Hi Everyone in the latest Unreal 5.5 please note there is a small change to the workflow. Once assigning the landscape material , go to Paint Tab, you need to press this button to Create Landscape Layers: i.imgur.com/rstqqrf.png
Amateur here. Worth mentioning that if you have a pack like I did with Mountain one - when you do this, default layerinfo is assigned. And I had to change them to overrides from mountain pack, otherwise it was all just glass for me.
In UE 5.5, indeed the button creates the landscape layers, but the + button isn't active anymore and it's difficult to know which of the layers I'm using to paint. It would be great if you could adapt your magnificient plugin to the latest UE version.
Hello, this is a great asset. I have purchased several packages. I currently have a problem. After I have done all the work according to the tutorial, when the player enters the map and starts playing, there is only a small radius around the center of the character. Plants and ground materials will be procedurally generated within the area of the circle. This causes the distant scenery to be unnatural and a bit false if it is not displayed. Is there any way to adjust the scope of this procedurally generated player-centered area? At least it makes the abrupt and excessive landscape less obvious to the naked eye.😅
Hi guys! I hope you find this video useful, a lot of work and time has gone into creating a streamlined workflow video like this, that covers all the essential parts of UE5 environment creation, in under 1 hour of time! I've attempted to create a very high Signal to Noise ratio. This of course means a lot of time spent planning, recording multiple takes and editing to make it as time-optimized as possible. There is little to no fluff here! just pure value and information. If you find these refined tutorials useful please remember to like and share the video! Cheers Joe
This is such a great toolset! I'm new to the product, but do you cover how to use your landscape material with imported heightmaps and layer ID maps? I have a ton of content created in Houdini, and I'd like to buy this to use your automaterial and props. Also, do I need the full Brushify add on for that usecase, or could I buy the forest or plains pack for instance?
I've purchased at least 4 of these packs, and my workflow has never been easier. Great Job Joe.
9 หลายเดือนก่อน +2
I have just bought the forest package and started my first attempts. I am absolutely thrilled. I'll probably get the path pack as well. A water pack with an underwater landscape would be brilliant Thank you
As a new UE developer and musician involved in music production, I can really appreciate the time and effort that went into this video. Great audio/ video quality and content !
most of them can still be followed along, just gotta account for UI changes in UE5. However getting new UE5 tutorials out is a priority for me. Atleast covering all the basic features. This one tries to cover a lot of ground in a short space of time.
@@timmayvnsnot sure what you mean, there’s hundreds of hours of tutorials on my channel going back to 2018. Some videos are 1-2 hrs long where I show the entire workflow and process.
I found this video a few days ago in hopes of creating the biggest landscape for my game, with all the other tutorials not working correctly, this video and forest pack was a huge game changer. Thank you for this tutorial.
Great tutorial! It is awesome how Unreal can easily handle large forests. I cannot stop looking into it, everyday I am more in love with this engine. I got your road splines package, will purchase more packs soon!
Absolutely amazing creation here! Love this tool. I am new to UE5, and the amount of work this saves is massive. Thank you so much for the awesome work you do. Looking forward to more tutorials, so I hit the subscribe! Great work!
@@HavokSage great to hear, I’ve still never managed to get RVT working in UE5, landscape is in the red, but performance wise it does okay, I just like my scene green haha.
Great packs, I have 2 of them, but cant figure out how to remove grass from some spots. Even when I paint over as desert, it seems to still have grass?
Hi, this is very simple. use the RemoveProcedural paint layer. Make sure to set it to non weight blended layer, otherwise it will paint black. Tutorial here: th-cam.com/video/AGgzAaAk7vI/w-d-xo.htmlsi=dWYp_M816_F7NFsc
Hi, yes, in fact they support Nanite displacement (although that’s an experimental feature that requires a custom console variable to enable it). The also support POM as well, which is a shader based option. I’ll be making videos on both in the future. For now you can lookup the old POM ue4 video, that’s still relevant: th-cam.com/video/PqMZl7wFX7I/w-d-xo.htmlsi=fkqlCbTivtkLNLsw
i love the video, however, i would love it if you covered your urban city pack and show us how you would use that to make massive cities, that would be amazing.
Almost every developer seem to focus on the country side or jungle environments. The real world city and urban environments are really what most film makers desire,
Great tutorial, thanks! Can you maybe make a video on how to change the default landscape materials on your autolandecape material, for example putting megascans materials?
Hi, yes that’s coming up soon :) for now please refer to the UE4 version, the workflow is identical: th-cam.com/video/cewUcdO89J8/w-d-xo.htmlsi=5e4ozKUXvTD993zh
Hi Joe, I have some of your packs. They are great ! Now I'm working with architectural projects. As this kind of projects needs more realistic meshes and materials, I would like to know if your packs delivers the Photorealistic effect the ArchViz works need. Thanks
It usually comes down to the skill of the person doing the renders. When combined with Hemisphere skies , and good cinematography, attention to set dressing, brushify assets can produce photorealistic results.
I am trying to add this material on my landscape in UE5.5 and the materials don't show under "Paint " mode inside landscape, so there is no way to create layer info when the materials aren't visible. Is it not yet supported in 5.5 or did I miss something? I migrated the landscape material from a 5.0 project.
In the Paint section where you should see the layers under the Layers dropdown but there are none, however there are 4 icons in a row. Click on the last one which has the following tooltip: "Create layers from assigned materials"
I purchased one of your packs to get started (beach) but honestly it’s a little overwhelming with so many packs and options, would love a simple video talking about what one should purchase. I’m happy to get everything, maybe you can bundle it all ? Like smart brush system etc,
I mean, at the end of the day. It depends on the user: what are you trying to build or make? If you have beach pack you already have assets required to make beaches, like the one shown in the showcase video. It’s as simple as that. everyone’s needs are different, that’s why there are different packs. A combined pack containing everything is coming in the future.
@@HavokSageI’m looking to build open world procedurally generated islands with forest, desert and tundra biomes. I’m more than happy to buy all the packs, I think I was confused with smart brush, maybe a different thumbnail for that would help it stand out from the packs. Looking forward to the bundle. Happy to support you. Excited to see how the performance is when used for a game.
Thank you very much! Great Stuff! With this Brushify Packs UE get more near VUE who i have leave because Subscription only, and it renders additionaly faster UE than Vue 😃
The details are only visible when you zoom in close. Is it possible to make it so that you can see the details from further away? Otherwise it always looks extremely empty in the distance.
At 21:10 I discuss some of the console variables that can be used to increase quality at a distance. You need to be careful to find a good balance of performance / quality though. The default settings are optimised for low/mid range hardware. But if your game is just environments without much else going on you can also increase much higher.
Hi Joe, in your tutorial are you using raytracing and lumen? As I'm finding the wind causes the grass to look incredibly blurry. I'm also finding with nanite and tessellation enabled on the terrain, if I paint on more than than 3 biome layers I start hitting srv limit errors, after which and tiles on the terrain go to the default texture. Is this something you've also encountered? Thanks
@43:07 you talk about diving in to the settings of the procedural spawner of foilage. Could you please do that because as of now, the FPS in my landscape is super poor after adding your PCG and I have a good computer with 4070
I used the forest pack and inputted the grass onto the landscape. The issue I am having is that the grass looks great when I’m next to it but a few steps away it doesn’t look good. I changed the call distance in the foliage but these were painted on and don’t know how to make it look good from far
Please send along an email to my customer support: support@brushify.io Usually it's down to lighting settings. But without seeing a screenshot or video it's difficult to make a recommendation.
hi Joe! Great & useful stuf! May I ask your current hardware configuration ? or the minimum you'd recommend for your UE5 Brushify assests to run smoothly? thanx
Hi, Depends if you mean for actually running the compiled game, or for development. They are two very different concepts. For running the actual assets in a compiled build, target spec doesn't need to be that high. Would usually be something like a RTX 3060, combined with a CPU/Memory that doesn't bottleneck it. With that most Unreal games will run decently. For actual development spec however, I'd recommend a beefier multi-core system with a lot of ram though. My current development PC is an absolute powerhouse. i9 13900k, 128GB Ram, RTX 4090. That's certainly overkill for most developers though. But I'm a poweruser that handles complex tasks like photogrammetry processing, and shader compilation work.
Hi, really great work! I'm interested in purchasing one or more of your products, but I need to know something: in my project, I have a C++ function that determines the type of terrain at specific coordinates by reading the applied physic material. Does your auto landscape provide this information? If it doesn't, can I easily modify it by adding the physic material without compromising its functionality? Thanks a lot!
Hi Joe, any chance you can do an updated tutorial on integrating UDW and UDS as they have moved on a lot since your docs, I tried integrating but it doesnt work any more.
Thanks a lot, amazing tutorial, I just wished you would cover the road spline tool, as for beginners it’s a bit confusing…. Could you please follow up this tutorial with another that explains the road splines. Thanks again.
I think these scenes are very beautiful, this vegetation is very dark green, it had to be a lighter green, it adds more life to the environment, thank you!@@HavokSage
Your packs are fantastic Joe, thank you so much for the amazing work. Quick question, and I hope I didn’t miss this like a dummy, but how do you make the grass interact with skeletal mesh actor in the scene?
If you're using UE5.5, you can't easily follow this tutorial due to a number of issues. One of the biggest issues starts at 6:29 - this breaks in UE5; even if you press the "Create layers from assigned materials", you get duplicate layer info and you cannot save the file in a folder within the content browser (as you stated). Not sure if you are aware of this issue.
@@InjectorGadget hi, the only difference is clicking create layers from assigned materials. The rest works as usual. Simply link the layer infos or use the ones it auto assigned. What is exactly blocking you from saving a layer info? All of that stuff is just the same in 5.5. It has been tested and is working.
22:28 The grass. Is there a way to adjust the grass shadow distance falloff? Right now when walking the shadows create a very noticeable edge. I'd like to smoothly reduce the shadows in the grass as it reaches towards culling distance.
there is a faster way for remove Foliage / grass or any other additional mesh from a specific area? For example: is time consuming remove everything from a road if you don't want grass that came from below.
@@HavokSage Thanks! Would be really helpful to many of us. Btw, I assume in the tutorial would you also show us how we can use multiple of your Brushify products together in a single landscape right? 😊
Hey I'm kinda new to the mapping stuff but you're tutorial will help me out pretty good i think. Got a question i wanna make a map for a game (mod map) so is there any option where you can change the size of the map because it feel so small when u scuplted it ^^. Or is this a normal sized game map stuff? More Important Question is there a way to add collision to trees and rocks etcs?
Do you need brushify smart brush as base to be able to use other bought brushify packs? Or can you use them individually? How does smart brush relate to the other packs?
Hi, No you do not need Smart Brush in order to use the other packs. Each pack works separately/independantly. Smart Brush is a more advanced way to create landscapes from scratch using Sculpting Brushes with the Landmass plugin.
Hi Joe. I have been a big fan of your product for a long time now. I have a couple of quick best practice questions for you. I own the Brushify SmartBrush System. As you know, the initial install is around 20+gb. I would like to create my level, then migrate it into a new project to trim it back down. Other than selecting the created level and clicking migrate, do you recommend any other method of optimizing a project migration ? The 2nd question here is, I want to alter your landscape material in order to modify the visual results to be more in line with an Alien based environment. I am pretty nifty with Materials. Ofcourse this is "do at your own risk" so I am prepared for the unknown results. But do you have any suggestions on how to go about this without totally breaking your materials ? Thanks in advance !
@@WrathOfAl hi, migrating that way will copy only the assets used by the level. If that’s what you want (a consolidated project) then that’s good. However if you still want the other assets available you should integrate the entire project (literally copy paste the entire content folder for that). Does that make sense ? Altering the landscape material would need expert knowledge depending on how big the changes are. It really depends on what you need visually. I’d take a look the the existing mud and craters layer for example. Those are more alien . You can also swap textures in mi_landscape material instance without altering the actual material itself.
@@HavokSage I found your Brushify Bootcamp - Procedurial Grass Tool tutorial which basically is exactly what I was looking for. from here I can swap out meshes, alter settings, to further customize the automaterial. Now I need to find the meshes that look "out of this world". Thank you !!
Please check the documentation for massive worlds: www.brushify.io/post/massive-worlds-workflow Nanite Displacement is supported: th-cam.com/video/ZokkH4_eCPI/w-d-xo.html
Hello teacher, I bought all your packages, they are great, I would like to ask you two questions: 1. How can the LOD of mountain vegetation be kept in the most perfect state without refreshing 2. I tried all UE versions, and after turning on path tracing, all the vegetation and stones disappeared
@@HavokSage could you do a tutorial on how to prepare a level made with brushify for packaging/cooking? Your support said it cannot be packaged in the configuration it comes in, but didn’t provide any more details.
when trying to use to auto material after creating my landscape i get this loading bar in the bottom right of my screen saying "waiting for texture resources to be ready for landscape named: landscape" and it doesnt allow me to apply brushify auto materials onto my landscape
@HavokSage Great tutorial and a very powerfull tool. A few questions that come to mind: Can you reduce the number of rocks that get spawned automatically at the slopes? Can you switch out those rocks? Can you switch out the gras that gets spawned automatically?
I'm looking for an auto-material solution. How do you handle varying and getting the physics material on different surfaces? (for things like changing footstep sounds and hit effects?)
Thank you for this new tutorial. Absolutely helpful! I have a question though, I own multiple Brushify packs and for the Landscape option is MI_Landscape_1017 encompassing only the Forest pack or does it encompass the other biome packs as well?
Thank you for tutorial, I have purchased grasslands pack, added it to my project, but when creating landscape in material slot I type MI_Landscape, and there is only 2 variants of MI_Landscape available, located in different folders. I can't find MI_Landscape_1017 as shown in tutorial
I am planing to build kind of a open world game similar to escape from tarkov, something like 2km x 2km oreven bigger. Is brushify also able to be used in games ? or does it has to high resolutions / polygon count to be performant enough ? btw: very well made video!
@@HavokSage thx for the info! then i will by some assets! I got a mail today that the unreal market place will be replaced by "fab". When will the assets of brushify will be available there too ? As soons as they start in october ?
@HavokSage Greetings. Great lesson! I purchased Brushify - Forest Pack to render movies in Unreal, but the procedurally generated rocks are not showing up for me when rendering. When I turn on the game or simulation mode everything is fine, but when I start rendering movies, all the stones disappear and are not visible in my camera....
Hey Joe! Do you have any resources for rendering and your CVars for culling foliage? Love your content but I have found the scene files get really heavy at render time.
Substrate is still an experimental work in progress feature. It's not ready for shipping a game yet. When substrate is finally stabilized, I will be investigating re-authoring my materials to align with the system, depending on whether or not there are any performance or feature level advantages to be had. In general though, it doesn't look like the system would benefit landscape materials too much to be honest. It's more for improving Archviz/automotive , realistic surfaces and reflective/refractive materials.
Hello, I have a question. When I move away, for example, from a sculpted terrain and stone appears on a plain with the “paint the ground” option, even without being very far, the stone texture on the ground quickly becomes strange. I increased the culling distance for the grass, but nothing changes. What is the parameter to increase the culling distance for the stone ground that appears automatically with the “paint the ground” option? Thank you.
unfortunately not, the shader is not compatible with mobile. Basically the landscape layer blend node is limited on mobile, so Brushify wouldn't be possible without massive restrictions.
I'm curious as a beginner of Unreal (and landscaping in game engines). Would this work with something like the Voxel Plugin? The thought is if I want to do a survival game and let players dig, voxels help there.
@@HavokSage Hi, I got the Forest Pack it says trees on it, on the information on the Unreal Market. Its not a drama for me. just notice it when you started adding distance mountains and I only had the first one. and no tree. I'm happy with the rest I'll just use trees from my own collection. I'll be getting your beach one next.
Hi Joe, I’m brand new to UE and installed UE 5.3.2 and bought your Forest pack. I followed your tutorial to the letter but when I play the level I fall through the landscape and drop 1000’s of metres below. Have I missed a step here?
Hi Everyone in the latest Unreal 5.5 please note there is a small change to the workflow. Once assigning the landscape material , go to Paint Tab, you need to press this button to Create Landscape Layers: i.imgur.com/rstqqrf.png
Amateur here. Worth mentioning that if you have a pack like I did with Mountain one - when you do this, default layerinfo is assigned. And I had to change them to overrides from mountain pack, otherwise it was all just glass for me.
In UE 5.5, indeed the button creates the landscape layers, but the + button isn't active anymore and it's difficult to know which of the layers I'm using to paint. It would be great if you could adapt your magnificient plugin to the latest UE version.
you are a fucking legend. i really wish i checked the comments first before going off and trying to find a solution online
I have large triangles with no texture. Do you know why?!
Hello, this is a great asset. I have purchased several packages. I currently have a problem. After I have done all the work according to the tutorial, when the player enters the map and starts playing, there is only a small radius around the center of the character. Plants and ground materials will be procedurally generated within the area of the circle. This causes the distant scenery to be unnatural and a bit false if it is not displayed. Is there any way to adjust the scope of this procedurally generated player-centered area? At least it makes the abrupt and excessive landscape less obvious to the naked eye.😅
Hi guys! I hope you find this video useful, a lot of work and time has gone into creating a streamlined workflow video like this, that covers all the essential parts of UE5 environment creation, in under 1 hour of time! I've attempted to create a very high Signal to Noise ratio. This of course means a lot of time spent planning, recording multiple takes and editing to make it as time-optimized as possible. There is little to no fluff here! just pure value and information.
If you find these refined tutorials useful please remember to like and share the video!
Cheers
Joe
It is a so helpful tutorial for environment building 👏👏👏👏👏.what a work !keep going .cant wait for the next tutorial or some new projects👏👏
This is such a great toolset!
I'm new to the product, but do you cover how to use your landscape material with imported heightmaps and layer ID maps? I have a ton of content created in Houdini, and I'd like to buy this to use your automaterial and props.
Also, do I need the full Brushify add on for that usecase, or could I buy the forest or plains pack for instance?
I've purchased at least 4 of these packs, and my workflow has never been easier. Great Job Joe.
I have just bought the forest package and started my first attempts. I am absolutely thrilled.
I'll probably get the path pack as well. A water pack with an underwater landscape would be brilliant
Thank you
As a new UE developer and musician involved in music production, I can really appreciate the time and effort that went into this video. Great audio/ video quality and content !
10/10 tutorial. Thanks so much for these tools and showing us how to fully utilize them.
I was literally just watching your old tutorials thinking these are a bit dated but still decent. Perfect timing Joe!
most of them can still be followed along, just gotta account for UI changes in UE5. However getting new UE5 tutorials out is a priority for me.
Atleast covering all the basic features.
This one tries to cover a lot of ground in a short space of time.
the old tutorials aernt really tutorials though are they...
@@timmayvnsnot sure what you mean, there’s hundreds of hours of tutorials on my channel going back to 2018.
Some videos are 1-2 hrs long where I show the entire workflow and process.
I have been using this product dor a year and it is fantastic
I found this video a few days ago in hopes of creating the biggest landscape for my game, with all the other tutorials not working correctly, this video and forest pack was a huge game changer. Thank you for this tutorial.
As a new sub just starting my UE5 'journey', this is a great start, I eagerly await your forthcoming tutorials, and thanks for the awesome tools!
Great tutorial! It is awesome how Unreal can easily handle large forests. I cannot stop looking into it, everyday I am more in love with this engine.
I got your road splines package, will purchase more packs soon!
For someone who just got into UE5 this will be very helpful. Thank you, Joe.
Absolutely amazing creation here! Love this tool. I am new to UE5, and the amount of work this saves is massive. Thank you so much for the awesome work you do. Looking forward to more tutorials, so I hit the subscribe! Great work!
Thanks for creating this video. I bought Brushify a while back and really needed an updated video like this.
Brilliant!!!.... So far I purchased the forest pack... And the moorlands pack.... Very happy with it... Unbelievable really
Thanks guy! You really make the impossible so easy.
Great tutorial Joe, so happy you made this!!
Amazing...! I shall look into all you offer and will surely become a Brushify afficionado!
So good to have news about you and your amazing products !
Exactly what I was looking for. I have been using it with UE5 but following older tutorials and I can't wait to see this in full.
The plan this year is to redo as many tutorials as possible in UE5. Starting with the essentials.
@@HavokSage great to hear, I’ve still never managed to get RVT working in UE5, landscape is in the red, but performance wise it does okay, I just like my scene green haha.
@@MankindFilm if you have the brushify env shaders package it comes with an RVT example map that's already setup.
@@HavokSage I do have that, I’ll check it out!
Awesome mate gonna use your assets for my future game.
Thanks a lot! It looks really cool considering how little time was spent!
Thanks so much Joe for creating this excellent tutorial 👍
Hey Joe! Great to see you again here! We are talked on artstation, let me know what you planned (Bartosz Titkin - Gravity Worlds)
Super awesome Packages for every Game!
Pretty amazing.
Amazing tools! but can I change the auto grass and rocks and replace a new?
I appreciate you making this tutorial and for making this tool. its a god send when working by yourself on a game. thanks mate
Great packs, I have 2 of them, but cant figure out how to remove grass from some spots. Even when I paint over as desert, it seems to still have grass?
Hi, this is very simple. use the RemoveProcedural paint layer. Make sure to set it to non weight blended layer, otherwise it will paint black.
Tutorial here: th-cam.com/video/AGgzAaAk7vI/w-d-xo.htmlsi=dWYp_M816_F7NFsc
Thankyou so much and God bless you joe
YO JOE, YOU THE MAN
21:16 - usefull grass variables. Thanks :)
Nice tutorial. One question though? the landscape auto materials support displacement? so that i do not get that linear flat look? Thanks
Hi, yes, in fact they support Nanite displacement (although that’s an experimental feature that requires a custom console variable to enable it).
The also support POM as well, which is a shader based option.
I’ll be making videos on both in the future. For now you can lookup the old POM ue4 video, that’s still relevant:
th-cam.com/video/PqMZl7wFX7I/w-d-xo.htmlsi=fkqlCbTivtkLNLsw
i love the video, however, i would love it if you covered your urban city pack and show us how you would use that to make massive cities, that would be amazing.
I’m planning to redo a lot of the old ue4 tutorial and showcase videos in ue5
thank you, this is awesome news@@HavokSage
Almost every developer seem to focus on the country side or jungle environments. The real world city and urban environments are really what most film makers desire,
Thank You Joe!
Great tutorial, thanks! Can you maybe make a video on how to change the default landscape materials on your autolandecape material, for example putting megascans materials?
Hi, yes that’s coming up soon :) for now please refer to the UE4 version, the workflow is identical:
th-cam.com/video/cewUcdO89J8/w-d-xo.htmlsi=5e4ozKUXvTD993zh
Great, thanks!! @@HavokSage
Very nice and clear video. Thank you. What about nanite compatibility?
I’ll have a video on Nanite soon. It’s actually very easy to enable on both static meshes and landscape, just a tickbox! :)
Nice tutorial !
Very cool, just brought the Forest Pack will try it soon.
Hi Joe, I have some of your packs. They are great ! Now I'm working with architectural projects. As this kind of projects needs more realistic meshes and materials, I would like to know if your packs delivers the Photorealistic effect the ArchViz works need. Thanks
It usually comes down to the skill of the person doing the renders. When combined with Hemisphere skies , and good cinematography, attention to set dressing, brushify assets can produce photorealistic results.
I am trying to add this material on my landscape in UE5.5 and the materials don't show under "Paint " mode inside landscape, so there is no way to create layer info when the materials aren't visible. Is it not yet supported in 5.5 or did I miss something? I migrated the landscape material from a 5.0 project.
Im having the same trouble
In the Paint section where you should see the layers under the Layers dropdown but there are none, however there are 4 icons in a row. Click on the last one which has the following
tooltip: "Create layers from assigned materials"
@@MC-ku5zb Thanks man. I will try it out. Although that project has completed now. Will try it on the next. Thanks once again
@@MC-ku5zbYou are literally the best oh my god
I purchased one of your packs to get started (beach) but honestly it’s a little overwhelming with so many packs and options, would love a simple video talking about what one should purchase. I’m happy to get everything, maybe you can bundle it all ?
Like smart brush system etc,
I mean, at the end of the day. It depends on the user: what are you trying to build or make? If you have beach pack you already have assets required to make beaches, like the one shown in the showcase video.
It’s as simple as that.
everyone’s needs are different, that’s why there are different packs.
A combined pack containing everything is coming in the future.
@@HavokSageI’m looking to build open world procedurally generated islands with forest, desert and tundra biomes.
I’m more than happy to buy all the packs, I think I was confused with smart brush, maybe a different thumbnail for that would help it stand out from the packs. Looking forward to the bundle. Happy to support you. Excited to see how the performance is when used for a game.
Thank you very much! Great Stuff! With this Brushify Packs UE get more near VUE who i have leave because Subscription only, and it renders additionaly faster UE than Vue 😃
Muito obrigado pelo seu trabalho e ensinamentos seu conteúdo está me ajudando bastante a construir o cenário de meu jogo, Obrigado
Is there anyway you could do a best practices when using Brushify and Ultra Dynamic sky? Thank you for all your hard work
The details are only visible when you zoom in close. Is it possible to make it so that you can see the details from further away? Otherwise it always looks extremely empty in the distance.
At 21:10 I discuss some of the console variables that can be used to increase quality at a distance. You need to be careful to find a good balance of performance / quality though. The default settings are optimised for low/mid range hardware. But if your game is just environments without much else going on you can also increase much higher.
Hi Joe, in your tutorial are you using raytracing and lumen? As I'm finding the wind causes the grass to look incredibly blurry.
I'm also finding with nanite and tessellation enabled on the terrain, if I paint on more than than 3 biome layers I start hitting srv limit errors, after which and tiles on the terrain go to the default texture. Is this something you've also encountered? Thanks
Did you find a fix for this?
Is it possible use a similar tool for Voxel based games?
Yes, actually I want to do another voxel plugin tutorial soon. Check my brushify voxel videos on my channel.
@43:07 you talk about diving in to the settings of the procedural spawner of foilage. Could you please do that because as of now, the FPS in my landscape is super poor after adding your PCG and I have a good computer with 4070
Great tutorial my only problem is the first step of adding the landscape material there is no tall grass just a flat 2D material.
Never mind I figured it out.
Sometimes it takes a bit of time for it to load. Try moving the camera closer :) Good to hear you got it figured
I used the forest pack and inputted the grass onto the landscape. The issue I am having is that the grass looks great when I’m next to it but a few steps away it doesn’t look good. I changed the call distance in the foliage but these were painted on and don’t know how to make it look good from far
Please send along an email to my customer support:
support@brushify.io
Usually it's down to lighting settings. But without seeing a screenshot or video it's difficult to make a recommendation.
great tutorial! do they also support 5.4?
@@JustThyce hi, yes latest unreal version will always be supported by Brushify.
Do you have a bundle to sell? I wouldnt mind buying all of the packs.
@@gaigelarock3970 Studio edition. It’s all 20+ products in a single project. th-cam.com/video/eqQHXoARjdY/w-d-xo.htmlsi=0MK9yQ-3erRpEOR5
Thank you!
hi Joe! Great & useful stuf! May I ask your current hardware configuration ? or the minimum you'd recommend for your UE5 Brushify assests to run smoothly? thanx
Hi, Depends if you mean for actually running the compiled game, or for development. They are two very different concepts.
For running the actual assets in a compiled build, target spec doesn't need to be that high. Would usually be something like a RTX 3060, combined with a CPU/Memory that doesn't bottleneck it. With that most Unreal games will run decently.
For actual development spec however, I'd recommend a beefier multi-core system with a lot of ram though. My current development PC is an absolute powerhouse. i9 13900k, 128GB Ram, RTX 4090.
That's certainly overkill for most developers though. But I'm a poweruser that handles complex tasks like photogrammetry processing, and shader compilation work.
Hi, really great work! I'm interested in purchasing one or more of your products, but I need to know something: in my project, I have a C++ function that determines the type of terrain at specific coordinates by reading the applied physic material. Does your auto landscape provide this information? If it doesn't, can I easily modify it by adding the physic material without compromising its functionality? Thanks a lot!
Hi Joe, any chance you can do an updated tutorial on integrating UDW and UDS as they have moved on a lot since your docs, I tried integrating but it doesnt work any more.
Thanks a lot, amazing tutorial, I just wished you would cover the road spline tool, as for beginners it’s a bit confusing…. Could you please follow up this tutorial with another that explains the road splines.
Thanks again.
An updated roads tutorial is definitely on the list!
@@HavokSage Thanks, can't wait
Does Brushify have any scenery with turquoise blue waters, beaches with white sand, scenery, like the Maldives?
Maybe take a look at the Brushify - Tropical Pack
www.unrealengine.com/marketplace/en-US/product/brushify-tropical-pack
I think these scenes are very beautiful, this vegetation is very dark green, it had to be a lighter green, it adds more life to the environment, thank you!@@HavokSage
@@jnswarrior you could try tweaking the foliage materials. they're very easily adjustable.
@@HavokSage Muito obrigado.
amazing video
Your packs are fantastic Joe, thank you so much for the amazing work. Quick question, and I hope I didn’t miss this like a dummy, but how do you make the grass interact with skeletal mesh actor in the scene?
If you're using UE5.5, you can't easily follow this tutorial due to a number of issues. One of the biggest issues starts at 6:29 - this breaks in UE5; even if you press the "Create layers from assigned materials", you get duplicate layer info and you cannot save the file in a folder within the content browser (as you stated). Not sure if you are aware of this issue.
@@InjectorGadget hi, the only difference is clicking create layers from assigned materials. The rest works as usual.
Simply link the layer infos or use the ones it auto assigned.
What is exactly blocking you from saving a layer info? All of that stuff is just the same in 5.5. It has been tested and is working.
Nice plugin! I want to buy it but I have a question please : If I create a road with Bp, can I exclude road from grass material!? thanks
thank you kind sir!
Can you do a voxel pro legacy tutorial for adding all the foliage and how you did the meteor to carve a hole?
Is there a way for my sons and I to work on a project in real time, from different locations?
22:28 The grass. Is there a way to adjust the grass shadow distance falloff? Right now when walking the shadows create a very noticeable edge. I'd like to smoothly reduce the shadows in the grass as it reaches towards culling distance.
Any free assets for learning? To follow along.
there is a faster way for remove Foliage / grass or any other additional mesh from a specific area? For example: is time consuming remove everything from a road if you don't want grass that came from below.
Great tutorial.. I have a few of your products, how do I create a large map that has beaches, desert and forests using Brushify?
I'll create a more advanced tutorial where we build an Tropical island soon.
@@HavokSage Thanks! Would be really helpful to many of us. Btw, I assume in the tutorial would you also show us how we can use multiple of your Brushify products together in a single landscape right? 😊
Hey I'm kinda new to the mapping stuff but you're tutorial will help me out pretty good i think. Got a question
i wanna make a map for a game (mod map) so is there any option where you can change the size of the map because it feel so small when u scuplted it ^^. Or is this a normal sized game map stuff?
More Important Question is there a way to add collision to trees and rocks etcs?
Do you need brushify smart brush as base to be able to use other bought brushify packs? Or can you use them individually? How does smart brush relate to the other packs?
Hi,
No you do not need Smart Brush in order to use the other packs. Each pack works separately/independantly.
Smart Brush is a more advanced way to create landscapes from scratch using Sculpting Brushes with the Landmass plugin.
@@HavokSage Thank you for the answer! If I buy any further package of brushify, can I use these assets with smart brush as well?
i bought the road packs, i just cant figure out how to scatter some rock foliage on grass landscape, is there any setting before i draw the foliages?
Hi Joe. I have been a big fan of your product for a long time now. I have a couple of quick best practice questions for you. I own the Brushify SmartBrush System. As you know, the initial install is around 20+gb. I would like to create my level, then migrate it into a new project to trim it back down. Other than selecting the created level and clicking migrate, do you recommend any other method of optimizing a project migration ? The 2nd question here is, I want to alter your landscape material in order to modify the visual results to be more in line with an Alien based environment. I am pretty nifty with Materials. Ofcourse this is "do at your own risk" so I am prepared for the unknown results. But do you have any suggestions on how to go about this without totally breaking your materials ? Thanks in advance !
@@WrathOfAl hi, migrating that way will copy only the assets used by the level. If that’s what you want (a consolidated project) then that’s good. However if you still want the other assets available you should integrate the entire project (literally copy paste the entire content folder for that).
Does that make sense ?
Altering the landscape material would need expert knowledge depending on how big the changes are. It really depends on what you need visually. I’d take a look the the existing mud and craters layer for example. Those are more alien . You can also swap textures in mi_landscape material instance without altering the actual material itself.
@@HavokSage I found your Brushify Bootcamp - Procedurial Grass Tool tutorial which basically is exactly what I was looking for. from here I can swap out meshes, alter settings, to further customize the automaterial. Now I need to find the meshes that look "out of this world". Thank you !!
Is there a maximum landscape size? and is displacement supported?
Please check the documentation for massive worlds:
www.brushify.io/post/massive-worlds-workflow
Nanite Displacement is supported:
th-cam.com/video/ZokkH4_eCPI/w-d-xo.html
Hello teacher, I bought all your packages, they are great, I would like to ask you two questions:
1. How can the LOD of mountain vegetation be kept in the most perfect state without refreshing
2. I tried all UE versions, and after turning on path tracing, all the vegetation and stones disappeared
Brushify added the texture at 7:11 but it did not add any details such as grass or flowers? Followed the tutorial exactly, what did i do wrong?
Maybe try saving and reloading the level? Sometimes it takes time for the grass to spawn in.
@@HavokSage could you do a tutorial on how to prepare a level made with brushify for packaging/cooking? Your support said it cannot be packaged in the configuration it comes in, but didn’t provide any more details.
when trying to use to auto material after creating my landscape i get this loading bar in the bottom right of my screen saying "waiting for texture resources to be ready for landscape named: landscape" and it doesnt allow me to apply brushify auto materials onto my landscape
Hi, Go to your landscape and make sure to Uncheck 'Enable Edit Layers'.
This can sometimes cause this issue.
@HavokSage Great tutorial and a very powerfull tool. A few questions that come to mind: Can you reduce the number of rocks that get spawned automatically at the slopes? Can you switch out those rocks? Can you switch out the gras that gets spawned automatically?
I'm looking for an auto-material solution. How do you handle varying and getting the physics material on different surfaces? (for things like changing footstep sounds and hit effects?)
You'd need to implement something like this:
th-cam.com/video/TwWDT5zCnLg/w-d-xo.html
@@HavokSage Thanks! I saw that and wrote a system.
How can we add new paintable in the master material?
Thank you for this new tutorial. Absolutely helpful!
I have a question though, I own multiple Brushify packs and for the Landscape option is MI_Landscape_1017 encompassing only the Forest pack or does it encompass the other biome packs as well?
are the setting for the landscape good for making video games? I need a large landscape
that's what this is designed for.
Thank you for tutorial, I have purchased grasslands pack, added it to my project, but when creating landscape in material slot I type MI_Landscape, and there is only 2 variants of MI_Landscape available, located in different folders. I can't find MI_Landscape_1017 as shown in tutorial
The folder containing the presets is here:
Content/Brushify/Materials/Landscape/Presets
Thank you for help!
I am planing to build kind of a open world game similar to escape from tarkov, something like 2km x 2km oreven bigger. Is brushify also able to be used in games ? or does it has to high resolutions / polygon count to be performant enough ? btw: very well made video!
@@JayD3luxe hi, that’s the perfect use case for brushify. Everything is game ready and optimized.
@@HavokSage thx for the info! then i will by some assets! I got a mail today that the unreal market place will be replaced by "fab". When will the assets of brushify will be available there too ? As soons as they start in october ?
can we use the same method to brush a full Mars planet?
Yes! Same exact techniques, Automaterial, sculpting brushes, distance meshes etc.
The only thing that changes per pack is the subject matter.
@HavokSage Greetings. Great lesson! I purchased Brushify - Forest Pack to render movies in Unreal, but the procedurally generated rocks are not showing up for me when rendering. When I turn on the game or simulation mode everything is fine, but when I start rendering movies, all the stones disappear and are not visible in my camera....
Hi, usually the grasstypes take some time to load in. Try to set a warmup time before the cinematic captures
Hey Joe! Do you have any resources for rendering and your CVars for culling foliage? Love your content but I have found the scene files get really heavy at render time.
Greetings, does it include the new landscape displacement maps with nanite and foliage with nanite?
Hi, the Landscape Automaterial and Distance Meshes support nanite, Foliage also supports nanite. I'll have a video coming on Enabling Nanite soon.
Nanite video: th-cam.com/video/ZokkH4_eCPI/w-d-xo.html
Hi, how you created clouds in 0:35 second
Those renders use a plugin called hemisphere skies.
th-cam.com/video/2qvICoUhk50/w-d-xo.html
@@HavokSage I have that plugin, thank you. I thought you did it with ultra dynamic sky. I even rebuilded hemisphere plugin for UE 5.3.
Are brushify materials ready for substrate conversion?
Substrate is still an experimental work in progress feature. It's not ready for shipping a game yet. When substrate is finally stabilized, I will be investigating re-authoring my materials to align with the system, depending on whether or not there are any performance or feature level advantages to be had. In general though, it doesn't look like the system would benefit landscape materials too much to be honest. It's more for improving Archviz/automotive , realistic surfaces and reflective/refractive materials.
Hello, I have a question. When I move away, for example, from a sculpted terrain and stone appears on a plain with the “paint the ground” option, even without being very far, the stone texture on the ground quickly becomes strange. I increased the culling distance for the grass, but nothing changes. What is the parameter to increase the culling distance for the stone ground that appears automatically with the “paint the ground” option? Thank you.
Can this plug-in be used on mobile devices?
unfortunately not, the shader is not compatible with mobile. Basically the landscape layer blend node is limited on mobile, so Brushify wouldn't be possible without massive restrictions.
@@HavokSage thank you so much
I'm curious as a beginner of Unreal (and landscaping in game engines). Would this work with something like the Voxel Plugin? The thought is if I want to do a survival game and let players dig, voxels help there.
I guess you missed this: th-cam.com/video/bvcBBa3X4js/w-d-xo.html
Brushify works very well with Voxel plugin in UE5. :)
@@HavokSage Definitely did, thanks for the heads up and brilliant work!
How powerful of a pc do u need to run this I'm intrigued
It used to run on my 2200g with 16gb ram and 8gb amd gpu
Estoy trabajando en unreal 5.3.1 y al pintar algunos segmentos de terreno pierde el material y es imposible volver a pintarlo, tu ayuda porfavor
Can it use commerical in game company?
can you please create short tutorial for the underworld pack - bp_lavaspline?
Hi, I’ll try to get that out ASAP
Thank you so much it will be super helpful
I have this, and I have just notice that I only have Generic Erosion 1, I don't seem to have the trees too, where these removed for some update?
Hi, did you buy Forest Pack? Thats the one that comes with the trees.
If you bought Environment shaders pack, that will not contain those.
@@HavokSage Hi, I got the Forest Pack it says trees on it, on the information on the Unreal Market.
Its not a drama for me. just notice it when you started adding distance mountains and I only had the first one. and no tree. I'm happy with the rest I'll just use trees from my own collection. I'll be getting your beach one next.
@@waterdragonstudios7167 have you tried loading the forest example map? You should see everything is included
Hi Joe, I’m brand new to UE and installed UE 5.3.2 and bought your Forest pack. I followed your tutorial to the letter but when I play the level I fall through the landscape and drop 1000’s of metres below.
Have I missed a step here?