I hope its not too late to request? I have been having trouble making a stratified mesa biome? something like monument valley. I've been making the terrain in Gaea and then using 4K assets in unreal to flesh it out but I feel like I'm not using Gaea as well as i can be for that.
it's extraordinary what we can achieve with the unreal engine, it's disconcertingly simple to succeed with concepts when we understand how the tools work
Very straightforward and packed with information just how a tutorial must be there are so many unnecessarily long videos on this subject on TH-cam , yours is the best👍👍
Loving your videos! As a beginner just getting into Unreal Engine in 5.4+, all the outdated information has been really confusing. This really helps, especially as my workflow also revolves a lot around Gaea.
I would use the landscape auto material provided by Unreal Sensei. His is set up for Nanite landscape displacement and features better blending options. He also does a great job covering the options in his latest video on the subject. One thing you could do is use that blended colour and normal map generated by Gaia to tint the colour of the landscape material so it looks more natural from further away. Just need some macro variation added. Useful workflow. Thanks for sharing.
Thanks for the tutorial! Has anyone got the problem when after importing a mask for the material the landscape is covered with default checkerboard in some areas? Referring to this lesson I got it with River layers
If that Gaea is opened in UE5, we can say that it is inside, that Gaea is already visible in the render and that magnificent view in UE5 is visible to us.
Any ideas on how to generate a realistic river in Unreal Engine from the Gaea information? It would be cool to add a spline in UE from the beginning to the end of a river node. I experimented a lot but i still found no good solution on how to automatically generate a good river from Gaea exports. For now i still use a spline river which i manually have to place in Unreal Engine above the river bed texture. There has to be a better and automatic way... Can PCG help with that maybe?
@@nikwalz3429 currently splines are still best way to make rivers, at least for game environment. For cinematic you can use gaea rivers and then create a river mask to use some water material to make it look more realistic. I have a planed tutorial for that after I finish few other tutorials.
@@MarisFreimanis Great :-) Can´t wait to see it... I now try to spawn planes with PCG with a water surface shader to have an automation in it. If that doesn´t work I will use splines and manually place them.
Great tutorial ! but I'm kind of confused about the math for scale calculation of the imported heightmap. I only have good results when I'm applying your formula for X, Y, and Z ! I tried the Winbush's formula, for the Z axis (it's another formula but the same results) and it's the same, I need to apply a custom scale on three axis... (maybe my map is not normalized or something like that, but it seems on Gaea 2.0 we have not a lot of options in the build panel)
Hi! I have another video where I go over scaling, since here it was not accurate. I will dive into Gaea 2.0 soon, since it was not available for free users when I recorded tutorial.
@@MarisFreimanis Thank you, so much! I've been trying to figure out how to do the "photorealism" look for trees like all the tutorial videos show, but I can't figure it out.
Probably best way is still to use splines in UE. Gaea river is ok for cinematics and can make it work but for game environment still need to use splines :/
Version is at very top of the software, in this video I'm using 1.3.2. If you are new, then probably you are using new 2.0 version. I'm making new videos now using it.
@@MarisFreimanis It seems to export from Gaea with full color but when it's in Unreal even before applying it as a material it looks desaturated. I've already tried unchecking sRGB but that seems to make the problem worse unfortunately.
Yes, I just check that, my bad. I thought it was one of "free forever" assets. Apparently Unreal Sensei has auto material that is free (in gumroad it shows that you should pay bit in description he provides 100% discount code)
Of course, 1k is fine for far background stuff. I just use free version for tutorials so people can try software with me. For real use, need at least Indie license, which is priced fair and it's one time payment.
@@ytabhigan It's just a 1D texture (as opposed to a 2D texture) where some guy picked using a line picker from a satellite photo thinking it will "match" whatever area they traced, lol. It doesn't work like that. Not with height maps. You're literally mapping a completely different grayscale image to that pre-baked gradient, which doesn't make any lick of sense because the real world™ is full of hills and valleys that go up and down, so you can't just reduce them to whatever gradient some guy picked. They're a _template,_ something to base your work on, maybe to experiment with, not to actually use. Unless you "muddy" your height with a bunch of other cloud noises and then "drape" that synthetic gradient over a bunch more synthetic gradients. And even then it's an art form, of actually HOW to blend them because there are more blending operators. They're only there for noobs. You can even make them yourself from any photo, it doesn't have to be from a satellite - which often captures clouds, pollution, and doesn't get you an accurate representation of the underlying color. Do you understand now what "sat" means? Dom pieces of... I swear, it's like the blind leading the blind.
Let me know in the comments what biome you want me to cover next!
I hope its not too late to request? I have been having trouble making a stratified mesa biome? something like monument valley. I've been making the terrain in Gaea and then using 4K assets in unreal to flesh it out but I feel like I'm not using Gaea as well as i can be for that.
Can you show how to create a biome with a lot of flat terraces? Like a meadow landscape with some forest areas and a few hills?
it's extraordinary what we can achieve with the unreal engine, it's disconcertingly simple to succeed with concepts when we understand how the tools work
Geae is great addition to Unreal, hopefully one day Unreal will fix their bad landmass tools and we will not need Gaea
I really appreciate how you explain the reasoning behind your choices. Excellent tutorial video!
Very straightforward and packed with information just how a tutorial must be there are so many unnecessarily long videos on this subject on TH-cam , yours is the best👍👍
Glad you found it helpful! If you can up with something coo, share it on Discord :)
Thanks you very much bro for this tutorial. Bravo
Loving your videos! As a beginner just getting into Unreal Engine in 5.4+, all the outdated information has been really confusing. This really helps, especially as my workflow also revolves a lot around Gaea.
More Gaea stuff coming soon
I would use the landscape auto material provided by Unreal Sensei. His is set up for Nanite landscape displacement and features better blending options. He also does a great job covering the options in his latest video on the subject.
One thing you could do is use that blended colour and normal map generated by Gaia to tint the colour of the landscape material so it looks more natural from further away. Just need some macro variation added.
Useful workflow. Thanks for sharing.
Hey! Thanks for a tip. Will check his auto material for future videos.
That tinting is good idea, will try it out.
Are you referring to the video he uploaded 5 months ago?
An excellent tutorial. Every step is clearly explained - thanks 👍
Glad it was helpful!
Thanks finally someone showed it :)
simply lovely.
Will dive into 2.0 soon!
Спасибо большое, очень полезный видеоурок🙂👍
You are welcome!
super great info!
Very good video :-) Thanks
This needs more likes and Views. Love it
Thank you!!
Malacis! Learning so much from you :)
Paldies :D
Goat 🐐
Thanks for the tutorial! Has anyone got the problem when after importing a mask for the material the landscape is covered with default checkerboard in some areas? Referring to this lesson I got it with River layers
If that Gaea is opened in UE5, we can say that it is inside, that Gaea is already visible in the render and that magnificent view in UE5 is visible to us.
thx so mutch
Brillant thank you its a massive help
Glad I could help!
Any ideas on how to generate a realistic river in Unreal Engine from the Gaea information? It would be cool to add a spline in UE from the beginning to the end of a river node. I experimented a lot but i still found no good solution on how to automatically generate a good river from Gaea exports. For now i still use a spline river which i manually have to place in Unreal Engine above the river bed texture. There has to be a better and automatic way... Can PCG help with that maybe?
@@nikwalz3429 currently splines are still best way to make rivers, at least for game environment. For cinematic you can use gaea rivers and then create a river mask to use some water material to make it look more realistic. I have a planed tutorial for that after I finish few other tutorials.
@@MarisFreimanis Great :-) Can´t wait to see it... I now try to spawn planes with PCG with a water surface shader to have an automation in it. If that doesn´t work I will use splines and manually place them.
Great tutorial ! but I'm kind of confused about the math for scale calculation of the imported heightmap.
I only have good results when I'm applying your formula for X, Y, and Z !
I tried the Winbush's formula, for the Z axis (it's another formula but the same results) and it's the same, I need to apply a custom scale on three axis...
(maybe my map is not normalized or something like that, but it seems on Gaea 2.0 we have not a lot of options in the build panel)
Hi! I have another video where I go over scaling, since here it was not accurate. I will dive into Gaea 2.0 soon, since it was not available for free users when I recorded tutorial.
@@MarisFreimanis Oh ok :) I pinned your video about scaling but for after :p Can't wait to see your videos on Gaea 2.0 so! thank you for the answer ^^
Thank you
Hey, my friend! Please show or explain how to add the water to this map in Gaea.
I can't find the Arboreal Node in Gaea. I search for it, but it isn't there. Any help would be GREATLY appreciated!
If you are using Gaea 2.0 it's called trees now. I will have updated video soon.
@@MarisFreimanis Thank you, so much! I've been trying to figure out how to do the "photorealism" look for trees like all the tutorial videos show, but I can't figure it out.
i wish that this program allowed you to import files as nodes, that way it could account for roads and stuff
Yea that would be great, but at least we can do all that in UE afterwards.
Can you share the heightmap?
How to create river path as you want to ??
Probably best way is still to use splines in UE. Gaea river is ok for cinematics and can make it work but for game environment still need to use splines :/
what for a version of gaea are you using ?? i can`t find this nodes in my version.
Version is at very top of the software, in this video I'm using 1.3.2.
If you are new, then probably you are using new 2.0 version. I'm making new videos now using it.
@@MarisFreimanis top, yes i have 2.0
For some reason the texture I export loses a lot of color when I import it to Unreal, any idea how to I can fix this?
Does it look fine in your PC? Is texture itself loose color or when you apply texture to landscape?
@@MarisFreimanis It seems to export from Gaea with full color but when it's in Unreal even before applying it as a material it looks desaturated. I've already tried unchecking sRGB but that seems to make the problem worse unfortunately.
Brushify ain't free :(
Yes, I just check that, my bad. I thought it was one of "free forever" assets.
Apparently Unreal Sensei has auto material that is free (in gumroad it shows that you should pay bit in description he provides 100% discount code)
trying here, 1k is very low for huge images or with zoom
Of course, 1k is fine for far background stuff. I just use free version for tutorials so people can try software with me. For real use, need at least Indie license, which is priced fair and it's one time payment.
@@MarisFreimanis Yeah! Btw, ur tutorial is one of the best on youtube about Gaea...
That Brushify is not free anymore :/
Yes, unfortunately. You can use Unreal Sensei one or MW Landscape Auto Material instead.
@@MarisFreimanis Thanks for the suggestion.
Gata chrash every 5 minutes. =(
Are you using Gaea 2.0?
13:51 "Saturation" map. 😂 No. That's not what it stands for.
16:25 Stop calling it a saturation map, you're embarrassing yourself.
What is the actual name?
@@ytabhigan It's just a 1D texture (as opposed to a 2D texture) where some guy picked using a line picker from a satellite photo thinking it will "match" whatever area they traced, lol. It doesn't work like that. Not with height maps. You're literally mapping a completely different grayscale image to that pre-baked gradient, which doesn't make any lick of sense because the real world™ is full of hills and valleys that go up and down, so you can't just reduce them to whatever gradient some guy picked. They're a _template,_ something to base your work on, maybe to experiment with, not to actually use. Unless you "muddy" your height with a bunch of other cloud noises and then "drape" that synthetic gradient over a bunch more synthetic gradients. And even then it's an art form, of actually HOW to blend them because there are more blending operators. They're only there for noobs. You can even make them yourself from any photo, it doesn't have to be from a satellite - which often captures clouds, pollution, and doesn't get you an accurate representation of the underlying color.
Do you understand now what "sat" means? Dom pieces of...
I swear, it's like the blind leading the blind.
@@zdspider6778 Saturation Map it is. Thanks.
@@ytabhigan Tell me you're a functional illiterate without actually telling me you're functionally illiterate. 😂
You can call it whatever tf you want.
@@ytabhigan Just stop spreading it to other people.
This is how misinformation is spread.