Using Landscape Patches with Unreal Engine

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  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • Video on Getting started with the new landscape patch plugin that is an experimental plugin in Unreal which is pretty useful and can help blockout your landscapes around assets quick, Could be used to quickly Generate a heightmap then lower areas where you want cities etc then using layers build off that.
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ความคิดเห็น • 20

  • @VolkillerGames
    @VolkillerGames  ปีที่แล้ว

    I noticed my mic cutting out in a few areas sorry about that i have a new mic that i still need to change settings on it seems haha also seemed to delete a few seconds from the start but nothing important

  • @unrealdevop
    @unrealdevop ปีที่แล้ว

    Did not know this existed thanks

  • @arthurhark1954
    @arthurhark1954 3 หลายเดือนก่อน

    Thanks for the video

  • @istealpixel7371
    @istealpixel7371 ปีที่แล้ว +3

    This is really interesting, for example, in the design of a village.

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว +1

      yeah its really great for any Point of interest combine it with the built in spline tools and you can have areas of the map that are pretty static and iterate different ideas or random heightmaps without worrying overall its nice to see non destructive stuff added cant wait to see whats next :D

  • @elitetechworks
    @elitetechworks 9 หลายเดือนก่อน

    Great Tutorials

  • @aukehuys2297
    @aukehuys2297 ปีที่แล้ว +1

    Thanks for the video, but I am wondering what is the real usage of it, since the resolution of an actual landscape is so low and the asset has to be pretty big :/
    Wish they were working also on this topic - this would improve blending of 'nature assets' so much easier. Maybe with Witcher 4 this will improve a lot.
    Beside this, as said, thanks for your video. They do help a lot to stay on track :)

    • @Cloroqx
      @Cloroqx ปีที่แล้ว

      They've done a lot of commits in ue5-main for Nanite Landscape. I imagine that's one of the reasons.

    • @carlosrivadulla8903
      @carlosrivadulla8903 ปีที่แล้ว +1

      the cube in this example is not that big and it works

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว +2

      i can see where your coming from overall from what i understand landscape tools should be getting remade at some point atm Virtual Heightfields and nanite landscape is the temp fix they have made. Most games also use meshes in more detailed areas.
      Overall this can work on smaller meshes around a meter or so you then just increase the falloff. I personally see this as just a step in overall making the landscape and also making it slightly less destructive as it can be moved. So i personally have a Landscape Base layer that is my overall sculpt then a Patch/landmass layer that flattens areas and can even be used for hills and things then you would have a spline or water layer if using those and then detail layer you go and sculpt in. Overall it speeds up that initial blockout in the same way landmass can but then also allows it to be changed later and you just erase the higher layers.

    • @KaelthasProductions
      @KaelthasProductions 25 วันที่ผ่านมา

      That would be RTS games and city building games if it comes out in the final build

  • @lolaswift111
    @lolaswift111 6 หลายเดือนก่อน +1

    guess this won't work at runtime?

    • @VolkillerGames
      @VolkillerGames  6 หลายเดือนก่อน

      no because landscape gets compiled down for runtime. but i have seen some community Nanite displacement stuff that i imagine you could use in the long run. twitter.com/phyronnaz/status/1764068615072989580 :D they said they might be open source so it might end up being something to use

    • @javascripted_
      @javascripted_ 3 หลายเดือนก่อน

      This sucks. I don't understand why there aren't more ways to modify the landscape at runtime. Lots of people have started to use voxel tech with marching cubes for this reason. However using voxel means you have to buy the expensive plugin, and its not multiplayer compatible.
      Im not asking for tons of features, but a basic smoothing, flattening, or patch feature which would allow players to shape the world as they play would open up so much gaming content.

  • @carlosrivadulla8903
    @carlosrivadulla8903 ปีที่แล้ว

    Wouldn't be too much to add an extra drawcall for each instance on a ladscape? At least I would be sceptical about the texture version where u have to load an extra noise texture for each environment asset.

    • @VolkillerGames
      @VolkillerGames  ปีที่แล้ว +2

      landscape layers are flattened and baked out when you ship a game so those textures are only there in the editor the game itself just has a landscape :D

    • @carlosrivadulla8903
      @carlosrivadulla8903 ปีที่แล้ว

      ​@@VolkillerGames wow thanks for clarifying that doubt, this changes my way of thinking, glad to hear that.

  • @MrPangahas
    @MrPangahas 17 วันที่ผ่านมา

    Is it possible to bake the landscape patch into the landscape?

    • @VolkillerGames
      @VolkillerGames  14 วันที่ผ่านมา

      overall when you build your project the whole landscape and its layers is baked down with the current system.

    • @MrPangahas
      @MrPangahas 12 วันที่ผ่านมา

      @@VolkillerGames how about data layers?can you put them in data layers so you can load unload them at runtime?