Landscape Auto-Cliffs | 5-Minute Materials [UE4]

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  • เผยแพร่เมื่อ 24 ก.ค. 2024
  • Today we're looking at a couple of very simple ways to procedurally change the texture of your Landscape based on the slope of the terrain! These 2 slope masks are quite inexpensive and have very different looks. Everyone has their own way to do this and I haven't seen these specific methods covered in other tutorials. We also learn how to exclude grass from spawning on the generated cliff layer.
    I hope you enjoy!
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ความคิดเห็น • 84

  • @pxelguyplays
    @pxelguyplays 3 ปีที่แล้ว +2

    Awesome video! I’m just starting to learn unreal, and constantly searching for great tutorials. I bumped into this channel on the tiling removal video and I instantly liked the style. Not too long not too short with plenty of info and great explanations. Thanks for making these!

  • @arielshpitzer
    @arielshpitzer ปีที่แล้ว +1

    i wish every youtube tutorial was as short and percise like this one was. excellent work.

  • @alexanderharchenko2124
    @alexanderharchenko2124 ปีที่แล้ว

    Best. One of the best tutorial for the materials!!! Thank you a lot!

  • @Fokkusu
    @Fokkusu 3 ปีที่แล้ว +7

    Yoo slope time, really handy knowledge :D, ty for the wonderful tutorials, you keep delivering the good stuff ^^

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      Thanks my dude :) Hope you learned a thing or two haha

  • @JM-Games
    @JM-Games 3 ปีที่แล้ว +15

    Great videos, Would love to see the finished result at the very start of the video just as a preview as to what the video is actually for though.

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +8

      Very good point - will keep it in mind for future videos :) Thanks!

  • @thumbsup08
    @thumbsup08 2 ปีที่แล้ว +7

    Where he says "For me, it's stored in the blue channel" and then plugs in the blue of his sand normal into the node, I figured out that if your landscape material is not set up like his, it can be more effective to use the RGB rather than B. Hope this helps!

  • @kalex07
    @kalex07 2 ปีที่แล้ว

    Straight to the point. I'll give it a go. I'll have to check if you have made a video on texture blending to go with this.

  • @oo_atlas_oo
    @oo_atlas_oo 3 ปีที่แล้ว +3

    Wonderful tutorial! Keep up the good work!

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      Thanks mate, hope it comes in handy!

  • @RomarioDev
    @RomarioDev 3 ปีที่แล้ว +1

    Great video as always

  • @yoyopanda8362
    @yoyopanda8362 2 ปีที่แล้ว +1

    Thanks man, quick and easy.

  • @Elmarath
    @Elmarath 3 ปีที่แล้ว +1

    Finally!! Thanks for awesome videos!

  • @alessioalonne4333
    @alessioalonne4333 2 ปีที่แล้ว

    Love your style!

  • @Reployer
    @Reployer 3 ปีที่แล้ว +1

    I love these videos so much

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +2

      Not as much as I love you!

  • @johnmannp7158
    @johnmannp7158 3 ปีที่แล้ว +2

    Yoooo tysm

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +1

      No worries :) Hope you like the methods haha

  • @jd-foo
    @jd-foo 2 หลายเดือนก่อน

    This is great man, thank you for share it.
    What would be amazing too if you can show how to blend a third layer between, like dirt, that would be really helpful, in my case at least, grass to rock doesn't fit well.

  • @YouZido
    @YouZido 2 ปีที่แล้ว +1

    saw a video once that made so there were dirt right before mountain making like a dirt line that seperates the grass and stone, u think u can make a video for that?

  • @RaulViniciusJFS
    @RaulViniciusJFS 3 ปีที่แล้ว +1

    Wonderful! I was wondering if its possible to spaw rocks on the slopes that are more vertical to simulate rocky cliffs. I'll be making some experiments asap. Thanks for the awesome video!

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +2

      It should be possible, although keep in mind the Grass tool cannot have collision. Another option you could look in to is Virtual Heightfield (or it's predecessor, tessellation) and a heightmap on your cliff texture to actually make it appear more 3D. You could also experiment with BumpOffset or Parallax occlusion to make it appear more 3D

    • @RaulViniciusJFS
      @RaulViniciusJFS 3 ปีที่แล้ว

      @@PrismaticaDev I really forgot about the collision problem. I'll be testing those options you mentioned. Thank you so much!

    • @shannenmr
      @shannenmr 2 ปีที่แล้ว +1

      Maybe look into the Procedural Foliage tool

  • @xxsemb
    @xxsemb 5 หลายเดือนก่อน

    I get what I can only describe as colour islands in the middle where the slope is surrounded by the grass colour. It shows the slope color but then I have a ring of grass color in the middled blended over it.

  • @Angryleprechaun05
    @Angryleprechaun05 ปีที่แล้ว

    Can someone link the tutorial he mentions at 7:56 regarding making meshes smaller as you approach the edge of a layer and not clipping through each other? I"m not seeing a popup.

  • @kioly_ah
    @kioly_ah 10 หลายเดือนก่อน

    coooool, 谢谢你

  • @strickerarts
    @strickerarts 2 ปีที่แล้ว +1

    So I hooked everything up with the grass/cliff layer and applied everything so I could tweak perameters. However it made my environment go black. I also applied the material inst to the landscape. Any ideas on how to fix this?

    • @strickerarts
      @strickerarts 2 ปีที่แล้ว

      Fixed it, it was because I changed my layer name from grass to grass/cliff. Changed it back to grass and works fine now.

  • @VoodooPanda1
    @VoodooPanda1 ปีที่แล้ว

    But how do you make the automatic dirt slope have a different physical material? Or is it just grass also?

  • @mohammedzawia1054
    @mohammedzawia1054 3 ปีที่แล้ว +1

    I pity people who aren't watching such great videos.

  • @Tehral
    @Tehral 2 ปีที่แล้ว

    I didn't get the link for the video to make grass clipping trough stuff

  • @matteckenrodt
    @matteckenrodt 3 ปีที่แล้ว +1

    Awesome! Are familiar with the WorldAlignedBlend node and is there a reason you're using this method instead? The WorldAlignedBlend seems to have the same effect and even has support for blending the normals as well. Just curious if you've messed around with it. Great video!

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +1

      Heya Matt! The World-aligned blend node is a little more expensive and doesn't provide as much control - it's definitely still a great method. Although I still think using a HeightLerp gives the best results personally :)

  • @Dhieen
    @Dhieen 14 วันที่ผ่านมา

    And for newer version of unreal, how can i do this material with a set material attributes for each layer? So instead of blending each texture one by one i blend directly each set of texture (with the set material attributes and landscape layer blend)

  • @stellarcommander3456
    @stellarcommander3456 ปีที่แล้ว

    Спасибо большое🙂

  • @Elmarath
    @Elmarath ปีที่แล้ว

    @prismatica you mentioned a tutorial at 7.55 but no link showed up. What's the link yo!

  • @625cookie5
    @625cookie5 3 ปีที่แล้ว +1

    I did everything just like you did in the video. Im having some issues though. When i paint the Grass/Cliff Layer it paints the textures but it put a dark tint over the rock texture. Secondly if i keep painting it starts to add pure black texture over where i painted. It looks a unassigned layer or something but everything has Layer info. Do you know what might be happening?

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      You might need to saturate or clamp the alphas of the lerps - could be giving values below 0 :)

    • @625cookie5
      @625cookie5 3 ปีที่แล้ว

      @@PrismaticaDev Thanks for the reply. I tried both options and nothing changed.

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว

      @@625cookie5 Send me a few screenshots here or on Discord and I'll be able to help out :)

    • @AlexanderStangel
      @AlexanderStangel 3 ปีที่แล้ว +1

      I believe I had the same problem, all landscape material turned black. I was trying looking at the problem several hours before I decided just to redo the tutorial from scratch. Worked liked charm.

  • @sussywussy2550
    @sussywussy2550 4 หลายเดือนก่อน

    ive tried all the methods u used to fix the grass from still showing up on the rock texture but none of them work, i even tried remeking them like the ones u have but they still dont work, am i missing something or is it just bugged?

  • @slitherking7822
    @slitherking7822 2 ปีที่แล้ว

    Hey Prismatica, i've set it up exactly like you did, but my one problem is that when i sculpt a slope, i don't get grass on top and rocky around, i get one side with grass for the entire slope, and one side with dirt the other side. What could be causing this? Love your videos btw!

    • @ksooow3470
      @ksooow3470 ปีที่แล้ว

      same problem, did you find the solution ?

    • @TheStenger96
      @TheStenger96 ปีที่แล้ว +1

      For anyone else who has this same problem... make sure the mask after your VertexNormalWS and PixelNormalWS is only ticked for B. You can click on the node and in the details panel change it there. You'll notice in the video the mask is "Mask (B)". Having anything else will produce unexpected results. If you then find your grass/dirt are inverted, switch which one is A and which one is B in your Lerp.

  • @marionette3215
    @marionette3215 2 ปีที่แล้ว +1

    In my project, the grass virtual texture appears black on elevated areas, the landscape itself isn't black but the grass is. Is there a way to fix this?

    • @marionette3215
      @marionette3215 2 ปีที่แล้ว +1

      Nevermind, with the way bounds work in 2.46 if you set bounds and then increase the max/min height of the landscape then that new highest/ lowest point won't be in bounds.

  • @ethanwasme4307
    @ethanwasme4307 10 หลายเดือนก่อน

    instead of height texture you can get derive a greyscale value from the normal map and use that for the alpha blend, enough to trick players and save perf ;)

    • @baptisterime
      @baptisterime 5 หลายเดือนก่อน

      nice idea, and more practical if you don't have access to the heightmap of a specific texture. How can you do that?

  • @sujandhar6613
    @sujandhar6613 ปีที่แล้ว

    Did everything as you showed T____T ... The layer tab's grass material is also showng the grass material is like top is grass and rest of it is dirt but when I am sculpting the whole surface top to bottom stays grass . like its not auto materialing . Help please dear good sire

  • @lazylizardofficial
    @lazylizardofficial ปีที่แล้ว

    If anyone's having the same issue as me, (textures turning weird colors), make sure you only use the Blue channel of the VertexNormalWS and PixelNormalWS

  • @seapickels9087
    @seapickels9087 2 ปีที่แล้ว

    My frass still covers any thing after putting the cheap contrast into the multiply :(

  • @yunoswaifu
    @yunoswaifu 2 ปีที่แล้ว +2

    I am wondering.. is it possible to make this landscape grass interactive with the character?

    • @PrismaticaDev
      @PrismaticaDev  2 ปีที่แล้ว +1

      Of course :) I have a whole series about interactive grass for multiple actors (not just the player) if you’re interested :)

    • @yunoswaifu
      @yunoswaifu 2 ปีที่แล้ว

      @@PrismaticaDev That will be great! Do you have any link to it? I don't know why but I can't find it :)

  • @LucasSilva-wm4kn
    @LucasSilva-wm4kn 4 หลายเดือนก่อน +1

    I don't know why, but everytime when i paint another layer above my auto cliff layer, that part where i painted turns blank and don't load anymore. Anyone knows why?

    • @PrismaticaDev
      @PrismaticaDev  4 หลายเดือนก่อน +1

      It might be that you're exceeding the texture limit, which you can fix by setting all your texture samples to Shared: Wrap, or there might be an error in your material which isn't showing up because of the way Landscape materials work. If you set the Default Weights in the Landscape layer blend nodes all to 1, it should show any errors

    • @LucasSilva-wm4kn
      @LucasSilva-wm4kn 4 หลายเดือนก่อน

      @@PrismaticaDev Hmm... interesting, i'll try that, also for some reason when i unplug the height map from the height value everything works again. Thanks for help!

    • @PrismaticaDev
      @PrismaticaDev  4 หลายเดือนก่อน +1

      @@LucasSilva-wm4kn Yeah it might be a Sampler limit then. Should be an easy fix with the first method :)

  • @S4NT1_27
    @S4NT1_27 2 ปีที่แล้ว

    And how can I add Grass Type to dirt? or is that one of the disadvantages? ... I mean the dirt mixed with the grass.

    • @PrismaticaDev
      @PrismaticaDev  2 ปีที่แล้ว

      You’ll just need to make a grass type for the Dirt layer and then get a Sample of the dirt layer and plug it in :)

    • @S4NT1_27
      @S4NT1_27 2 ปีที่แล้ว +1

      @@PrismaticaDev Yes, that's what I thought, but for some strange reason the cliffs ignore the grass type. It only works on the grass layer.
      I don't know what I'm doing wrong :(

  • @limoncatt
    @limoncatt 4 หลายเดือนก่อน +1

    I have a cat that looks just like yours :)

  • @Zgadek
    @Zgadek 2 ปีที่แล้ว +1

    I can't find those parameters

  • @quintongordon6024
    @quintongordon6024 2 ปีที่แล้ว

    1:39

  • @L.J.N.L
    @L.J.N.L 2 ปีที่แล้ว

    It Looks like im late to the Party. but maybe u will still see this.
    For some reason when i try to tweek my Parameters in my Landscape instance nothing changes and i cant Figure out why this is happening.
    Love your Stuff

    • @PrismaticaDev
      @PrismaticaDev  2 ปีที่แล้ว

      Hey L! Just make sure that the instance is assigned to the landscape, not the master material (I do it all the time)
      Otherwise, if you’re using an RVT it might not be updating in real time so you’ll have to refresh it

    • @L.J.N.L
      @L.J.N.L 2 ปีที่แล้ว

      @@PrismaticaDev Wow ok sometimes its that obvious. Thanks allot 🙌

  • @ZlimAxD
    @ZlimAxD 2 ปีที่แล้ว

    What is that blue stuff hightmap how to get it do you have a turtorial about it

    • @ZlimAxD
      @ZlimAxD 2 ปีที่แล้ว +1

      i got that but how do i get MF_unpack normal node ?

  • @Tehral
    @Tehral 2 ปีที่แล้ว +1

    My grass sstill grows wild on rocks :(

  • @FerlinDev
    @FerlinDev 3 ปีที่แล้ว +3

    Mean comment

    • @PrismaticaDev
      @PrismaticaDev  3 ปีที่แล้ว +2

      Wow i am crying and shaking rn

    • @FerlinDev
      @FerlinDev 3 ปีที่แล้ว

      @PrismaticaDev Good 😈

  • @geohan98
    @geohan98 3 ปีที่แล้ว +1

    First :)

  • @HamalgamUB
    @HamalgamUB 2 ปีที่แล้ว

    i love your cat

  • @CosmicComputer
    @CosmicComputer 3 ปีที่แล้ว +1

    I just lerp your kittehs

  • @AphXMaster
    @AphXMaster 2 ปีที่แล้ว +2

    so would be great if you didnt start half way into making the material

    • @PrismaticaDev
      @PrismaticaDev  2 ปีที่แล้ว +1

      That's what my "Landscapes" video is for :)

    • @PrismaticaDev
      @PrismaticaDev  2 ปีที่แล้ว +1

      th-cam.com/video/RSPyrm88JB4/w-d-xo.html