TerreSculptor to Unreal Engine 5 Landscape

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  • เผยแพร่เมื่อ 19 มิ.ย. 2024
  • TerreSculptor Tutorial Video.
    TerreSculptor to Unreal Engine 5 Landscape.
    How to Export from TerreSculptor and Import into Unreal Engine 5 Landscape Mode.
    Copyright ©2022 Demenzun Media. All rights reserved.
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    Chapters:
    00:00 Introduction
    00:29 Choosing a Terrain Size
    02:07 TerreSculptor
    02:44 Procedural Terrain
    03:19 Digital Elevation Models
    04:17 TerreSculptor Exporting
    05:06 Unreal Engine 5 Importing
    06:01 UE5 Location Properties
    07:15 UE5 Scale Properties
    08:31 UE5 Landscape Data
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    TerreSculptor by Demenzun Media
    This video was created by Demenzun Media in British Columbia Canada.
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ความคิดเห็น • 37

  • @CleisonRodriguesComposer
    @CleisonRodriguesComposer 2 ปีที่แล้ว +2

    Great Tutorial!
    Your software is amazing!

  • @draicor
    @draicor ปีที่แล้ว +1

    Thank you mate, astonishing work.. 6:00 location properties insight is gold, directional lights won't illuminate the landscape properly for any land below the 0 value on the Z value.

  • @ChuckWilsonWilsonsStudio
    @ChuckWilsonWilsonsStudio ปีที่แล้ว +2

    Just got back into UE5 and this video is awesome,, well done, I plan to buy TerreSculptor very soon,, my only wish,,, where was this video at about 8 years ago lol...

  • @UnrealGameCreation
    @UnrealGameCreation ปีที่แล้ว

    Fantastic explanations !

  • @eggZ663
    @eggZ663 2 ปีที่แล้ว +1

    Awesome!

  • @steven3314
    @steven3314 2 ปีที่แล้ว +1

    The new series is what I'm looking for!

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว +2

      If you are referring to the UE5 World Partition Series, I have already started work on it, it's going to be a multi-part series as well, and it should be ready in a few months.

    • @steven3314
      @steven3314 2 ปีที่แล้ว +1

      @@demenzunmedia Thank you so much! I almost forgot the new World Partition features for Open World games.

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว +2

      @@steven3314 - I have been working with UE5 World Partition terrains up to 1024 sq km so far, performing tests and benchmarks, and a proper in-depth analysis will be presented in the video series. Maximum realistic sizes, performance testing, memory usage, threading usage, and more will be in the videos.

  • @Xoremus72
    @Xoremus72 ปีที่แล้ว

    I would love to see creating specific terrain. ie: not just a generated "Perlin, or other noise maps". Like taking a drawing of a map I made and designing that in Terresculpter.

    • @demenzunmedia
      @demenzunmedia  ปีที่แล้ว +1

      - TerreSculptor can currently work with heightmaps that are imported, such as real-world Digital Elevation Models, in more than 150 file formats, then modified with more than 150 Devices.
      - A large number of Noisemap styles can be generated and then modified with more than 150 modifier Devices.
      - Real-world or hand-drawn or procedurally created "alpha brushes" can be used with the Brush Device to create custom terrain designs and terrain layouts.
      - The Mask Editor is getting grayscale paint software style drawing tools added to it in the future, which will allow for hand-drawn terrains and masks.
      - The main 3D Viewport is getting 3D sculpting tools added to it in the future, which will allow for 3D sculpting of the terrain in real-time.
      Currently, the easiest method to use to get your own custom drawing of a terrain created within TerreSculptor is to use the Brush Device, with either brushes that you have created, or you can download hundreds of free brushes of everything from mountains to craters to volcanos. Using the Terrain Stack you can have almost 1000 Brushes with non-destructive workflow.
      There is a text file on the TerreSculptor Free Asset Google Drive with links to free brushes on the Internet, plus a zip file with the start of a set of free brushes from Demenzun Media.

  • @Sen3D
    @Sen3D 2 ปีที่แล้ว

    I wonder if it's possible to use tiled splat maps or alternatively tiled masks? I'm trying to get a large landscape with a heightmap of at least 8k. And as you've mentioned in previous videos for a better quality a splatmap/mask with a higher resolution than the heightmap is necessary. I couldn't find anything online. Auto-materials seem to be the low quality alternative which works at all or just using an 8k splatmap.

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว +2

      Yes, tiled Splatmaps is a possible method for Materials texturing a Landscape. For example if you created an 8129x8129 Landscape using 4x4 of 2017x2017, you would also split the Splatmap file to those sizes (without shared edges) in the Tile Creator. The issue though is that UE4/UE5 do not have an automated Material creator for tiled Splatmaps. So you have to manually create and assign each Material Instance to each LandscapeStreamingProxy Material slot. Using a Master Material with Material Instances would be easiest since you can simply swap out the Splatmap for each Proxy in the 4x4 set. Expect to take some time to create all of this though, as the time to create and edit each Proxy Material is multiplied by the number of tiles.

  •  6 หลายเดือนก่อน

    Nice tutorial David, I'm a happy owner of TS v3.0 and learning it fast for applying in UE5. May I ask you why the value of 25600 in Z of location?, thank you in advance!

    • @demenzunmedia
      @demenzunmedia  6 หลายเดือนก่อน +1

      Thanks!
      When heightmaps are imported into Unreal, they are centered on the Z axis. For example -5000 Z to +5000 Z. So if the terrain has a lot of elevation range, then it will be going well below the Z 0 line, which is typically treated as sea level in Unreal. So depending on your level design, you may have to raise the Z location value to get the terrain above Z 0. It depends on if you are using water actors or not, etc.

    •  6 หลายเดือนก่อน

      @@demenzunmedia Got it. Then the figures they vary depending on the map used. Thank you!

  • @skyreep1
    @skyreep1 ปีที่แล้ว

    Where would you recommend sourcing high resolution topography files from?

    • @demenzunmedia
      @demenzunmedia  ปีที่แล้ว +1

      I manage a list of Digital Elevation Model Sites along with their available resolutions on the TerreSculptor Tools menu. Simply select the site you want, and click on copy to copy the website address to the clipboard.

  • @troisot1107
    @troisot1107 2 ปีที่แล้ว +1

    Could you make this tutorial for Unity HDRP ?

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว +2

      I have more Unity tutorials coming. I don't have a definitive date on them yet though.

  • @JheredStern
    @JheredStern ปีที่แล้ว

    When I try and import my heightmap.png UE5 is not allowing it to import, there is a red icon next to the heightmap file option with a tip saying that " does not have proper pattern (ex_x0_y0,png)

    • @demenzunmedia
      @demenzunmedia  ปีที่แล้ว +1

      If you are using Tiles you have to choose the proper Tile File Naming format in the Tile Creator.
      The error is telling you what the problem is, you must not be using the x0_y0 naming system. TerreSculptor supports both x00_y00 and x0_y0, be sure to choose the proper format.
      Also, UE5 doesn't need tiles any more, it can import a single large heightmap, so there is no reason to split heightmaps into tiles any more.

    • @JheredStern
      @JheredStern ปีที่แล้ว

      @@demenzunmedia Yeah Sorry I am very new to this...I am not sure if I am useing tiles or not. I know the error is saying that but in the creation of the map I am not seeing where I have set it to tiles. Everything is defult and I am following along with you as you go. Great tutorial as always you are an inspiration.

    • @demenzunmedia
      @demenzunmedia  ปีที่แล้ว +1

      @@JheredStern - If you are not using the TerreSculptor Tile Creator to create multiple tiles for importing into UE5, then the error in UE5 will mean that you have confused the file importer with your heightmap file name. If you have named your heightmap something like "Shizzle_0.png" then it will probably throw an error thinking that you are trying to load tiles (the underscore number sequence is throwing their file name parser off). I would try renaming your heightmap to something more plain, like "Heightmap.png" and see if that imports fine.

    • @JheredStern
      @JheredStern ปีที่แล้ว

      @@demenzunmedia That was it...the underscore. I renamed it and it went in just perfect. Thank you so much for your time and help!

    • @demenzunmedia
      @demenzunmedia  ปีที่แล้ว +2

      @@JheredStern - You're welcome. That means that Epic's file name parser is really poorly written.

  • @james_karst8825
    @james_karst8825 2 ปีที่แล้ว +1

    I literally did that yesrerday without a tytorial and it was confusing as hell , I was not expecting a tytorial to drop today

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว +2

      I've got a bunch of UE5 tutorials coming. Plus I will have another in-depth video series specifically for World Partition.

    • @james_karst8825
      @james_karst8825 2 ปีที่แล้ว

      @@demenzunmedia nice very very nice

  • @unrealdevop
    @unrealdevop 2 ปีที่แล้ว

    Is the site down? It's giving me a database error.

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว +1

      Thanks for letting me know. I'll check into it. The problem could be Network Solutions who is the host.

    • @unrealdevop
      @unrealdevop 2 ปีที่แล้ว

      @@demenzunmedia Alright, sounds good

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว

      @@unrealdevop - I just got off of a 30 minute conversation with my ISP Hosting Service. They have had a number of callers with the same issue. Website restores from backups haven't fixed the issue, so they have a problem on one of their servers.
      So my site is down until they fix their issue.
      Hopefully it won't be down for too long, but you never know...

    • @demenzunmedia
      @demenzunmedia  2 ปีที่แล้ว +1

      The main web site is back up again.

    • @unrealdevop
      @unrealdevop 2 ปีที่แล้ว

      @@demenzunmedia Alright thanks, I'll go check it out.