How to BLEND MEGASCANS ASSETS with the GROUND in Unreal Engine 5
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- เผยแพร่เมื่อ 30 ก.ย. 2024
- Hey guys,
In this video I will show you how to blend Megascans Assets from Quixel easily with your landscape in Unreal Engine 5.
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Unreal Engine:
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Megascans:
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Blender:
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Patreon:
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Thanks for watching!
dude thats not how it works
Hey, thank you for commenting. This is just a cheap methode when it comes to saving resources. The main method used is RVT :)
fail to understand why UE makes such common thing so complicated, why can't be there just check box, blend/not blend with ground?
I don't know too, should definitely be added
Because it's a tool and offers you many ways to achieve the same thing as the engine is used in a wide range of applications
Man, it doesn't even do it that well or much. Epic really needs to bring back displacement wtf
Yup, I agree. Sadly this is the only way other than RVT
The is the easieast tutorial on this topic that I could found. Thankyou for saving my time
Hey, thank you so much! Yeah, the mesh disappearing is normal. You don't have to use high values. Small ones will do fine
Hi, what's the difference between doing this vs using RVT? does it have better performance?
Performance with this should be a bit better. Also RVT is complicated. But if you want to have the most realistic result I would spend the time and go with RVT :)
will this also work with semi - realistic assets? ones that use painted texture maps
Yes, it will work too :)
Unreal 5.2 seems to no longer need to do blueprint operations, and there is already an adjustment window that can be directly controlled to adjust parameters.
There is? How is this called? o: Scrolling through my assets right now, but can't find something like that.
@@ElikChan Just double-click to open the shader to see the parameter adjustment panel, which is very convenient.
@@ElikChan its called a material instance, its not new, its just a child class of a normal material with a graph only giving you access to parameterized elements of a parent material. It saves on performance by minimizing the amount of unique shader compilations you need to do in a scene among other benefits
Looks kinda good but why is the overall lighting changing on my assets? Like, when I toggle the new blending on and off, you can see the whole object looking as though it's receiving less light. And some objects don't even blend, they just begin to disappear, even at small blending values.
I think it only works if the base of the asset is touching the top of the surface. If the asset is say 50% submerged, then you'll need such high blend values to reach up to that 50% that by that time half the object will have disappeared.
Yeah you are right, you can only submerge the asset a little bit and go with low values. If your objects are deep in the ground I would recommend to do RVT. It is more complicated but it is maybe what suits you more
Does this work with normal 3D models or just nanite meshes
Normally it should work with every mesh
@@UnrealMatter Nice thank you
Awesome, thank you!! =) Just subscribed!
I really appreciate it :)
The asset '/Bridge/MSPresets/M_MS_Default_Material/Functions/MF_ObjAdjustments' (MF_ObjAdjustments.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only. 2.20 I did what you did, but when I said save, this text appeared.
Okay. First make sure you are using Unreal Engine 5. If not you can go to my other video on how to do this in Unreal Engine 4.
Here are some fixes for UE5:
Make sure your Bridge and UE are updated.
Check if the file is read-only and change its permission to allow write access.
Make sure that the file path and file name are valid and do not contain any special characters or spaces.
Try restarting the Unreal Engine editor and attempt to save the asset again.
Try creating a new asset with a similar functionality to MF_ObjAdjustments and see if the new asset can be saved successfully. Hope this helps :)
thankyou so much for posting an update about this so fast!
You're welcome :)
work with Nanite meshes?
I didn't try it yet but I assume it should work as well. If not you should still be able to use RVT but I think it works fine.
thx bro :)
You're welcome :)
Nice tutorial
Thank you so much!
Isn't the whole object dithered? Maybe I missed something?
Yeah in UE5 it is a bit weird. If you set the value too high the whole object will be dithered so you have to work with very small values. I am going to try to find a method with masking the dither effect.
Runtime Virtual Texturing is also way in ue5 an looks better I think
Yeah you are right, I made a tutorial on that too. It is in the end screen :)
@@UnrealMatter Sorry now I see. what do you think that is better?and how about performence?I did not tested
@@quadriproduction I think RVT is better for small and photorealistic scenes but for games with good performance I would use this blending method because it applies very easily to every asset and only consists of 3 nodes, which safes performance.
@@UnrealMatter Thank you ..and also thank you for all tutorials..great work
@@quadriproduction You're welcome