans textures into brushify etc. I also have a procedural foliage tutorial that shows how to spawn foliage on only certain paint layers/slopes etc. www.brushify.io/bootcamp
This is awesome! Thank you very much for making things easier for us. This was the reason why i started UE in first place. I have a question: how can i paint only with mud layer (or texture) but without the slope merged rock texture, besicly only mud? Ps: the most difficult part of learning for us is the material making system... I wonder why are there so few tutorial on how to actually make something like terrain texture for example...i work in 3ds max and the material creation system is very easy and for example to remove the tiling is easy there but in UE it feels like u have to know a ton of stuff just to make the most basic thing when it comes to texturing (remove tiling is a must when it comes to big geometry's and i feel that they should emprove the way the shaders work, it's so hard for me.... maybe it's just me...)
Everything worked fine on the example maps etc. except when I created my own landscape imported from world creator to unreal then added the MI_Landscape material and everything became glossy and black. the parent to the landscape material seemed to have everything in order not sure how to fix.
Hi Joe, I bought the Moorlands pack after watching your great video with Matt Workman. I'm following this tutorial and all was going fine until the procedural foliage volume part. I hid it to see what it was doing, but no change. I made a duplicate to add the heather, but after re-simulating I still don't see anything. Am I missing something? Aside from that, I love everything about Brushify, it's an awesome way to create environments.
@@HavokSage I've made progress. In your Workman vid you mention going into the editor and enabling the Procedural Foilage capability, which I did. I have realized that hiding the layers doesn't hide the foilage, which was confusing me. But if I delete them I can see the rocks and heather disappear. I also found that resimulating the rocks causes them to redistribute, but the heather appears just like it was, so I couldn't tell where they were until I started changing the cluster size. So I think it's all working. I just got the Forest pack to continue with your Workman video, so I will keep playing with it.
Thank you a lot. Will you make RVT version of the material? Or to make a tutorial for this? It can get a bit heavy with some additional blending modifications to shader. So there are not very clear tutorials other than Epic stream video which is very rushed video. There are very cool things like projecting meshes as decal to landscape, blending rocks to terrain with distance node without any performance hit and so on. It really wold be cool to see in depth tutorial with your Shaders. )))
I'm investigating RVT for Brushify, but that feature is still quite experimental and in the early beta stages. It's going to take a while before it becomes stable.
Hey, the distance meshes come from real world LIDAR terrain data. Its then fed through world creator or world machine depending on the type of terrain.
@Joe Garth - I have watched your older CryEngine videos (as well as your older Quixel Megascans tutorials on CryEngine) back in the day, and you have ALWAYS created the absolute best and most realistic (cinematic quality) environments (for the time/era). I was so excited when you started developing for Unreal Engine (hoping to bring cinematic-quality environments to Unreal Engine). I keep watching your older videos, and I am just curious as to how good these Brushify environments would look using an updated modern graphics card like a RTX 3080 or RTX 3090? How close to "cinematic quality" are your current Brushify assets/packs and do you believe using Brushify (using a RTX 3090 graphics card) that we can create forests that are cinematic-quality and similar to or equal-quality to MAWI's Birch Forest? (and still reach 90+ FPS on a RTX 3090? similar to MAWI's Birch Forest pack). I would truly love for you to create an updated 2-hour step-by-step cinematic-quality "Forest" tutorial video (using updated Brushify Forest Pack) to showcase a 2-hr tutorial video on how to create a cinematic-quality Forest map (like MAWI's Birch Forest) using Brushify Forest Pack (and recorded using an RTX 3090 to render the map) to teach/show us how to create a cinematic quality forest/environment/map (with an RTX 3090) to showcase your products (and show us how awesome they are and look with modern hardware). I have spent years just watching and learning from your 2-hr tutorial videos (to make it cinematic quality) so that we can create our own cinematic quality environments for CG Short Films and cinematic-quality games. I understand these videos are 2+ years old (Possibly using a GTX 1080 Ti graphics card?) but what would this environment look like today (using a RTX 3090?). Could you post some updated TH-cam videos (2-hr tutorial videos on TH-cam) using updated Brushify 2021 (update 3?) making a cinematic-quality forest (with an RTX 3090 graphics card) using Brushify Forest Pack that looks comparable in quality to the MAWI Birch Forest Map? I believe we are getting so close to cinematic-quality, but I am looking for a Brushify 2021 that can create cinematic-quality environments exactly like this "Birch Forest" (by MAWI) but using your Brushify Packs/Tools/Assets. Is this on the roadmap and could we see updated versions (using an RTX 3090) of your videos showcasing and updated 2-hr tutorials showing us how beautiful Brushify currently is (using an RTX 3090 and Unreal Engine 4.27?) Does Brushify look as good as something like this here: th-cam.com/video/ZBycbvqUvuI/w-d-xo.html&ab_channel=JSFILMZ
1. Graphical quality has nothing to do with graphics card. that only controls the performance. A newer card would only allow for more settings to be turned on. That will not create photorealism alone. Photorealism depends on the assets themselves and lighting of the scene. My early brushify work was all done using Generators for foliage. This was efficient and allowed me to produce many assets, but the quality is not as high end as dedicated photogrammetry packages like Mawi's which go for many times more in price. Of course, nothing to stop you using Mawi or Project Nature trees with Brushify- Many people do. 2. As for Brushify's own foliage... Brushify Forest pack will be updated with new assets soon and a new level however I will not rush these updates. I want everything to be perfect before I show these scenes. So far the only screenshot I have posted is here: www.artstation.com/artwork/5XgP8P 3. Future Brushify foliage packages will use Photogrammetry. The performance will still stay at the same highly optimized level.
I'm gonna update my computer, what are your pc specifications and what do you recommend? Thinking about developing light or heavy projects in unreal 4, I thought of a ryzen 7 3700x, rx5700x, 16am, and a M2 ssd to make things useful rsrsrsrs, what do you think?
I’ve been hearing really great things about your Brushify tool... and I’m eager to learn it now... my question to you is. Can it be used with the height map that I am already using for my open world game project?
Hey, Absolutely, just drag and drop the Brushify MI_Landscape material instance onto your Landscape actor. Then go to paint layers and fill with the biome you need. You'll probably need to adjust tiling settings in MI_Landscape, but it's fairly straightforward. You can check the getting started video for step by step instructions. th-cam.com/video/YPR1XFOUvp4/w-d-xo.html
Joe Garth amazing... thank you... I’ll check it out this week. And send you some pictures... another question... does it use macro variation to fix the tiling of the material... so it doesn’t show that annoying repetition?
@@hitmangamesyndicate5970 Hey, Brushify is an extremely light shader. It's designed in a modular way so that you can extend it's functionality to include the things you need for your game. Advanced features like texture variation, triplanar are not included, and some are included but disabled (like tesselation). That's intentional because the vast majority of games don't require those features and things like tiling are fixed by simply setting your material instance parameters correctly at no cost in performance. Just because you can add a stochastic tiling function, doesn't mean you should, as it adds hundreds of extra instructions to your landscape. Once you try the Brushify MI_Landscape material instance and play with the settings you'll see that you can easily adjust the 3 levels of tiling so they aren't visible, you can also paint a 2nd paint layer to break it up even further.
Joe Garth ok... all good... I’ll give it a shot... I’ve been using this Quixel suite a lot lately and I think with brushify I could really make this project sing
Hey, Technically no, you can send a whole project across and it will work just fine. Legally though there are restrictions. e.g. If you send a whole brushify project to someone else that didn't purchase a license, that's considered piracy (as you would be giving them the paid product for free) However if the person you're sending to also own the packs you used, or if you're a company/organization/college that owns a licensed copy, then there is no issue. You can find out more on the unreal marketplace FAQ. Cheers, Joe
@@HavokSage Hey Joe, thanks for the reply. I am showing the guys I work with that this is a better way of going about making terrains in Unreal. I am hoping to persuade the team to pick up some licenses. Love the tutorials, buy the way are you working on the optimization tutorial you had spoken about a while back? Anyway keep up the good work.
Hey Joe i recently started working on a project in the most recent version of unreal and am trying to use the paint tool with your packs but cant adjust the any of the shaders under target layers because absolutely nothing shows up... is there something i need to change or has it been re-arranged somewhere else considering the updated version of unreal please help lol
How many textures / materials can I paint at one time?.. right now I’m using unity and World Machine, CTS to render 12 textures/ materials.. i’m under the impression that you can only have a certain number of textures in any given material ..I’m still trying to figure that one out .do you have any clue? And one last question color maps and using camera distance to blend the color maps into the Alpha maps or splat maps , does your package have that?
Hey, Unreal is slightly different from Unity. There is no limit to the number of paint layers/textures. Brushify comes with 9 paintable terrain layers. Each have slope and cover. The landscape material also supports flowmaps. Checkout the product description here: www.unrealengine.com/marketplace/en-US/slug/brushify-moorlands-pack
Hey, yes that's possible. You wouldn't need to provide RGBA. You can import each paint layer/biome as a grayscale mask. Simply right click the paint layer and theres the option to import a mask. If your splatmap is already in RGBA, you can simply save each channel put with photoshop. Cheers, Joe
it's so you can have a main landscape with lots of detail. then a background one with less. in addition distance meshes provide even more background detail.
hey but joe... real talk man... you are a smart DUDE... I like every single pack u have created so far man... kudose... and pls go check your instagram inbox.
Are the Alpha you used for the brushes basically a height map that can be made using a software like World Machine? what res did you use for the alphas,and also what is the best format that can contain most bits for a height map?
You could do it that way. I use real world data from LIDAR though, it creates a more authentic look. I also use aerial photography to texture the landscapes
Joe! Hey Joe! :D It's BF on the UE marketplace! I saw that all of the packs are discounted so I'm planning to buy 2-3 maybe? Which ones you suggest? I was thinking about Grasslands and tropical islands maybe? Would be good to have the automaterial, some biomes and procedural foliage. I don't want to spend much obviously since I'm broke, but you know the packs. Are these 2 enough for starters or there's one that have more for the same price?
Hey Joe, I am trying to figure out how big terrain tiles(UE4) are in a real world measurement? so a default tile is Section Size : 64x64 sections per component : 1x1 Number of components : 8x8 Overall Resolution :505x505 total components : 64
@@HavokSage thanks, I actually found a good measuring tool in the market place on sale for 2 bucks. just picked up your items in the marketplace cant wait to try them out. thanks again!
amazing pack, however. im ready to render my scene with the movie render queue but it keeps crashing on the landscape. are there any known issues with this brushify/landscape/MRQ combination? using a pc with 128gb ram, i9 and rtx 3090
Love the packs not sure what to make of this though, still quite new and learning ue4 myself. As soon as i make a new landscape and assign the MI_landscape and create layer info, the shader complexity is perfect, but as soon as i paint even one little circle of another layer on top of the original layer the landscape complexity starts to go from green to red in that landscape component even if its one tiny little circle of another layer, is there anyway around this?
@@outlander7370 it still would affect performance significantly. But its strange that it immediately turns red. Its should be dark green/brown way before then. Try disabling cover and flowmaps in the mi material instance.
After placing M_Landscape on the landscape the grass has black grainy spots that pop in and out as they move in the wind. I am doing this on UE 5. Anyone know a fix for this?
Did you follow the Getting started tutorial? th-cam.com/video/YPR1XFOUvp4/w-d-xo.html It sounds like you didn't add a layer info. You should also use MI_Landscape rather than M_landscape.
Trying to follow this tutorial on the City Map however with the Alpha Brush Selected all it does is raise and smooth the terrain without adding the rocky bits etc unsure whats happening is it because my base Mesh for the ground is that city grass one?;o
@@HavokSage Hey Joe sorry missunderstanding I think, I've purchased the Moorlands pack and I'm trying to use it on the City map, but the Material instance wont load?
@@HavokSage I've watched this th-cam.com/video/YPR1XFOUvp4/w-d-xo.html, so I've managed to get the ground changed but when elevating the ground etc its not working :< no cliff edges etc like it shows in the vid i just linked you
@@zezeh22 that's actually 4 brushes. Theres one in each channel. You can switch between them in the sculpt tool. Arctic only comes with 4 brushes. For more you need to purchase other biomes.
hey dude, how do i fix sharp landscape edges when using the alpha brushes? im not giong super high in strength or size but it still happens. Just wondering if you happen to know how to fix it :)
@@NatePlayzGamez with the alpha brushes, it usually adds way more details than the landscape resolution can handle. Which leads to sharp edges or sometimes spikes. Smoothing tool is a great way to gradually smooth the terrain to find a nice middle ground of detail vs smoothness.
#Joe Garth - what is your graphics card on your Machine if this is not very big top classified secret? Do you got GTX 1080 TI or some of the RTX 20ties cards? I ask this because If you got RTX card - maybe you can do some nice tutorial for Brushify with ray tracing enabled and in UE 4.24 freshly released. Its just some my new ideas for you what could you do and show for your customers and other people what Brushify actually are capable off like Ray Tracing enabled in Unreal Engine for Brushify. Kind Regards! This Moorlands pack is totally awesome bro! I specially specifically like that alpha brush - its so easy and fast to create natural organic shapes of terrain. I got 2x (double) RTX 2060 SUPER SLI enabled and I am ready to try Brushify possibilities with ray tracing.
@@kwakuofori8260 do you mean you went back to the old grasslands scene? Or you had moorland and went back to grasslands? Sorry I'm not getting your point
absolutely. but it all depends on how good a portfolio you create. Art is never going to be the easiest field to succeed in, but if you put the time in and deliver high quality it's certainly possible. You really need to love it though!
It's a landscape automaterial, you simply drag and drop the MI_Landscape material onto your landscape and follow the instructions here: th-cam.com/video/YPR1XFOUvp4/w-d-xo.html There's a 1 hour long world creator tutorial here: th-cam.com/video/vkOt1zSc1rE/w-d-xo.html
I am F...cken Buyimg this pack to like right now... I am almost having all the brushify content.... I have a question... if we use brushify to create a scene for our movie must we credit brushify.Io? or it does not really matter... pls advice. lol
Everything worked fine on the example maps etc. except when I created my own landscape imported from world creator to unreal then added the MI_Landscape material and everything became glossy and black. the parent to the landscape material seemed to have everything in order not sure how to fix.
Hi please follow the Getting started tutorial. th-cam.com/video/YPR1XFOUvp4/w-d-xo.html You need to add a Layer info to your desired paint layer and hit fill.
Any time I see young people make something innovative, effective, and in demand I can only hope you're doing really well.
The scene looks so beautiful just like a painting
brushify brought me to next level editing... this should be a basic demo for ue4. Since no one teaches Material Functions as this asset does. So always happy to see content from u popping up. 👌🤗
Are there any TH-cam videos showing Brushify using an RTX 3090 graphics card? I just want to see how amazing they would look using an RTX 3090, and if the packs are "cinematic quality" (rendered using an RTX 3090) and how the performance is on a RTX 3090? Can you create cinematic-quality environments and still hit 90+ FPS on an RTX 3090 using Brushify? Does anyone have any recent TH-cam videos (2021 videos) showcasing Brushify Packs using a RTX 3090 and the performance?
@@markmalewski 😁 If I understand you've the best Gamer Rtx GPU! So don't worry these packs will be great with it. Eventually you can also use Megascan assets with them. Since 3d assets are based on Photogrammetry the results are totally amazing. Certainly the best packs for Landscape Work in Unreal . Furthermore with them and Joe's Tutorials you'll learn how to use them and how to create and manage your own landscape material in the future. For a cinematic render it's another story ... you've to learn how to lighting a scene and you can have the best Gpu in the world that's not means you'll have the best results. 😁😇
Believe me, that's only the quality assets and your work who'll gives you high-end results ... not your Gpu! Of course it's a good thing to have a good Gpu but it's just a tool. Give a crappy guitar to a vituoso he 'll continue to impress You.
You got enough money to buy this Fu***ng Gpu but you are suspicious with these packs and ask if you can put 45 unfortunate Us Dollars on one of them? I will never understand people like you? 😂
Purchased the mountain pack few days ago when I want to learn UE landscape. This pack is absolutely useful for some beginners like me. Totally worth it and save you some time! Keep up the great work, Joe!
OMG. it is the best asset I have ever seen in my life. well optimized with crazy quality. easy use. many choices! thanks!
Grasslands is the best Asset I’ve bought from the Marketplace - well done 👍🏻
Thanks Robert! I'm so glad you like it!
The best thing today is to enjoy the Special Discounts of the UE4 Marketplace and buy all your packs. I am doing it now ! Great work !
I could not resist to buy this pack how awesome it is and I just now bought it!!! Now I got fun to play around. I got wide mind and I like to create openworlds! And this is totally awesome!!!
I've always dreamed of doing level editing to create environment art. This video of yours led me to the decision to, as of today, start my journey to creating photo realistic environment art. Thanks Joe.
All in this together bro follow your passion and work part time if needs be. Survive until you can make a killing via your passion and put 80 hours into that passion every week.
Definitely Subscribed! I recognize that rock boulder at time 0:48 from your camping trip. Brushify inspired by real nature and lifestyle, SO cool! Love the backing instrumental track btw.
@Joe Garth Man you're super hero, big thanks from Africa/Democratic Republic of Congo/Kinshasa
I'm definitely going to be purchasing some more of your products. Definitely a time saver
I love Brushfy... i use always in my game, you're the best!!!
Respect, bro! And you're breaking my bank tonight, btw!
Thank you.. for some reason am intimidated about your brushify.. I got the roads but it took me a while to get the hang of it ... lol. Cheers
UE4 is definitely not an easy tool, but having all the materials and scenes setup will get you started a lot faster.
Next week is black Friday, Joe :D
funny that :D
Love em all! A pleasure to work with!!!
I watched this again and I got some ideas for some improvements: 1) Need more realistic scatter rocks, pebbles - those small rocks (I don't say nothing bad ... sorry if I need to say it for sake of improvement) looks like a small grey potatoes and not a stones or rocks - those ones are that pops up in eyes and kinda not really goes together with landscape and are to much repeatable same look - especially those ones looks unrealistic on slopes where second i.e. slope material comes out on side of cliffs etc. - it is nice that it is possible to switch them off - but for cost of beauty - still - we need scatter rocks and beautiful ones like from Quixel Megascans - I know it is possible to paint them manually with foliage tool - but that is no more Brushify philosophy where all must be fast and automated with just a few clicks - those one must improve 2) I found that simple water shader are very nice feature and must be included in any Brushify but there is one weird thing - it missing realism in terms of real water - it looks nice but player walks like a God on that water and not sinks down LOL :)) ... need buoyancy as well . 3) I did not really found just pure puddle layer where this layer are sacrificed only to paint and sculpt puddles any shape and sizes and deepness plus this could be nice if puddles could be possible generate proceduraly instead of manually do so - like a rocks you did proceduraly because to paint hundreds of km2 of puddles are hard to do so - its very time consuming. But .. I love puddles in games - it shines and reflects the beautiful skylight and very nice goes in hand to hand with ray tracing. 4) It's could be nice if Brushify could interact with player - like automated footstep sound on different Brushify materials plus leaving footsteps where player goes and interact with grass - step on grass leaves footstep - so Brushify becomes more physics based as well. There are tons and tons of future features that can be added to Brushify or creating new packs with these new features. The main thing I found with Brushify are that it is very nice to generate beautiful things in procedural way. The Brushify got a bright future! Kind Regards! P.S. I very like those alpha brushes - its brilliant!!!
Just small update - I don't know what magic you did in this video tutorial - but my player does not sinks down in Brushify water - it just runs on that like a God.
@@chemistchemist228 you need to disable collision on the water plane geo
The footsteps is solved by an external plugin. I will do a video after xmas.
The small pebbles on slopes are definitely going to get improved eventually for sure.
Thanks Joe you're the best!
Thanks for your awesome packs and tutorials, you're a legend mate! Just wondering if you'll be covering the use of the new free Quixel meshes and textures? Also saw some cool updates coming to terrains such as layering, and the ability to exclude terrain textures with procedural foliage, stuff like that. Would be really interesting to see what you can make using a bunch of these techniques and new assets/tools together
Hey, checkout the Brushify Bootcamp series here on youtube. I cover everything you mentioned, how to integrate megascans textures into brushify etc. I also have a procedural foliage tutorial that shows how to spawn foliage on only certain paint layers/slopes etc.
www.brushify.io/bootcamp
@@HavokSage Awesome, cheers! I'll have to check then out
Shut up and take my money.
do you think you could do a tutorial using the World Composition tool with you packs?
This is awesome! Thank you very much for making things easier for us. This was the reason why i started UE in first place. I have a question: how can i paint only with mud layer (or texture) but without the slope merged rock texture, besicly only mud?
Ps: the most difficult part of learning for us is the material making system... I wonder why are there so few tutorial on how to actually make something like terrain texture for example...i work in 3ds max and the material creation system is very easy and for example to remove the tiling is easy there but in UE it feels like u have to know a ton of stuff just to make the most basic thing when it comes to texturing (remove tiling is a must when it comes to big geometry's and i feel that they should emprove the way the shaders work, it's so hard for me.... maybe it's just me...)
Hey, super easy! you can simply hook up the mud in the MF_Landscapelayers material function like this: i.imgur.com/ew2X2i6.jpg
@@HavokSage super thanks!!!💪
Everything worked fine on the example maps etc. except when I created my own landscape imported from world creator to unreal then added the MI_Landscape material and everything became glossy and black. the parent to the landscape material seemed to have everything in order not sure how to fix.
I think yours assets are most "cheap" (gpu cpu) on the whole marketplace and most suitable for using in MMO from scratch
Hey, that's the idea!!! I keep it very light so that it can work in MMO games but still look decent.
Hi Joe, I bought the Moorlands pack after watching your great video with Matt Workman. I'm following this tutorial and all was going fine until the procedural foliage volume part. I hid it to see what it was doing, but no change. I made a duplicate to add the heather, but after re-simulating I still don't see anything. Am I missing something? Aside from that, I love everything about Brushify, it's an awesome way to create environments.
Did you add the foliage spawner into the spawner slot?
@@HavokSage yes, that’s where you had the moorland one, and in my duplicate I changed it to heather.
@@HavokSage I've made progress. In your Workman vid you mention going into the editor and enabling the Procedural Foilage capability, which I did. I have realized that hiding the layers doesn't hide the foilage, which was confusing me. But if I delete them I can see the rocks and heather disappear. I also found that resimulating the rocks causes them to redistribute, but the heather appears just like it was, so I couldn't tell where they were until I started changing the cluster size. So I think it's all working. I just got the Forest pack to continue with your Workman video, so I will keep playing with it.
Thank you a lot. Will you make RVT version of the material? Or to make a tutorial for this? It can get a bit heavy with some additional blending modifications to shader. So there are not very clear tutorials other than Epic stream video which is very rushed video. There are very cool things like projecting meshes as decal to landscape, blending rocks to terrain with distance node without any performance hit and so on. It really wold be cool to see in depth tutorial with your Shaders. )))
I'm investigating RVT for Brushify, but that feature is still quite experimental and in the early beta stages. It's going to take a while before it becomes stable.
The distance meshes are just world creator landscapes coverted to mash? (I think I know how to create them in Blender from hightmaps also)
Hey, the distance meshes come from real world LIDAR terrain data. Its then fed through world creator or world machine depending on the type of terrain.
@Joe Garth - I have watched your older CryEngine videos (as well as your older Quixel Megascans tutorials on CryEngine) back in the day, and you have ALWAYS created the absolute best and most realistic (cinematic quality) environments (for the time/era). I was so excited when you started developing for Unreal Engine (hoping to bring cinematic-quality environments to Unreal Engine). I keep watching your older videos, and I am just curious as to how good these Brushify environments would look using an updated modern graphics card like a RTX 3080 or RTX 3090? How close to "cinematic quality" are your current Brushify assets/packs and do you believe using Brushify (using a RTX 3090 graphics card) that we can create forests that are cinematic-quality and similar to or equal-quality to MAWI's Birch Forest? (and still reach 90+ FPS on a RTX 3090? similar to MAWI's Birch Forest pack). I would truly love for you to create an updated 2-hour step-by-step cinematic-quality "Forest" tutorial video (using updated Brushify Forest Pack) to showcase a 2-hr tutorial video on how to create a cinematic-quality Forest map (like MAWI's Birch Forest) using Brushify Forest Pack (and recorded using an RTX 3090 to render the map) to teach/show us how to create a cinematic quality forest/environment/map (with an RTX 3090) to showcase your products (and show us how awesome they are and look with modern hardware). I have spent years just watching and learning from your 2-hr tutorial videos (to make it cinematic quality) so that we can create our own cinematic quality environments for CG Short Films and cinematic-quality games. I understand these videos are 2+ years old (Possibly using a GTX 1080 Ti graphics card?) but what would this environment look like today (using a RTX 3090?). Could you post some updated TH-cam videos (2-hr tutorial videos on TH-cam) using updated Brushify 2021 (update 3?) making a cinematic-quality forest (with an RTX 3090 graphics card) using Brushify Forest Pack that looks comparable in quality to the MAWI Birch Forest Map? I believe we are getting so close to cinematic-quality, but I am looking for a Brushify 2021 that can create cinematic-quality environments exactly like this "Birch Forest" (by MAWI) but using your Brushify Packs/Tools/Assets. Is this on the roadmap and could we see updated versions (using an RTX 3090) of your videos showcasing and updated 2-hr tutorials showing us how beautiful Brushify currently is (using an RTX 3090 and Unreal Engine 4.27?) Does Brushify look as good as something like this here: th-cam.com/video/ZBycbvqUvuI/w-d-xo.html&ab_channel=JSFILMZ
1. Graphical quality has nothing to do with graphics card. that only controls the performance. A newer card would only allow for more settings to be turned on. That will not create photorealism alone. Photorealism depends on the assets themselves and lighting of the scene. My early brushify work was all done using Generators for foliage. This was efficient and allowed me to produce many assets, but the quality is not as high end as dedicated photogrammetry packages like Mawi's which go for many times more in price. Of course, nothing to stop you using Mawi or Project Nature trees with Brushify- Many people do.
2. As for Brushify's own foliage... Brushify Forest pack will be updated with new assets soon and a new level however I will not rush these updates. I want everything to be perfect before I show these scenes. So far the only screenshot I have posted is here: www.artstation.com/artwork/5XgP8P
3. Future Brushify foliage packages will use Photogrammetry. The performance will still stay at the same highly optimized level.
I'm gonna update my computer, what are your pc specifications and what do you recommend? Thinking about developing light or heavy projects in unreal 4, I thought of a ryzen 7 3700x, rx5700x, 16am, and a M2 ssd to make things useful rsrsrsrs, what do you think?
that machine should be more than enough. I'd go with an nvidia GTX 1080 over that AMD card though.
Hey Joe
Can we jump or play in that backrground mountians is tha a landscape to play
I’ve been hearing really great things about your Brushify tool... and I’m eager to learn it now... my question to you is. Can it be used with the height map that I am already using for my open world game project?
Hey, Absolutely, just drag and drop the Brushify MI_Landscape material instance onto your Landscape actor. Then go to paint layers and fill with the biome you need. You'll probably need to adjust tiling settings in MI_Landscape, but it's fairly straightforward.
You can check the getting started video for step by step instructions.
th-cam.com/video/YPR1XFOUvp4/w-d-xo.html
Joe Garth amazing... thank you... I’ll check it out this week. And send you some pictures... another question... does it use macro variation to fix the tiling of the material... so it doesn’t show that annoying repetition?
@@hitmangamesyndicate5970 Hey, Brushify is an extremely light shader. It's designed in a modular way so that you can extend it's functionality to include the things you need for your game. Advanced features like texture variation, triplanar are not included, and some are included but disabled (like tesselation). That's intentional because the vast majority of games don't require those features and things like tiling are fixed by simply setting your material instance parameters correctly at no cost in performance.
Just because you can add a stochastic tiling function, doesn't mean you should, as it adds hundreds of extra instructions to your landscape.
Once you try the Brushify MI_Landscape material instance and play with the settings you'll see that you can easily adjust the 3 levels of tiling so they aren't visible, you can also paint a 2nd paint layer to break it up even further.
Joe Garth ok... all good... I’ll give it a shot... I’ve been using this Quixel suite a lot lately and I think with brushify I could really make this project sing
I tried to use it in UE5 but the ground foliage won't load. Only the texture comes up. Any idea?
Is it possible to export landscapes created in unreal engine as FBX or OBJ while keeping the all of the textures ?
Hey Joe if you save out the project and send it to another designer do they have to have the brushify plugin to see the work that is done?
Hey,
Technically no, you can send a whole project across and it will work just fine. Legally though there are restrictions.
e.g. If you send a whole brushify project to someone else that didn't purchase a license, that's considered piracy (as you would be giving them the paid product for free)
However if the person you're sending to also own the packs you used, or if you're a company/organization/college that owns a licensed copy, then there is no issue.
You can find out more on the unreal marketplace FAQ.
Cheers,
Joe
@@HavokSage Hey Joe, thanks for the reply. I am showing the guys I work with that this is a better way of going about making terrains in Unreal. I am hoping to persuade the team to pick up some licenses. Love the tutorials, buy the way are you working on the optimization tutorial you had spoken about a while back? Anyway keep up the good work.
Hey Joe i recently started working on a project in the most recent version of unreal and am trying to use the paint tool with your packs but cant adjust the any of the shaders under target layers because absolutely nothing shows up... is there something i need to change or has it been re-arranged somewhere else considering the updated version of unreal please help lol
How many textures / materials can I paint at one time?.. right now I’m using unity and World Machine, CTS to render 12 textures/ materials.. i’m under the impression that you can only have a certain number of textures in any given material ..I’m still trying to figure that one out .do you have any clue? And one last question color maps and using camera distance to blend the color maps into the Alpha maps or splat maps , does your package have that?
Hey, Unreal is slightly different from Unity. There is no limit to the number of paint layers/textures.
Brushify comes with 9 paintable terrain layers. Each have slope and cover. The landscape material also supports flowmaps.
Checkout the product description here:
www.unrealengine.com/marketplace/en-US/slug/brushify-moorlands-pack
Hey would it be possible to add a RGBA splat map for the different “biomes” to use and texture my landscape? If so how could I go about doing this!
Hey, yes that's possible. You wouldn't need to provide RGBA. You can import each paint layer/biome as a grayscale mask. Simply right click the paint layer and theres the option to import a mask. If your splatmap is already in RGBA, you can simply save each channel put with photoshop.
Cheers,
Joe
Curious what the purpose of two landscapes is, does that help on the performance side?
it's so you can have a main landscape with lots of detail. then a background one with less. in addition distance meshes provide even more background detail.
@@HavokSage ahh ok got it, thanks!
hey but joe... real talk man... you are a smart DUDE... I like every single pack u have created so far man... kudose... and pls go check your instagram inbox.
Are the Alpha you used for the brushes basically a height map that can be made using a software like World Machine? what res did you use for the alphas,and also what is the best format that can contain most bits for a height map?
You could do it that way. I use real world data from LIDAR though, it creates a more authentic look. I also use aerial photography to texture the landscapes
@@HavokSage do you usually use PNG , tiff, or TGA?
Joe! Hey Joe! :D It's BF on the UE marketplace!
I saw that all of the packs are discounted so I'm planning to buy 2-3 maybe? Which ones you suggest? I was thinking about Grasslands and tropical islands maybe?
Would be good to have the automaterial, some biomes and procedural foliage. I don't want to spend much obviously since I'm broke, but you know the packs. Are these 2 enough for starters or there's one that have more for the same price?
Grasslands and tropical are a great way to start I think.
@@HavokSage Thanks! I got them both! 😀
Hey Joe, I am trying to figure out how big terrain tiles(UE4) are in a real world measurement?
so a default tile is
Section Size : 64x64
sections per component : 1x1
Number of components : 8x8
Overall Resolution :505x505
total components : 64
I think at the default landscape scale the measurement is 1 pixel to 1 meter.
@@HavokSage thanks, I actually found a good measuring tool in the market place on sale for 2 bucks. just picked up your items in the marketplace cant wait to try them out. thanks again!
amazing pack, however. im ready to render my scene with the movie render queue but it keeps crashing on the landscape. are there any known issues with this brushify/landscape/MRQ combination? using a pc with 128gb ram, i9 and rtx 3090
Movie render queue has problems with the grass types system. It’s a bug in unreal unfortunately.
@@HavokSage is there a quick way to fix this? Or bypass the grass
Love ur content
Subscribing
I like Brushify so much and I am trying to add this to my project, but once I applied my fps will drop badly. Is that anyone can solve it?
This isn't usual behaviour. I'd need a lot more information to diagnose the cause.
Can you contact me directly using the contact box at brushify.io
About the brushify multi biome shader,are grass and rock meshes added to the pack?
Hey, each pack features very different assets. Please check the product descriptions.
Love the packs not sure what to make of this though, still quite new and learning ue4 myself. As soon as i make a new landscape and assign the MI_landscape and create layer info, the shader complexity is perfect, but as soon as i paint even one little circle of another layer on top of the original layer the landscape complexity starts to go from green to red in that landscape component even if its one tiny little circle of another layer, is there anyway around this?
or i guess what i'm asking is will this effect performance severely?
@@outlander7370 it still would affect performance significantly. But its strange that it immediately turns red. Its should be dark green/brown way before then. Try disabling cover and flowmaps in the mi material instance.
After placing M_Landscape on the landscape the grass has black grainy spots that pop in and out as they move in the wind. I am doing this on UE 5. Anyone know a fix for this?
Did you follow the Getting started tutorial?
th-cam.com/video/YPR1XFOUvp4/w-d-xo.html
It sounds like you didn't add a layer info. You should also use MI_Landscape rather than M_landscape.
@@HavokSage Thank you Joe! I will try this.
Trying to follow this tutorial on the City Map however with the Alpha Brush Selected all it does is raise and smooth the terrain without adding the rocky bits etc unsure whats happening is it because my base Mesh for the ground is that city grass one?;o
Hey,
the Urban buildings pack doesnt include the automaterial.
Cheers,
Joe
@@HavokSage Hey Joe sorry missunderstanding I think, I've purchased the Moorlands pack and I'm trying to use it on the City map, but the Material instance wont load?
@@HavokSage I've watched this th-cam.com/video/YPR1XFOUvp4/w-d-xo.html, so I've managed to get the ground changed but when elevating the ground etc its not working :< no cliff edges etc like it shows in the vid i just linked you
I don't have the mountain brushes in the folder Brushify/Alphabrushes :( HELP
Hey, you may have the basic Environment shaders pack, that one doesnt include the brushes.
@@HavokSage
I have the arctic too, do you have them?
@@zezeh22 the arctic pack does come with some brushes. They should be in that folder. Try a reinstall?
@@HavokSage there is only one :/
@@zezeh22 that's actually 4 brushes. Theres one in each channel. You can switch between them in the sculpt tool.
Arctic only comes with 4 brushes. For more you need to purchase other biomes.
hey dude, how do i fix sharp landscape edges when using the alpha brushes? im not giong super high in strength or size but it still happens. Just wondering if you happen to know how to fix it :)
Try the smooth tool, shown here:
th-cam.com/video/_SnbSMZVNFQ/w-d-xo.html
@@HavokSage fair enough, i was using the smooth tool, just wondering if i messed up somewhere ,peace man! :)
@@NatePlayzGamez with the alpha brushes, it usually adds way more details than the landscape resolution can handle. Which leads to sharp edges or sometimes spikes. Smoothing tool is a great way to gradually smooth the terrain to find a nice middle ground of detail vs smoothness.
What sky asset do you use?
The sky comes with Brushify
@@HavokSage Jeez, this is really good stuff... You could charge so much more, yet you keep the prize affordable for us hobbyists
#Joe Garth - what is your graphics card on your Machine if this is not very big top classified secret? Do you got GTX 1080 TI or some of the RTX 20ties cards? I ask this because If you got RTX card - maybe you can do some nice tutorial for Brushify with ray tracing enabled and in UE 4.24 freshly released. Its just some my new ideas for you what could you do and show for your customers and other people what Brushify actually are capable off like Ray Tracing enabled in Unreal Engine for Brushify. Kind Regards! This Moorlands pack is totally awesome bro! I specially specifically like that alpha brush - its so easy and fast to create natural organic shapes of terrain. I got 2x (double) RTX 2060 SUPER SLI enabled and I am ready to try Brushify possibilities with ray tracing.
Bryshify is free??? 🤔
I purchased the grassland pack and opened the demo scene but things looked a bit old and ugly is this due to the device i use?
Could you post a screenshot? or better, contact me directly at www.brushify.io
I used the brushify pack for a couple of times and it started going back to the more beautiful and clearer brushify grasslands
@@kwakuofori8260 do you mean you went back to the old grasslands scene? Or you had moorland and went back to grasslands? Sorry I'm not getting your point
I have the grassland pack not the moorland pack
@@kwakuofori8260 I'm not understanding your issue? are you saying it's working now?
Ace :)
is there other way i could get brushify for free? im new to UE4
new subs here
Hey, checkout the arctic pack on unreal marketplace. It's free until the end of December
can i get a job doing this?
absolutely. but it all depends on how good a portfolio you create. Art is never going to be the easiest field to succeed in, but if you put the time in and deliver high quality it's certainly possible. You really need to love it though!
How long does it take tomdo this sht lmao wow
I dont gr how this work.. it this an open master world you can insert, change what ever you want?. Even import a world creater environment?.
Thanks
It's a landscape automaterial, you simply drag and drop the MI_Landscape material onto your landscape and follow the instructions here:
th-cam.com/video/YPR1XFOUvp4/w-d-xo.html
There's a 1 hour long world creator tutorial here:
th-cam.com/video/vkOt1zSc1rE/w-d-xo.html
I am F...cken Buyimg this pack to like right now... I am almost having all the brushify content.... I have a question... if we use brushify to create a scene for our movie must we credit brushify.Io? or it does not really matter... pls advice. lol
Hi, no credit is necessary, only appreciated :D
Everything worked fine on the example maps etc. except when I created my own landscape imported from world creator to unreal then added the MI_Landscape material and everything became glossy and black. the parent to the landscape material seemed to have everything in order not sure how to fix.
Hi please follow the Getting started tutorial. th-cam.com/video/YPR1XFOUvp4/w-d-xo.html
You need to add a Layer info to your desired paint layer and hit fill.