Becoming a TH-cam Member of my channel will give you access to all my working files and more! Link Here: th-cam.com/channels/yXWTdwLotz55o1oOkU0-4g.htmljoin In order to create this you need to watch my 2 other videos! 1) Creating the Material: th-cam.com/video/rw8qDmFGsRo/w-d-xo.html 2) Modifying the material and creating Tropical Island: th-cam.com/video/H77IDdx4BQk/w-d-xo.html Cheers!
For anyone not seeing the multi mix option, highlight the nodes you want to combine and press F8. Took me a while to figure it out since nobody seems to have explained this in the comments anywhere!
@@MileHiGuy95 in the top right there's a drop down menu of the graph editor I believe that has "show tools" or something like that I don't remember exactly
This was great and the scaling formulation was exactly what I love seeing explained out. There is a simpler way of determining Gaea's Z scale # - just take the Terrain Height (2000) and divide it by the Height-Scale Ratio (.4) and you get = (5000) This is because the formula was essentially: (Clamped Height / Height-Scale Ratio) * (Terrain Height / Clamped Height) and bc maths you can cross off the Clamped Height # and get the same end result. Thank you for illuminating details on the proper export process to Unreal!
Gaea is a terrific application. Been using it for a year now. Glad to see it's getting more notice, I've seen more Unreal Engine devs picking it up lately.
Bro, I just did a course on Gnomon Workshop for Gaea and Houdini that was way worse simply because the verbal tics were so intensely distracting. This quick, free video is a million times better! Thanks so much for your hard work!
You can make the computation of Z scale a bit easier, not to take account of the highest peak. Because, you first take highest peak (500) and divide by Gaea ratio (0,4) and then you multiply it by the result of a fraction Gaea height (2000) and divide by highest peak (500). So those two numbers just cancel out, leaving you with just Gaea height/ Gaea resolution. 2000/0.4 = 5000. Also since you always choose proportional export, these two numbers are connected and the result is always 5000.
I love working with heightmaps... Used to handsculpt all my terrains and all at first but then I discovered the magic of heightmaps and god this is so good. Haven't really used GAEA but i might give it a try!
@@muhammethacmustafaoglu4687 Watch my other video : th-cam.com/video/rw8qDmFGsRo/w-d-xo.html&lc=UgyC2063Bhz3fxhftZ54AaABAg Or get the material from my patreon.com/CGDealers
Great video! Thanks! Any tips on getting it to import with the axis point centered? I thought I got it once (was it 'fit to data?'... Can't find any documentation on that...) but then tried to retrace my steps and haven't managed since. It's not too tricky manually (alt+middle mouse drag & hold V to snap to grid and then right click pivot>set as pivot point).. but would be nicer not to have to... seems weird to me too that one cannot manually enter coordinates to reposition it too, would be way more accurate and quick..
@@CGDealers Please do, I really love your auto material. I would love to know how to get it like that. I've tried some tutorials, but they almost always show repeating textures.
This tutorial was so amazing. A complete step by step tutorial. I'd really love to see more tutorials like this. If you could show the process of texturing or using smart materials on the terrain, that'd be helpful too. Love and sub bro!!
WOAH, I know that terrain. That’s the Cimarron Valley, in Colorado. Spent many a summer there fishing and camping with that exact backdrop. That was used as a reference in Fallen Order?!
Here it is. Under 3 hours to make it :) Create Massive World Landscape Auto Material - Unreal Engine 5 Complete Tutorial th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
I got to the end and couldn't figure out why my materials wouldn't automatically show up. Thanks for the video I'm following step by step and just joined Patreon.
I would do it on different scenes and make transition spots between scenes. Let say you are moving from jungle to dunes, I would make a little entrance, door, arch or some free space between rocks. While you character is moving through that part I would load up the next scene and do it like that. It's easier to separate everything by using clever level design rather than put everything in one. Of course it depends on the goal you have in mind.
Can we modify Gaea landscape in other 3d modeling software such as blender before we import it to UE ? for example I want to make tunnel on the mountain.
This looks amazing! What is the material you are using for the landscape? Just wondering how it knows where to put water and rock (from the heightmap data?)
thajnks alot. This one helped me the most. HOWEVER, when it was all done how did your landscape have color and water in it after importing it? mine was just the normal base colorless squares??
The textures and the shader itself is available only to my TH-cam Members. If you want, you can join the membership. If not you can create the textures yourself via Photoshop, Gimp or find some on the internet. th-cam.com/channels/yXWTdwLotz55o1oOkU0-4g.htmljoin
Literal champion. Thank you very much for all your work and help you have provided us. As a solo dev, your videos brought me skills I never imagined to have. Yes it's basic and still learning process but it is possible because of people like you.
@@CGDealers Will certanily do. Probably even join. I was wondering though, about Lumen... with Gaea heightmap, there is no "blockers" for the light on the map edges. Is it possible to create a blocking texture with Gaea or do I still need to block the light manually using other slower methods. Thanks!
Hi. You need to watch my other video in order to create the material for the landscape. It's completely free but it's 3 hours long :) th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
Thanks for the tutorial! But for some reason, there are noticeable gaps between the tiles of the landscape, this is a distance of a couple of centimeters (relative to the size of the character). Can you suggest how to avoid them?
I think autleveling and then clamping the terrain wastes the potential resolution you get from the image. If you clamp it to let's say 25% of the max height (to get 500m out of 2000m maximum height), your image will only use 25% of the potential dynamic range. This reduced the quality of the terrain (in the z-axis). In my opinion, and I may be wrong, it is better to just autolevel ALWAYS, to get the maximum range (and by consequence the maximum dynamic range in the exported image). You just have to take note of the scale factor that the autoleveling is doing. If it is (for example) bringing your terrain from 500m to 2000m, you just need to divide the Z scale in Unreal by the factor of 4.
In theory if clamping is cutting the DR you should be right. However I don't know if Gaea will cut the DR when you clamp or will just generate heightmap and the clamp just cut the height in the 3D model. Will need to test that, but in theory it sound just about right. Tomorrow I'll test it for sure!
@@CGDealers just check the png that you used, if it doesn't include pure white color (255), then it's not using the full DR. I think it must be like that in order for Unreal to know how to scale the height relative to the maximum height (which would correspond to pure white pixels, which you probably don't have).
You can break it down in few landscapes. Yeah, no problem with that. I did tested 25x25km and it works good, however I would prefer to have high res and break it down to smaller pieces.
I wonder why people never check my other videos. It's so easy to find that info: th-cam.com/video/rw8qDmFGsRo/w-d-xo.html Full tutorial how to make the material FREE
Hello Thanks for the awsome tutorial, therfore i have a small problem when i import the highmap it goes under the grid so far away i couldn't find how to resolve the problem
@@CGDealersalso i find (when doing the construction) its nice to lock the preview - to the combine for example - by pressing "f" on the node, then you can see the difference you're making without switching back and forth, if that makes sense (just remember to hit "f" again to stop previewing (it'll let you know)
Great video man it was super he;pful! Just one problem though. For some reason my character clips through the landscape. The character doesn't fall through it but walking up hills causes you to see through it and once you do, the landscape visually shifts so you don't see through it as if you never clipped through it in the first place. Also seems like the character is lower into the ground than they are supposed to be. Super strange and no idea how to fix >.
Thank you so so much for this video. I just discovered Gaea and this is by far my favorite software for terrain generation. Now I can export my work ^^
Can you further edit the height map once in Unreal? I’m away from my pc at the moment otherwise I would try it. Like flatten areas and fix water levels like random puddles.
Which format do you recommend to save the height map in? Which of them retains the maximum possible information? I sometimes get banding on my generated terrain
Test them all and find the best that saved the most info. Raw is always better. You can also adjust the info via photoshop - add / remove height with filters.
Hi First of all, very good video and thank you. I have only one small problem. When I go into play mode, I always fall through the landscape. How can I change this? And why is the Landscape only visible when I make the ExponentialHeightFog invisible? Thanks a lot!
Hi, really good tutorial and for my purposes it works really well, however my landscape has to be set at crazy location numbers (like 172,000,000 on the Z) in order for atmosphere, height fog etc... to work. Is there a way to reset the origin of the landscape to something normal so that the landscape isn't imported so low below the 0 world origin?
@@CGDealers that would get it in the right place but then the landscape world coordinates are all messed up. Maybe I’m being OCD but I’d like to set them to 0,0,0 for the landscape so it all plays nice. At the moment the terrain I imported is 8k x 8k and the skybox/atmosphere/clouds seem to be too small. Height fog obscures the view totally when you’re in the highest peak
Great walkthrough! For the height scale, I guess instead of multiplying with the quotient you can divide the result with 512, since the factor is 1/512
Hey CG! Great vid, I’ve also watched many of your others vids as well. Question? Are you and others that you know working on any of your own projects? Games or otherwise?
@@CGDealers maaaan, that's incredible! So you and your team have been successful at doing this for some time now! Congratulations! I asked bcz I have an incredible idea for a new IP. I've been writing for a while, ideas and mechanics and such. I'm a recording artist, and I've been writing in between working on my Projects and performing on the road. Are you looking for ideas? I'm good with ownership % for others who are interested in getting a prototype done.
Hi, thank you for the video, it really helped me to know how to use Gaea and export to UE5 may i ask, how we calculate if we want to Resolution 505 (or even 253). since seems 1009 too big for just exploring small haha just different on 13:35 that Scale X "5000*100/505" ? everything else is same? Thank you
I am a little late to this, but really great job! There is one question I have though, how to create a blank scene in Unreal Engine 5? All it does is load a sample landscape
Whenever I add it, there are cracks where the landscape proxies meet. Also, I can't sculpt or add foliage at all. I calculated everything in the tutorial and I am so confused.
Great tutorial, but like all terrain generators....it's random..... what if i already have a terrain shape and want to make it look like Gaea instead? instead of using random terrain, for example i want to make a remake of a 2d game, i already build the basic shape of the terrain in photoshop with very rudimentary high and low grayscale.... i do how in Gaea ?
I noticed my landscape is waaaaay under the grid. Is that okay? How do I move it. Also my landscape has its shape but is blank with no texture. How did you manage to import with texture?
Hello! Thanks a lot for the height adjustment tips! I am facing some weird problem while importing the terrain. It seems the terrain is going way beyond horizon, and also the terrain does not exactly match the terrain I made in GAEA. It almost matches, but not quite the same. I don't know why this is happening. Could you please help me!
@@CGDealers Hey thanks for the reply. I found out that, it was fault from GAEA's part. The blur node glitched in 4k. However I still have the imported terrain going way beneath the horizon. Do you have any videos on that?
Really amazing and easy way to generate maps thanks! I managed to get it into unreal. One problem I have though. When I hit play the mountains in the back disappear. Is there a way to icrease the view/ render distance? I see when I move a lot closer the start to appear.
Excellent tutorial! If anyone is able to help: when I loaded the map into UI5, there arent any textures, the shape of the mountain and ridges, but no grass or rocks or anything. What did I do wrong?
Great content, thanks! I was hoping to see more about creating an open world, which requires world partition and optimization. I create great terrains, but fps gets really low and the game starts lagging. Maybe you could cover that in your next videos. Thank you!
Subscribe to my channel and check my other videos. This one is how to create the material from ZERO: th-cam.com/video/rw8qDmFGsRo/w-d-xo.html If you want to skip 3hours video join my TH-cam Membership and download the material itself: th-cam.com/channels/yXWTdwLotz55o1oOkU0-4g.htmljoin Cheers!
@@CGDealersThank you for the response I will make sure to watch your video on how to create the material from scratch it seems like a the video seems interesting and educational.
Can I use the free version in my game without a license if I decide to sell my game? Or do you have to purchase the Indie for that? It does not say. Also great video!
When I upload the gaea to UE5 dont have this colors/textures. What should I do? Also the landscap is not fixed is always underground How can I fix this?
@@CGDealers How can I move up? I am new at UE sorry if this is a dumb question but yesterday I spend a few hours trying to find it but my search was not good.
Love this... it's great to finally be able to import these giant landscapes to UE5.1. I'm a bit of a beginner though... is it normal for the landscape to be so far down? The location of the terrain on the X and Y axis is -2497 metres... setting the transforms to 0 doesn't seem to bring them up (the Z axis is at 100 but changing this value seems to have no effect). At any rate... thank you for this! edit: apparently I wasn't changing the Z axis enough. Changing it to 200,000 seemed to work but I think I'm probably still doing something incorrectly.
I have a question - what should I do to make the exported landscape from Gaea to FBX match the landscape in the EU engine, which was generated from the height map from Gaea? At the moment they are similar, BUT far from perfect.
Well the heightmap is dependent on resolution. The FBX will have the max resolution if you put millions of polys there. In general if your FBX is super high res, it will beat the heightmap.
Hello... loved the video, and I subscribed. Questions: 1) Can I re-create real-world locations? There are height maps out there, but the grayscale ones do not have nearly the resolution I need, and as you likely know, the colored height maps do nothing in a program like Maya. And 2) since even the colored height maps have only so much resolution, it looks like Gaea can 'fake' the detail through its own algorithms and give me that missing detail? I want fly about 1,000' (~333m) overland, through a 10-mi (~16km) range. Thank you!
Becoming a TH-cam Member of my channel will give you access to all my working files and more!
Link Here: th-cam.com/channels/yXWTdwLotz55o1oOkU0-4g.htmljoin
In order to create this you need to watch my 2 other videos!
1) Creating the Material: th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
2) Modifying the material and creating Tropical Island: th-cam.com/video/H77IDdx4BQk/w-d-xo.html
Cheers!
@Alguém Next video is online :) Go and check it!
Can you help me ? My terrain dosnt have a collision
For anyone not seeing the multi mix option, highlight the nodes you want to combine and press F8. Took me a while to figure it out since nobody seems to have explained this in the comments anywhere!
Is there any way to just show that button?
thank you xD
@@MileHiGuy95 in the top right there's a drop down menu of the graph editor I believe that has "show tools" or something like that I don't remember exactly
I’m a solo developer, learning as I go. This is hugely helpful! Instant sub from me!
Awesome, thank you!
@@CGDealers would It be difficult to wrap this terrain around a sphere and make it like a planet?
This was great and the scaling formulation was exactly what I love seeing explained out. There is a simpler way of determining Gaea's Z scale # - just take the Terrain Height (2000) and divide it by the Height-Scale Ratio (.4) and you get = (5000)
This is because the formula was essentially: (Clamped Height / Height-Scale Ratio) * (Terrain Height / Clamped Height) and bc maths you can cross off the Clamped Height # and get the same end result. Thank you for illuminating details on the proper export process to Unreal!
Yeah. I overcomplicated the math. :)) thx for the great feedback!
@@CGDealers Bc of this video, I felt compelled to create an Excel doc with a plug & play version of the formula to simplify my life even further 🤓
@@jdunsmoor1922 I tried to create one but failed horrible. You mind uploading it to a google spreadsheet.
@@jdunsmoor1922 i need this please
I think you can just use the terrain scale directly. Just take your terrain scale in meters, add two zeros, divide by 512 (500000/512)
Gaea is a terrific application. Been using it for a year now. Glad to see it's getting more notice, I've seen more Unreal Engine devs picking it up lately.
Its just the right tool for open worlds. Since i found it, I completely ditched world machine!
@@CGDealers World machine is a bit of a headache in all honesty!
BRO!!!! This is ultra cool. I promised my son to create a game from his imagination and i struggle with the terrain creation. // subbed
That is awesome! Thanks!
Gaea -> UE: 1. Raw range: ZScale = 100*Height/512; 2. Proportional Scale: ZScale = 100*Scale/512; 3. Normalized Scale: ZScale = 100*(Actual Heighest Value)/512
its diferent of video, no?
what does the semi colon represent?
Thanks
CG you are the only one who explains this understandably and practicably
I’m glad it was helpful!
Bro, I just did a course on Gnomon Workshop for Gaea and Houdini that was way worse simply because the verbal tics were so intensely distracting. This quick, free video is a million times better! Thanks so much for your hard work!
Thanks!
This video was great. Thanks for all your hard work. You've really been helping the community with your videos. So I appreciate you.
Thanks. The next one will be even better! Join our discord if you like. You can help the community, share knowledge etc :)
You can make the computation of Z scale a bit easier, not to take account of the highest peak. Because, you first take highest peak (500) and divide by Gaea ratio (0,4) and then you multiply it by the result of a fraction Gaea height (2000) and divide by highest peak (500). So those two numbers just cancel out, leaving you with just Gaea height/ Gaea resolution. 2000/0.4 = 5000. Also since you always choose proportional export, these two numbers are connected and the result is always 5000.
Yes. I overcomplicated this math.
You created a better world in 30 minutes than The Isle devs in 5 years
lmao
I doubt that but thx. Once I finish up the series I might have something good in the end :)
lol
Lmao fax tho
lmao
I've never subbed to a channel so fast. Amazing tutorial.
Wow, thanks
I love working with heightmaps... Used to handsculpt all my terrains and all at first but then I discovered the magic of heightmaps and god this is so good. Haven't really used GAEA but i might give it a try!
Gaea is awesome!
It was like a medicine when I was having a hard time making maps. Thanks so much buddy.
Any time
@@CGDealers Dude, I created the map. What should I do to add stone and water effects to the surface like in the video?
@@muhammethacmustafaoglu4687 Watch my other video : th-cam.com/video/rw8qDmFGsRo/w-d-xo.html&lc=UgyC2063Bhz3fxhftZ54AaABAg
Or get the material from my patreon.com/CGDealers
Great video! Thanks! Any tips on getting it to import with the axis point centered? I thought I got it once (was it 'fit to data?'... Can't find any documentation on that...) but then tried to retrace my steps and haven't managed since. It's not too tricky manually (alt+middle mouse drag & hold V to snap to grid and then right click pivot>set as pivot point).. but would be nicer not to have to... seems weird to me too that one cannot manually enter coordinates to reposition it too, would be way more accurate and quick..
I do it manually. Did not found a way to do what you are asking yet.
Nice. I was surprised to see the 1K size of the terrain keeps pretty good detail.
I have my hands on the pro version. My next video will show 8K res!
Wait, did I miss something? Where did the rocks and grass and textures come from? 17:46
Yep, you've missed my video.
Here it is: th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
A tutorial on how to use the tiled build settings in Gaea to import a map with World Partition in UE5 would be great
i was really struggeling finding the right way to get a highmap for open world game in UE5. Thanks for that video it helped me a lot ! best regards
Glad it helped!
You have a massive heart to help your fellow humans
Thanks!
fantastic! can you please also explain more about auto material for landscape?
Auto material is a complex thing to do. I will explain it in few next videos.
u have a few good tutorials for that online for example Unreal Sensei made one and so did kirk (look up kirk ue5) and a few more
@@CGDealers Please do, I really love your auto material. I would love to know how to get it like that. I've tried some tutorials, but they almost always show repeating textures.
This tutorial was so amazing. A complete step by step tutorial. I'd really love to see more tutorials like this. If you could show the process of texturing or using smart materials on the terrain, that'd be helpful too. Love and sub bro!!
The video I'm working right now is on that topic coming very, very soon!
Subscribe not to miss it!
@@CGDealers Sub + bell bro
@@CGDealers any update on that video? Would love to do this for my current project!
WOAH, I know that terrain. That’s the Cimarron Valley, in Colorado. Spent many a summer there fishing and camping with that exact backdrop. That was used as a reference in Fallen Order?!
Sounds about right :)(:
For anyone wondering: this works for UEFN
Also I'm so glad that I found you man, love your work!
Well, where did you get the materials from when you imported them?
You need to watch my other video which is 3 hours long on how to create the material. It's completely free : th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
@@CGDealers thanks you
You need to explain how did u put the texture over there, kinda important thing to remark . Thanks.
Here it is. Under 3 hours to make it :)
Create Massive World Landscape Auto Material - Unreal Engine 5 Complete Tutorial
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
Thank you very much! @@CGDealers
I got to the end and couldn't figure out why my materials wouldn't automatically show up. Thanks for the video I'm following step by step and just joined Patreon.
Check out our discrod server. There are a lot of people which can help you out if you have any problems.
whats the best way of splitting the map into different biomes? i.e, dunes, lakes, hills, swamps etc?
I would do it on different scenes and make transition spots between scenes.
Let say you are moving from jungle to dunes, I would make a little entrance, door, arch or some free space between rocks. While you character is moving through that part I would load up the next scene and do it like that.
It's easier to separate everything by using clever level design rather than put everything in one.
Of course it depends on the goal you have in mind.
Can we modify Gaea landscape in other 3d modeling software such as blender before we import it to UE ? for example I want to make tunnel on the mountain.
Yes, export it as FBX mesh and use sculpt brushes in Blender.
This looks amazing! What is the material you are using for the landscape? Just wondering how it knows where to put water and rock (from the heightmap data?)
I'm working on a video to breakdown how this material was created.
@@CGDealers Thanks for the vid But it would be better if you add the material please
thajnks alot. This one helped me the most. HOWEVER, when it was all done how did your landscape have color and water in it after importing it? mine was just the normal base colorless squares??
It is a landscape material that i have. I will show in my next videos how to make one.
Fantastic! Could you go over the 'smart material' you created in Unreal?
I did here in this video : th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
Did the grass and water come in automatically? When did you apply the smart material?
Yes it came from 3 hours long video :) Which is in my channel.
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html&lc=UgxK3oS-WPttpgxARbR4AaABAg
Excelente... solo una observación, el logo no permite ver algunas propiedades del panel.
So many videos I watched on this, and you nailed it, subbed!
Welcome aboard! Glad it helped!
Great tutorials on UE5, thanks alot!
Just one question, is it possible to deform the terrain after that process in UE5 without issiues?
Yes you can!
Where did your textures come from??? Mine have none, and I don't remember at all where you mentioned adding textures
The textures and the shader itself is available only to my TH-cam Members.
If you want, you can join the membership. If not you can create the textures yourself via Photoshop, Gimp or find some on the internet.
th-cam.com/channels/yXWTdwLotz55o1oOkU0-4g.htmljoin
do you ALREADY need the landscape material before you can see anything?
Check my other video on how to make the auto material. Yes you need to finish my other video and follow this one after.
Literal champion. Thank you very much for all your work and help you have provided us. As a solo dev, your videos brought me skills I never imagined to have. Yes it's basic and still learning process but it is possible because of people like you.
Much appreciated! A lot more is coming in the future :) So stay subscribed!
@@CGDealers Will certanily do. Probably even join. I was wondering though, about Lumen... with Gaea heightmap, there is no "blockers" for the light on the map edges. Is it possible to create a blocking texture with Gaea or do I still need to block the light manually using other slower methods. Thanks!
Hello, thank you for the tutorial. You've been using world machine in the past, what made you use Gaea now? which one do you think is best?
Gaea is way better! WM is old now for me :)
@@CGDealers thank you!
so what do I need to set my terrain Z value at cause currently it's massively under world 0 which I would consider roughly below ground
Awesome, curious How did you get it already painted and with water?
Check my last video.
Fast question. You can just only creative
map? Or i can play with friends on my make map?
You can do whatever you can imagine in unreal :)
great video, thanks! But what about the erosion masks, did you somehow import them?
Erosion is embedded in height map. If you are talking about the material itself check my video on that topic: th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
hi - thanks for tutorial. question : how you get "pre colored" textures ? After my import all rosk are grey not colored. greetings.
Hi. You need to watch my other video in order to create the material for the landscape. It's completely free but it's 3 hours long :)
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
@@CGDealers Many many thanks ;) ... now it's SUPERB ! ;)
Thanks for the tutorial! But for some reason, there are noticeable gaps between the tiles of the landscape, this is a distance of a couple of centimeters (relative to the size of the character). Can you suggest how to avoid them?
snap the tiles, or don't use tiles :)
I think autleveling and then clamping the terrain wastes the potential resolution you get from the image. If you clamp it to let's say 25% of the max height (to get 500m out of 2000m maximum height), your image will only use 25% of the potential dynamic range. This reduced the quality of the terrain (in the z-axis).
In my opinion, and I may be wrong, it is better to just autolevel ALWAYS, to get the maximum range (and by consequence the maximum dynamic range in the exported image). You just have to take note of the scale factor that the autoleveling is doing. If it is (for example) bringing your terrain from 500m to 2000m, you just need to divide the Z scale in Unreal by the factor of 4.
In theory if clamping is cutting the DR you should be right. However I don't know if Gaea will cut the DR when you clamp or will just generate heightmap and the clamp just cut the height in the 3D model. Will need to test that, but in theory it sound just about right.
Tomorrow I'll test it for sure!
@@CGDealers just check the png that you used, if it doesn't include pure white color (255), then it's not using the full DR. I think it must be like that in order for Unreal to know how to scale the height relative to the maximum height (which would correspond to pure white pixels, which you probably don't have).
@@patakk8145 Will check it for sure.
Can Gaea be used with UE5.1 to make something like a 10,000km map? Looks like 8192x8192 is the largest. Can you tile them?
You can break it down in few landscapes. Yeah, no problem with that. I did tested 25x25km and it works good, however I would prefer to have high res and break it down to smaller pieces.
@@CGDealers I would love to see a follow up video of that process. 25x25km with high resolution images tiled to make the full terrain.
@@zregister I would like to second that.. as I too want that tutorial on that method as well.. Thanks In Advance..
Where did you get your material ?
All you did is you added your erosion but I you haven't shown us how you made your material.
And thanks 🌹
I wonder why people never check my other videos. It's so easy to find that info:
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html Full tutorial how to make the material FREE
Hello Thanks for the awsome tutorial, therfore i have a small problem when i import the highmap it goes under the grid so far away i couldn't find how to resolve the problem
Just use the Z scale to move it up.
At 15:50, I don't have "Lighting" in the outliner... ??
Create one :)
@@CGDealers how?
This is literally my first time messing with unreal
Check my previous videos.
Learn Unreal Engine 5 in 30 minutes - From Newbie to Beginner Guide
th-cam.com/video/12b7iYxrcE8/w-d-xo.html
just a little note, if you dont want to keep pressing apply, for the erosion that lock icon next to it makes it auto apply
Useful tip! Thx!
@@CGDealersalso i find (when doing the construction) its nice to lock the preview - to the combine for example - by pressing "f" on the node, then you can see the difference you're making without switching back and forth, if that makes sense (just remember to hit "f" again to stop previewing (it'll let you know)
at 12:33 all 5 files saved there is none that have PNG at the end. i dont know what one to open
Open the clean one without "- Deposit", "- Flow", "- Wear"
Do you have a default landscape material set? Because when I imported the heightmap I just got that bare "clay" landscape, like in Gaea.
All the assets ready to use you can download from my patreon page.
www.patreon.com/CGDealers
Great video man it was super he;pful! Just one problem though. For some reason my character clips through the landscape. The character doesn't fall through it but walking up hills causes you to see through it and once you do, the landscape visually shifts so you don't see through it as if you never clipped through it in the first place. Also seems like the character is lower into the ground than they are supposed to be. Super strange and no idea how to fix >.
Maybe its a problem with your capsul collider with the character.
Thank you so so much for this video. I just discovered Gaea and this is by far my favorite software for terrain generation. Now I can export my work ^^
Glad it was helpful!
Can you further edit the height map once in Unreal? I’m away from my pc at the moment otherwise I would try it. Like flatten areas and fix water levels like random puddles.
Yes, no problem to sculpt on it.
Fantástico tutorial, muy buen vídeo, gran trabajo.
Fantastic tutorial, very good video, great job.
Which format do you recommend to save the height map in? Which of them retains the maximum possible information? I sometimes get banding on my generated terrain
Test them all and find the best that saved the most info. Raw is always better.
You can also adjust the info via photoshop - add / remove height with filters.
Is there already a video on auto materials on the channel?
Yep. th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
Hi
First of all, very good video and thank you. I have only one small problem. When I go into play mode, I always fall through the landscape. How can I change this? And why is the Landscape only visible when I make the ExponentialHeightFog invisible? Thanks a lot!
Tweak the height fog density and make collision enable on your landscape.
Hi, really good tutorial and for my purposes it works really well, however my landscape has to be set at crazy location numbers (like 172,000,000 on the Z) in order for atmosphere, height fog etc... to work. Is there a way to reset the origin of the landscape to something normal so that the landscape isn't imported so low below the 0 world origin?
Move your landscape up with the transform tool :)
@@CGDealers that would get it in the right place but then the landscape world coordinates are all messed up. Maybe I’m being OCD but I’d like to set them to 0,0,0 for the landscape so it all plays nice. At the moment the terrain I imported is 8k x 8k and the skybox/atmosphere/clouds seem to be too small. Height fog obscures the view totally when you’re in the highest peak
does gaea allows you to import a custom sculpted terrain for giving it detail?
To import I don't think so. You can check their forum tho to see if there is such thing.
You can use masks to get a result you need.
Great walkthrough!
For the height scale, I guess instead of multiplying with the quotient you can divide the result with 512, since the factor is 1/512
Yep. I overcomplicated the math… 🤷♂️
Wait, what? I got lost at the exporting section and the math lol.
Can I make the grass change, for example, in winter and autumn, and so on? I mean that the world interacts with the four seasons
Awesome tutorial! Im learnin new stuff in my journey as Environmental Artist! Thanks a lot
Enjoy the process. I’m glad i helped!
Great tut! Very clear, and I learned about Gaea that I will now use. Thanks! PS: I was in Sofia in 2021. I live in Kansas City, USA.
Thanks! More videos about gaea are coming! I hope u had a nice time in Bulgaria!
NICE!! I managed to sucessfully put my terrain into UE, now, how do I materialize it?
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
Nice workflow...
3:41 May l know, What's your computer specs?
My PC Build:
I9 - 9900k @ 3.6Ghz, 8 Cores with overclock up to 5.0 Ghz
Motherboard: Gigabyte Z390 AORUS MASTER
RAM: 48 BG DDR4 / Corsair
GPU: Nvidia RTX 3080 / 12 GB
Storage: nVme Samsung 970 2 TB
Kingston SSD : 480 GB
Seagate Barracuda : 4 TB
Seagate IronWolf : 6 TB
Hey CG! Great vid, I’ve also watched many of your others vids as well. Question? Are you and others that you know working on any of your own projects? Games or otherwise?
I have a gaming company for the last 10 years. Yeah.
Last game: apps.apple.com/us/app/counter-attack-multiplayer-fps/id1072738097
@@CGDealers maaaan, that's incredible! So you and your team have been successful at doing this for some time now! Congratulations! I asked bcz I have an incredible idea for a new IP. I've been writing for a while, ideas and mechanics and such. I'm a recording artist, and I've been writing in between working on my Projects and performing on the road. Are you looking for ideas? I'm good with ownership % for others who are interested in getting a prototype done.
Hi, thank you for the video, it really helped me to know how to use Gaea and export to UE5
may i ask, how we calculate if we want to Resolution 505 (or even 253). since seems 1009 too big for just exploring small haha
just different on 13:35 that Scale X "5000*100/505" ? everything else is same?
Thank you
i have a problem when i import the height map: File 'Myworld-deposite' doesn't have proper pattern(ex: _x0_y0.png). How can i fix it ?
I dont know how you export it. Join our discord community so we can help out there.
I am a little late to this, but really great job! There is one question I have though, how to create a blank scene in Unreal Engine 5? All it does is load a sample landscape
In Unreal Engine, select File > New Project.
Create a project. ...
Select a Blank template. ...
@@CGDealers I tried doing that, but the sample scene landscape still appears. Is there a setting that I need to change?
@@CGDealers Got it lol
But when i upload my terrain i just got everithing in blank, no trees, no river no textures etc...
Yep. After that you need to work more to place and create them.
@@CGDealers thank u, didn't know
Whenever I add it, there are cracks where the landscape proxies meet. Also, I can't sculpt or add foliage at all. I calculated everything in the tutorial and I am so confused.
Great tutorial, but like all terrain generators....it's random..... what if i already have a terrain shape and want to make it look like Gaea instead? instead of using random terrain, for example i want to make a remake of a 2d game, i already build the basic shape of the terrain in photoshop with very rudimentary high and low grayscale.... i do how in Gaea ?
If you want this approach you could better use brushes and paint the terrain in Unreal 5 directly.
@@CGDealers This won't give Gaea realistic mesh. ;)
I noticed my landscape is waaaaay under the grid. Is that okay? How do I move it. Also my landscape has its shape but is blank with no texture. How did you manage to import with texture?
Check my other videos. There is 3hour video of making the master material.
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html&lc=UgyUUslXasAkp5SP_sl4AaABAg
This tutorial was incredibly helpful. Thank you!
You're very welcome!
hey i ve a question: is it possible to import multiple 5 x 5 km² landscapes and merge them together and if yes how?
Just make multiple landscapes in Unreal. No problem. Make few heightmaps and click on landscape and add as much as you want.
@@CGDealers ok thx for the answer
How did your terrain import spawn with rocks and grass already on it?
I'm working on a video to breakdown how this material was created. You can get it from the Unreal Marketplace - MWAutoMaterial
Hello! Thanks a lot for the height adjustment tips! I am facing some weird problem while importing the terrain. It seems the terrain is going way beyond horizon, and also the terrain does not exactly match the terrain I made in GAEA. It almost matches, but not quite the same. I don't know why this is happening. Could you please help me!
Watch my previous videos on how to make it 1:1.
@@CGDealers Hey thanks for the reply. I found out that, it was fault from GAEA's part. The blur node glitched in 4k.
However I still have the imported terrain going way beneath the horizon. Do you have any videos on that?
*also I wanted the type beneath in the original reply, but ended up typing beyond, which completely changes the meaning. Sorry for that.
Really amazing and easy way to generate maps thanks! I managed to get it into unreal. One problem I have though. When I hit play the mountains in the back disappear. Is there a way to icrease the view/ render distance? I see when I move a lot closer the start to appear.
Should be some fade/culling distance. Try to find the answer in Unreal Engine forum or in our discord server.
Where did the magic texturing come from?
From my other video Create Massive World Landscape Auto Material - Unreal Engine 5 Complete Tutorial
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
Excellent tutorial!
If anyone is able to help: when I loaded the map into UI5, there arent any textures, the shape of the mountain and ridges, but no grass or rocks or anything. What did I do wrong?
Hop into our discord. You will get a lot of help from our community.
@@CGDealers of course! I didn't see a link in your about page - how should I access it?
Its in the description of every video.
Would a digital storm lynx pc be able to handle unreal engine if i want good depth graphics?
I think it should.
Great content, thanks! I was hoping to see more about creating an open world, which requires world partition and optimization. I create great terrains, but fps gets really low and the game starts lagging. Maybe you could cover that in your next videos. Thank you!
I will fully cover in the next videos, how to populate and optimize open worlds!
Could you make a tutorial on adding riverbeds to a landscape?
Yep for sure. Water system in Unreal 5 is a must :)
@@CGDealers Sweet, looking forward to it! :D
Great video but mine has no material after importing and is just blank when I try using gaea.
Subscribe to my channel and check my other videos.
This one is how to create the material from ZERO: th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
If you want to skip 3hours video join my TH-cam Membership and download the material itself:
th-cam.com/channels/yXWTdwLotz55o1oOkU0-4g.htmljoin
Cheers!
@@CGDealersThank you for the response I will make sure to watch your video on how to create the material from scratch it seems like a the video seems interesting and educational.
Can I use the free version in my game without a license if I decide to sell my game? Or do you have to purchase the Indie for that? It does not say. Also great video!
You can write to the developers and ask them.
Thanks so much, How did you import the textures with the map?
Check out my last video. Its about that :)
When I upload the gaea to UE5 dont have this colors/textures. What should I do? Also the landscap is not fixed is always underground
How can I fix this?
In my next video you will find how to create master material for the landscape. Just move the landscape up to fix it.
@@CGDealers How can I move up? I am new at UE sorry if this is a dumb question but yesterday I spend a few hours trying to find it but my search was not good.
i have a question, how in the world do you add other Terrains with your world to make a bigger
Make new Heightmap from Gaea and create second Terrain, then blend it with your first using RVT. Done.
whenever I do this I have an error because my file is not in grayscale, I am very confused on when you make yours grayscale?
Join our discord to get help from the community!
how did you get the material imported as well when you imported it into unreal
Create Massive World Landscape Auto Material - Unreal Engine 5 Complete Tutorial
th-cam.com/video/rw8qDmFGsRo/w-d-xo.html
Love this... it's great to finally be able to import these giant landscapes to UE5.1. I'm a bit of a beginner though... is it normal for the landscape to be so far down? The location of the terrain on the X and Y axis is -2497 metres... setting the transforms to 0 doesn't seem to bring them up (the Z axis is at 100 but changing this value seems to have no effect). At any rate... thank you for this!
edit: apparently I wasn't changing the Z axis enough. Changing it to 200,000 seemed to work but I think I'm probably still doing something incorrectly.
I have the same problem.
Every time I try to import the landscape ends up -250000 below on the Z Axis
@@Smyken I changed the Z axis to 200,000 and it seemed to work.
@@Smyken everything i seem to add to the landscape is fucking small
Change your Z axis (:
I have a question - what should I do to make the exported landscape from Gaea to FBX match the landscape in the EU engine, which was generated from the height map from Gaea? At the moment they are similar, BUT far from perfect.
Well the heightmap is dependent on resolution. The FBX will have the max resolution if you put millions of polys there. In general if your FBX is super high res, it will beat the heightmap.
Hello... loved the video, and I subscribed.
Questions: 1) Can I re-create real-world locations? There are height maps out there, but the grayscale ones do not have nearly the resolution I need, and as you likely know, the colored height maps do nothing in a program like Maya. And 2) since even the colored height maps have only so much resolution, it looks like Gaea can 'fake' the detail through its own algorithms and give me that missing detail?
I want fly about 1,000' (~333m) overland, through a 10-mi (~16km) range.
Thank you!
On paper you should be able to do it.
@@CGDealers On paper... heh, alright. I guess then only one way to find out. Thanks.
Not working for me, I don't think I missed a step, when I import the level nothing shows up but on the side it says they are there, there invisible
Join discord so that people can help you out. There you can describe your problem in details.
@@CGDealers k I didn't even think of that, thanks I will join today some time :D