anyone experiencing the blendspace being white and the material of the scan item has a fuzz node - put the fuzz node to the right of the blendmaterial attributes
The divide by 10 is there to change the height across which it blends: if you didn't divide it by 10, it would transition over 1cm (which is too small), but divided it does it over 10cm. It's an arbitrary number though, for example, you could divide by 50 to make it blend over 50cm. Saturate just caps the number to values from 0 to 1 so the alpha blending doesn't break.
Thanks for the addition, it's not serious to do tutorials that just say "plug this here because I was told so" and not explain the principles of what you're doing before jumping into spaghettis mode.
@@riggsmurtah2788 I think to make it more subtle you would instead divide by a larger number, like 20. But you could try that quite quickly, the difference should be easy to see.
TIP: If you want control of that gradient (the blending) it's in the divide node for the height. So connect a constant node to the B input of the Divide node, then right click and make parameter. Put a default value of 10 as stated in the tutorial. But now if you go back to your rock material instance you'll see the new parameter (I named mine Virtual Texture Blend Gradient). Check it on and then dial the value to your taste. Hope that helps everyone!
Also if you want further control of where the gradient begins and ends, you can add a multiply (lower in worldspace) or subtract (higher in worldspace) between the "absolute world position" and "mask" nodes :)
Very useful tip, when I follow the tutorial the blend was "perfect cutted" by the ground, so it's not appear, since it's on underground. I have to put a big value on divide (like 100) to show up a bit, so my final setup was divide>subtract(to shift up and down the blend)>power (found useful to control the gradient more)
I've watched several tutorials on this, some longer, some about the same length, but this one is by FAR the clearest, simplest and most straight to the point out of them all. You earned a sub, good sir.
I started with your tutorial in Unreal Engine 4 with the lakehouse and now I'm back on your channel, now I'm a professional in the ArchViz nieche, you're still an amazing teacher, congrats!
I belive that the reason for dividing at 11:40 is because you are stretching out the gradient (the interval where the blend has a value between 0 and 1, i.e. the greyzone). Generally you can think of linear functions f(x) as: 1. additions to x = shifting the output, 2. multiplication of x = stretching the output, 3. -X = flipping/mirroring the output around 0. Hope that explains it, it was some time since I studied that.
I use my own shaders and do not have the "Adjustments" box going into a single "Result" node. Instead, I still have all the elements separated in my result node, hence I have no idea how to follow the steps after 11:35 😞 I wish people would show tutorials starting from BASIC materials, not premade ones. EDIT: For future refrence, in case you're like me just set your Result node to "Use Material Attributes" and work from there.
I'm in the same boat, but I'm not sure what to do after turning my result node into a 'use material attributes' node, as all that happens is my texture/roughness/normal have nowhere to go so the material goes blank.
very easy to do, once you understand how it works, its great! a hassle since i had to learn stuff about the material system, but, great once you get knowing for it
9:48 Everything was fine for me until this point in the video. My asset material doesn't have that Meterial Attributes node. Instead it ends with a Standard Master Material Node with many slots like Pixel Depth Offset, Albedo, Base Color, World Position Offset and so on.
Interesting tutorial. However, I have a problem because at 09:18 At this point it counts crash every time in EU 5.1 :( Assertion failed: (CurrentDirtySlotMask & SlotsNeededMask) == 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 491]
Thanks for this! it's something I've been struggling with as an Unreal beginner.. Can you suggest how to apply this technique to a basic material (not a megascan).
Yeah megascans automatically applied nodes and bridge are pure trash for the beginner because they are just shit to begin with. I prefer to use the most basic node systems because the bridge node system is a mess of unknown dependencies. I imported 7 textures and they are parents of the same so yeah from there your instructions just break down and things get too different to fast. So maybe stop calling this a code academy a start calling this the place where you show off some smart ass shit that no one else can do.
On my side the blending works but the texture resolution of the blended texture is really low and somehow seems brighter is shadowy areas where the assets blend. Not sure why and I have no idea how ot fix this.
I'm pretty sure someone else asked this, but this is working super well for some assets, but what about a massive landscape on where you may have different heights variations and far more assets in the screen. The performance is affected?
so much interesting topic....but in my case there is another node "MF_Fuzz" , and if i am connecting this with "Blend material attributes" and following your process ,my result is white in blend area.😂 please give some solution.
I'm using the landscape material I created following your tutorial Amazing PhotoRealistic Landscape and the master material is different from the one used by Megascan. How do I apply this to my master landscape material?
I've done everything exactly, yet nothing seems to happen in the level itself. The temporary blend colours and the final blend are showing on the material viewport, but not on the actual mesh itself when in the level. I think it might have something to do with the previews for the RVT environment and height materials not showing. You stated that this would probably be because I don't have it on, yet Virtual Textures is indeed enabled in the project settings. I'm not sure what else can be done, and I'd really appreciate some direction to a solution. Thanks in advance :)
Thank you for the excellent tutorial! If you have the time, I have a couple of questions. The first is that when I set the bounds, the bounding boxes did not encompass my entire landscape, which is very small (for testing). My second question is more of a request. I like making world-aligned materials. Any chance you could show us how you could set this up for those? Thanks again, and bravo!
good tut, i followed every step , but i have started off with just a plain grass texture and its whited out , it does blend nicely with every asset, its just white what do you suggest from just grass albedo into output at the momment ?
For the ones with Objects starts blending way too high, use another divide node in the Objects Material right after RuntimeVirtualTextureSample with a value ~5 and connect it to be B pin to the Subtract node behind the Mask.
I am a bit confused and really hoping you will see this. I followed everything to the T, however the landscape I have is fairly dark and the rocks are fairly light. The blend area is almost white. Something I did notice is on the landscape material it is just showing a black sphere now, and on the rock material (also megascan asset like you) it is showing the default material not the 3/4 black and the rest texture sphere like you have. But all of the blueprints are the same? I am confused. Hopefully I missed something small but I am lost! Thank you!
In my MS Asset the Master Material was not "M_MS_Default_Material" but "M_MS_Default_Fuzz_Material". If you change it, it should work. (However my resolution of the blended texture is super low in my case. So not sure is this really is a fix)
the triad tool in my UE 5.3.1 has disappeared. I can only move, rotate and size now by imagining the locations of the cursors on the triad. Anybody know how to fix that. I've already verified the install once. Nothing has changed.
Thank you, that's great. How to use it on Landscape Proxies when using World Partition? I don't want to select every single proxy to apply the virtual texture map? Keep rocking, cheers
I am having an issue where even with the plugin enabled it still shows as black on the preview. My older projects where I have had this working also stopped working.
.im wondering if its possible for one to set it up once and use it for other projects as well,because i im always afraid and discouraged when i consider the amount of time it takes to make a runtime virtual texture
I'm writing this first before I watch the video, but having started watching a different video that was two years old and this requires landscape height etc. How would this work for interiors with lots of organic assets of various sorts or would be a similar process?
In 5.3 there's 3 nodes for absolute world position instead of one in this video XYZ --> XY --> Z --> make sure to connect it from Z--> even though I set it to B out of the RGB options it wasn't working till I applied this fix
@GameDevAcademy can you help me dig a trench using landscape tools I tried but it just looked low-poly . and I don't want to ues the voxel plugin because it's showing down my game . is there a setting I can change maybe?
Great tutorial. I hate when Unreal does unityiesh things like, you do this and that and then turn that on from that section, come back and create that and then apply these and that o.O ??? this is all for a small feature that you should have only in the material editor with small check boxes, Or may be some other more streamlines simple execution.
I have the problem that the height where the object is blending texture is always at z=0. And also when my width and length y and z coordinate are at a point where the landscape is not any longer. It still blends there
is it possible to use the same material setup from your "The Secret to Hide TEXTURE REPETITION" video. Im stuck at the setup landscape material portion and would like to have tileless landscapes along with the virtual texturing.
Awesome tutorial. However, all the materials I have downloaded and checked from megascans has a node at the far right called "Result node of the material" (has the Base Color, Metallic, Specular, Roughness, etcetera, with Shading Model at the very bottom), so I don't know what to do to feed everything into the nodes you created in the video from that node.
Hi!, I think I might have the solution, as it happens same to me. Ok, just click that node, go to details pannel and set "ON" Use Material Attributes, ;) hope works for you, now is working perfect!
brother, sir i appreciate that so much thank you my friend liked and subscribed you helped me out so much brother i appreciate it thanks for taking the time out of your day to share with others Blessings on you brother
I'm getting a weird problem where the blend comes out looking extremely blurry, much blurrier than the landscape texture or the rock texture is, to the point where it's really weird looking. What might be going on?
hi , I am new to the the unreal engine .i did step by step as shown in the video but there is a MF_FUZZ node inside my scan item and i am seeing snow like above my rock.I have been stuck over there for week. Plz some one help me. I wll be greatful😭😭.
Issue: My meshes still are showing the white blend color at the bottom and I re-checked everything twice and can't find the problem. Can you please resolve the issue
how do we do this material attribute outside of unreal made materials or megascans mats, those materials are very badly optimized and overly complicated for something that doesnt do anything.
when i placed the pink color nodes. it works but when i delete that and do the last process it shows a white color on my landscape. sorry for the crap explination
for me it only blends at one certain height. But what if I have a mountainous landscape and the blendheight differs every few meters. How to to make the blend height always be the height of the current landscape?
Just learning UE5.1. One thing I've noticed as a newbie coming from another 3d package is, you seem to have to create so many nodes or controls to do just simple things. What if you have a lot of objects you need to fade in? It would take forever to do this for lots of objects. Isn't there some master Virtual texture to set up that would effect any object you dragged into the scene to save doing it all manually everytime?
Hello! Has anyone managed to do this with a world partition map? I cannot select bounds as there is no 1 landscape. There are a ton of landscape proxies. Way too many for me to have to create one for each surely (60).
Very nice and very clear explaination :) So far I get everything to work, eccept that my texture on the rock is super dark and partially stretchy somehow. also, how do I increase the amount of blending on top of the rock? for me it workst for about 10cm.
Great tutorial! Is there a way to get the blend to not blur as much? I applied this to a rock and the ground but the blended area on the rock just looks like the ground is blurring into it instead of it looking like the sanding is adding onto the rock. Thanks!
Hi, when I try to click on Virtual Texture, where I need to put in the Height, the engine crashes. Idk if the problem is my graphics card or something else. Can somebody help me pls?
Do i have to do this for every asset i bring in? Is there a way to automate this somehow? I love the results but setting up for every single asset i bring in is sorta a pain. Maybe im bumping up to my unfamiliarity with UE GUI. Don't need a full explanation just a hint :)
Hi Shane, thanks so much for this really interesting tutorial. Unfortunately I’m still a beginner in Unreal and surely the question seems a bit stupid for a pro ... The node graph of the material I’m using right now looks a bit different than yours: It’s an imperfection metal material and my final node is a Main Material Node. How to handle this special case regarding to the node graph? Thanks in advance for your help!
This suddenly stopped working for me. I added a cube in the level and deleted it and the RVT blending was gone. Only CTRL-Z brought it back- botht he cube and the blending. Also, the blending works or worked with a color, but not with the actual landscape RVT. I tried to find out what is going on and used and again wanted to use a color instead of the RVT and then even the color didn´t work anymore. I wonder if this is just buggy. I replicated each of your clicks and it did work until a certain point and the all of a sudden stopped. EDIT: Classic- restarting Unreal and all of a sudden it works again- even the blenidng with the actual landscape RVT. So if anyone encounters problems: it is buggy. Restart Unreal.
hi if someone can help me . i made previously tutorial when he teach how to hide texture repetition, i made and success result but here not sure how to start because previous material node cant conect with it in this tutorial. any can help me please how to change or make to aavaliable and continue this tutotrial . appreciate a lot help me thank you
Im new to UE5 so apologies in advance if this is a silly question, but if i have several megascans assets that i want to blend into the landscape, which i have put an automaterial on, do i have to do anything different? I am going through Unreal Sensei's UE5 beginner tutorial and i want to see if i can blend the cliffs in better with the landscape if that helps.
anyone experiencing the blendspace being white and the material of the scan item has a fuzz node - put the fuzz node to the right of the blendmaterial attributes
Thank you!
Do you have an example?
how do we do this if the fuzz node has two inputs?
thankyou , it works
@@keterbinah3091 hi, how did you connect the fuzz node to blendmaterials attributes node?
For those who didn't see the preview here 9:25: try pressing "Create Volumes" right underneath. It helped me. (I'm working on version 5.3)
This
The divide by 10 is there to change the height across which it blends: if you didn't divide it by 10, it would transition over 1cm (which is too small), but divided it does it over 10cm. It's an arbitrary number though, for example, you could divide by 50 to make it blend over 50cm.
Saturate just caps the number to values from 0 to 1 so the alpha blending doesn't break.
Thanks for the addition, it's not serious to do tutorials that just say "plug this here because I was told so" and not explain the principles of what you're doing before jumping into spaghettis mode.
Thanks cause i was wondering why the divide as well
Then I could divide by 5 for a more subtle transition?
@@riggsmurtah2788 I think to make it more subtle you would instead divide by a larger number, like 20. But you could try that quite quickly, the difference should be easy to see.
TIP: If you want control of that gradient (the blending) it's in the divide node for the height. So connect a constant node to the B input of the Divide node, then right click and make parameter. Put a default value of 10 as stated in the tutorial. But now if you go back to your rock material instance you'll see the new parameter (I named mine Virtual Texture Blend Gradient). Check it on and then dial the value to your taste. Hope that helps everyone!
thanks man, it was really helpful. I like that extra control over the blending
I was coming in to comment here about the divide node but you did it great.
Also if you want further control of where the gradient begins and ends, you can add a multiply (lower in worldspace) or subtract (higher in worldspace) between the "absolute world position" and "mask" nodes :)
Very useful tip, when I follow the tutorial the blend was "perfect cutted" by the ground, so it's not appear, since it's on underground. I have to put a big value on divide (like 100) to show up a bit, so my final setup was divide>subtract(to shift up and down the blend)>power (found useful to control the gradient more)
I've watched several tutorials on this, some longer, some about the same length, but this one is by FAR the clearest, simplest and most straight to the point out of them all. You earned a sub, good sir.
Thanks dude. Explaining things is my super power.
@@GameDevAcademy Did you get it from a vat of toxic waste, spider bite, or just born with it? :P
I started with your tutorial in Unreal Engine 4 with the lakehouse and now I'm back on your channel, now I'm a professional in the ArchViz nieche, you're still an amazing teacher, congrats!
The best RVT tutorial! I've scrolled through like ten tutorials now. This one's the most clear and easy to follow. Thanks for bringing this out
You're welcome.
I belive that the reason for dividing at 11:40 is because you are stretching out the gradient (the interval where the blend has a value between 0 and 1, i.e. the greyzone).
Generally you can think of linear functions f(x) as:
1. additions to x = shifting the output,
2. multiplication of x = stretching the output,
3. -X = flipping/mirroring the output around 0.
Hope that explains it, it was some time since I studied that.
I use my own shaders and do not have the "Adjustments" box going into a single "Result" node. Instead, I still have all the elements separated in my result node, hence I have no idea how to follow the steps after 11:35 😞
I wish people would show tutorials starting from BASIC materials, not premade ones.
EDIT: For future refrence, in case you're like me just set your Result node to "Use Material Attributes" and work from there.
I'm in the same boat, but I'm not sure what to do after turning my result node into a 'use material attributes' node, as all that happens is my texture/roughness/normal have nowhere to go so the material goes blank.
@@cr0uchingtigertry to use make material attributes node
very easy to do, once you understand how it works, its great! a hassle since i had to learn stuff about the material system, but, great once you get knowing for it
9:48 Everything was fine for me until this point in the video. My asset material doesn't have that Meterial Attributes node. Instead it ends with a Standard Master Material Node with many slots like Pixel Depth Offset, Albedo, Base Color, World Position Offset and so on.
Interesting tutorial. However, I have a problem because at 09:18 At this point it counts crash every time in EU 5.1 :(
Assertion failed: (CurrentDirtySlotMask & SlotsNeededMask) == 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 491]
Thanks for this! it's something I've been struggling with as an Unreal beginner.. Can you suggest how to apply this technique to a basic material (not a megascan).
Yeah megascans automatically applied nodes and bridge are pure trash for the beginner because they are just shit to begin with. I prefer to use the most basic node systems because the bridge node system is a mess of unknown dependencies. I imported 7 textures and they are parents of the same so yeah from there your instructions just break down and things get too different to fast. So maybe stop calling this a code academy a start calling this the place where you show off some smart ass shit that no one else can do.
On my side the blending works but the texture resolution of the blended texture is really low and somehow seems brighter is shadowy areas where the assets blend. Not sure why and I have no idea how ot fix this.
I'm pretty sure someone else asked this, but this is working super well for some assets, but what about a massive landscape on where you may have different heights variations and far more assets in the screen. The performance is affected?
so much interesting topic....but in my case there is another node "MF_Fuzz" , and if i am connecting this with "Blend material attributes" and following your process ,my result is white in blend area.😂
please give some solution.
Best Video for RVT Blending. Do you also have one for RVT Spline Roads?
have to say, best tutorial about RVT
I'm using the landscape material I created following your tutorial Amazing PhotoRealistic Landscape and the master material is different from the one used by Megascan. How do I apply this to my master landscape material?
cam we use RVT with static mesh instead of landscape?
Easy to follow and you explained everything well. Thanks.
You're welcome Dave
I've done everything exactly, yet nothing seems to happen in the level itself. The temporary blend colours and the final blend are showing on the material viewport, but not on the actual mesh itself when in the level. I think it might have something to do with the previews for the RVT environment and height materials not showing. You stated that this would probably be because I don't have it on, yet Virtual Textures is indeed enabled in the project settings. I'm not sure what else can be done, and I'd really appreciate some direction to a solution. Thanks in advance :)
did u fix it? have the same issue
Thank you so much!!
It working fine exclude straight face.... The mask to stretching.
Thank you for the excellent tutorial! If you have the time, I have a couple of questions. The first is that when I set the bounds, the bounding boxes did not encompass my entire landscape, which is very small (for testing). My second question is more of a request. I like making world-aligned materials. Any chance you could show us how you could set this up for those? Thanks again, and bravo!
Didn't work for me. I enabled everything but the materials didn't show up as in 9:30
good tut, i followed every step , but i have started off with just a plain grass texture and its whited out , it does blend nicely with every asset, its just white what do you suggest from just grass albedo into output at the momment ?
same :(
For the ones with Objects starts blending way too high, use another divide node in the Objects Material right after RuntimeVirtualTextureSample with a value ~5 and connect it to be B pin to the Subtract node behind the Mask.
What if i want to rotate the Landscape 90 degrees making it vertical,what do i need to change for it to work??
I am a bit confused and really hoping you will see this. I followed everything to the T, however the landscape I have is fairly dark and the rocks are fairly light. The blend area is almost white. Something I did notice is on the landscape material it is just showing a black sphere now, and on the rock material (also megascan asset like you) it is showing the default material not the 3/4 black and the rest texture sphere like you have. But all of the blueprints are the same? I am confused. Hopefully I missed something small but I am lost! Thank you!
same for me
Same
In my MS Asset the Master Material was not "M_MS_Default_Material" but "M_MS_Default_Fuzz_Material". If you change it, it should work. (However my resolution of the blended texture is super low in my case. So not sure is this really is a fix)
@@ZeissPlanetariumJena Thx
@@ZeissPlanetariumJena you telling me i have to redo all the nodes :0 into the actual default one haha shit
can you bake the current state in the viewport into a new texture so that it doesnt have run work in runtime?
Have you tried doing this for Landscape Layer Blend and standard material. I tried and had a fail. close but no cigar
the triad tool in my UE 5.3.1 has disappeared. I can only move, rotate and size now by imagining the locations of the cursors on the triad. Anybody know how to fix that. I've already verified the install once. Nothing has changed.
What if virtual textures are enabled in the project setting, but you don't see them when you put them in the terrain (segment 9:25)?
Any idea how to optimize the rvt? It’s all getting red with ALT-8 optimize view, seems like it’s a topic without too much contents
Why isnt it working for me? Its showing blending effect on the model in material graph and material instance, but no change in viewport
Thank you, that's great. How to use it on Landscape Proxies when using World Partition? I don't want to select every single proxy to apply the virtual texture map? Keep rocking, cheers
How do you deal with multiple landscapes and multiple levels and the same rock for exemple ?
can you have multiple different rocks with different materials interacting with the landscape? or do you have to set up each rock?
I am having an issue where even with the plugin enabled it still shows as black on the preview. My older projects where I have had this working also stopped working.
do you really need a landscape to make the RVT work? or you could blend between two static mesh with these setup?
.im wondering if its possible for one to set it up once and use it for other projects as well,because i im always afraid and discouraged when i consider the amount of time it takes to make a runtime virtual texture
my rvt height still looks like cube, event thou i already enable it. and im not using megascan asset. what should i do to the material ?
I'm writing this first before I watch the video, but having started watching a different video that was two years old and this requires landscape height etc. How would this work for interiors with lots of organic assets of various sorts or would be a similar process?
In 5.3 there's 3 nodes for absolute world position instead of one in this video
XYZ -->
XY -->
Z -->
make sure to connect it from Z-->
even though I set it to B out of the RGB options it wasn't working till I applied this fix
you use the XYZ
Dude, many thanks for sharing your knowledge, awesome and absolutely useful tutorial! God bless you!
Really good and simple tutorial. thank you.
Glad you liked it
@GameDevAcademy
can you help me dig a trench
using landscape tools I tried but it just looked low-poly . and I don't want to ues the voxel plugin because it's showing down my game . is there a setting I can change maybe?
@GameDevAcademy
how to sculpt using default tools .
brush size mannequin small .
Great tutorial. I hate when Unreal does unityiesh things like, you do this and that and then turn that on from that section, come back and create that and then apply these and that o.O ??? this is all for a small feature that you should have only in the material editor with small check boxes, Or may be some other more streamlines simple execution.
I have the problem that the height where the object is blending texture is always at z=0. And also when my width and length y and z coordinate are at a point where the landscape is not any longer. It still blends there
Nice tutorial ! But unfortunatelt it doesn't work for me.. I got a white blend instaed of the material..
Thats freaking insane! Awesome!
How to do so for every meshes in a scene ? Do I have to go through this process for each ?
Thanks !
i have virtual texture support enabled but dont see the preview its all black in my case, any idea ?
i cant plug in the getmaterialattributes to the runtime virtual texture output i says its not compatible with floats
is it possible to use the same material setup from your "The Secret to Hide TEXTURE REPETITION" video. Im stuck at the setup landscape material portion and would like to have tileless landscapes along with the virtual texturing.
Is this only works for flat landscape??
Awesome tutorial. However, all the materials I have downloaded and checked from megascans has a node at the far right called "Result node of the material" (has the Base Color, Metallic, Specular, Roughness, etcetera, with Shading Model at the very bottom), so I don't know what to do to feed everything into the nodes you created in the video from that node.
Hi!, I think I might have the solution, as it happens same to me. Ok, just click that node, go to details pannel and set "ON" Use Material Attributes, ;) hope works for you, now is working perfect!
@@makytrakys thank you so much!!
whenever i open asset material then it opens the same 1 material of both land and object. I dont know what to do can you help me
12:31 what node is that please? you didnt type anything and im stuck!
hold 3 and left click, its also called a "constant3vector"
thank you so much for the teaching, it's really easy to understand .
brother, sir i appreciate that so much thank you my friend liked and subscribed you helped me out so much brother i appreciate it thanks for taking the time out of your day to share with others Blessings on you brother
I'm getting a weird problem where the blend comes out looking extremely blurry, much blurrier than the landscape texture or the rock texture is, to the point where it's really weird looking. What might be going on?
Just a big THANK YOU BRO !
there is people that can talk and explaining is an art of the brain, you must be really smart.
hi ,
I am new to the the unreal engine .i did step by step as shown in the video but there is a MF_FUZZ node inside my scan item and i am seeing snow like above my rock.I have been stuck over there for week.
Plz some one help me. I wll be greatful😭😭.
Would this work on a tri-planar material? I'm looking to blend two tri-planars together.
Is it any different on how you set RVT in UE 4? if not, would it work if follow through from UE 4?
Wow
I had this problem some days ago
Thank you soooo muuuuch!
You're welcome dude. Good timing!
Issue: My meshes still are showing the white blend color at the bottom and I re-checked everything twice and can't find the problem.
Can you please resolve the issue
when im subtracting RVTHeight from AWP im getting kinda 45 degree mask. not top-down. dont know why..
how do we do this material attribute outside of unreal made materials or megascans mats, those materials are very badly optimized and overly complicated for something that doesnt do anything.
ok so how do you save a template or something. so I don't have to do this with each asset ?
only work with landscapes?
Thanks for teaching! Super helpful video
You're welcome
when i placed the pink color nodes. it works but when i delete that and do the last process it shows a white color on my landscape. sorry for the crap explination
for me it only blends at one certain height.
But what if I have a mountainous landscape and the blendheight differs every few meters. How to to make the blend height always be the height of the current landscape?
Awesome tut!!!! Thank you very much for sharing!
Just learning UE5.1. One thing I've noticed as a newbie coming from another 3d package is, you seem to have to create so many nodes or controls to do just simple things. What if you have a lot of objects you need to fade in? It would take forever to do this for lots of objects. Isn't there some master Virtual texture to set up that would effect any object you dragged into the scene to save doing it all manually everytime?
Yes. You make a master and have everything inherit from that. No need to reinvent the same thing again and again, that's bad practice.
Hi!, Does anyone know why after everything works fine, suddenly the blend disappears? I go back and check the nodes and are just fine🤔 Thanks so much!
Very nice! Enjoyed it tremendously!
fantastic easy to follow tutorial, thanks!
You're welcome dude
The blending for me looks really blurry. Anyone having the same issue?
Hello! Has anyone managed to do this with a world partition map? I cannot select bounds as there is no 1 landscape. There are a ton of landscape proxies. Way too many for me to have to create one for each surely (60).
Very nice and very clear explaination :) So far I get everything to work, eccept that my texture on the rock is super dark and partially stretchy somehow. also, how do I increase the amount of blending on top of the rock? for me it workst for about 10cm.
Absolute legend, subbed
Thanks Luke. You've made me *feel* like a legend 😊
For some reason when I copied your steps to make the red color, my color came out green! I don't know why.
Thanks for the tutorial! Easy and clean!
Great tutorial! Is there a way to get the blend to not blur as much? I applied this to a rock and the ground but the blended area on the rock just looks like the ground is blurring into it instead of it looking like the sanding is adding onto the rock. Thanks!
In the virtual texture asset for the landscape, under the size settings, increase the settings and it will improve the texture quality
Hi, when I try to click on Virtual Texture, where I need to put in the Height, the engine crashes. Idk if the problem is my graphics card or something else. Can somebody help me pls?
Still not working when both landscape and asset are nanite meshes :(
Do i have to do this for every asset i bring in? Is there a way to automate this somehow? I love the results but setting up for every single asset i bring in is sorta a pain. Maybe im bumping up to my unfamiliarity with UE GUI. Don't need a full explanation just a hint :)
You should be able to set up master materials and then just create material instances for each new asset.
Hi Shane, thanks so much for this really interesting tutorial. Unfortunately I’m still a beginner in Unreal and surely the question seems a bit stupid for a pro ... The node graph of the material I’m using right now looks a bit different than yours: It’s an imperfection metal material and my final node is a Main Material Node. How to handle this special case regarding to the node graph? Thanks in advance for your help!
I would also like to know how to use it on not quixel mats :)
haha, i got it work, thats pretty cool, i thought it take longer, cool!
This suddenly stopped working for me. I added a cube in the level and deleted it and the RVT blending was gone. Only CTRL-Z brought it back- botht he cube and the blending.
Also, the blending works or worked with a color, but not with the actual landscape RVT. I tried to find out what is going on and used and again wanted to use a color instead of the RVT and then even the color didn´t work anymore.
I wonder if this is just buggy. I replicated each of your clicks and it did work until a certain point and the all of a sudden stopped.
EDIT: Classic- restarting Unreal and all of a sudden it works again- even the blenidng with the actual landscape RVT.
So if anyone encounters problems: it is buggy. Restart Unreal.
RVT_Height is totally white for me? I followed all the instructions correctly
i have a new problem , i have to rebuild the ground/enviroment node set up evrytime i load the project , !
solved , build drop down menue click "build virtual textures"
So i have to do this for any new mesh that has it's own material? Is there some fast efficient way to do this for a couple of meshes?
Master materials + material instancing
Thanks a lot! Very helpful tutorial!
hi if someone can help me . i made previously tutorial when he teach how to hide texture repetition, i made and success result but here not sure how to start because previous material node cant conect with it in this tutorial. any can help me please how to change or make to aavaliable and continue this tutotrial . appreciate a lot help me thank you
Im new to UE5 so apologies in advance if this is a silly question, but if i have several megascans assets that i want to blend into the landscape, which i have put an automaterial on, do i have to do anything different? I am going through Unreal Sensei's UE5 beginner tutorial and i want to see if i can blend the cliffs in better with the landscape if that helps.
I have the same problem as other users. I made my ground plane in Mixer so I don't have a master material.