This is hands down the best UE material tutorial ever when optimization is taken into consideration. When is the RVT episode up? And also I have a question about mixing a texture with a texture kind of like with noise but the taking instead, I would want to make it so the customer can choose to use break up with texture or noise.. Where is that applied after the noise texture?
I've just loaded the RVT episode. Be warned that it's a long one, and there's still more to cover in a future episode!! Regarding using textures for mixing, that's what I was discussing when I mentioned importing paint layers from Gaea etc. Will maybe cover in the future
@unrealitybites763 Allright cool, yeah it's no problem, I recently finished my scans to support RVT so Im excited to try them out. Do you have an email so I could drop you a PM? I have scanned over 50 forest objects (stones , trunks, stumps, stone slopes etc) here in Finland.. And I'm trying to make a decent pack to sell on FAB.
I've had an issue in UE 5.5. where the Layers don't show up as seen in 5:45 , reloading the level/restarting Unreal doesn't help and the layers still don't appear. Whole landscape is also black instead of being transparent. Has anyone encountered the same or happens to know a solution to this? Cheers and thanks for the video!
The same happened to me in 5.5, you have to manually create and name the layers using the + symbol and double-clicking on the layer title. Also the layers showed the correct textures after exiting and restarting the project.
Hey mate! Oddball question, but is there a way to easily incorporate a Sat Image as my base layer then paint other layers on top? I guess I would have to have a separate UV tiling function with no Near/Far etc. I could make a really basic landscape material and just paint over my Sat Image but ive been following your tut series and id be very keen to make use of it
Extremely well explained, but I have to say that I'm not a fan of Unreal's PCG workflow. It feels unnatural and cumbersome, and there are a lot of little bugs and 'do a backflip, press triangle 3 times quickly, then R2 L2' workarounds. I've used a workflow before where I did the groundwork in Houdini and achieved the same results with just 1-2 steps using masks. Scattering grass, scattering trees, and so on. I'm going to look into how I can optimize that workflow.
Another thing, I want to use heightblending in Landscape Layer Blend, but "Texture is not compatible with float" when I drag from our param tex object (in this case my displacement), what to do ?
Firstly, you will need to make sure you have a texture with the height or displacement. Don’t plug that whole texture into the Layer Blend height pin or you will get your error message. Plug the relevant R, G or B output in. This would be the B pin for a Quixel Bridge ORD texture.
excellent video! I want to recommend you lean more into the ASMR late night DJ radio host voice, you could have a second job reading audio books your voice is so smooth.
I was doing so well! But when we go into the landscape graph to exclude the path, all the attributes won't show up now. I don't know if it's because I'm on 5.5 or if I've missed something. The points are all there on debug
Do you mean the AutoMaterial/Path/Road attributes are not showing up? If so, check the "Get Landscape Data" node in your PCG Graph and that it has "Get Layer Weights" checked on.
There is also an issue with master material.As pcg/foilage is put in master material if we make an Material Instance for another level we get game foilage as well.Its good for some people yes but what if we use diffrent biomes ,like a desert? westernlands/canyons.Is there a way for this or we have to just duplicate MM and create another MI from that?
This is the best in-depth Unreal material tutorial I’ve ever seen. Keep up with the good work!
Really was hoping to watch this playlist back to back, but the order is back to front! Otherwise love your stuff geezer.
Thanks for letting me know this. I’ve just been adding each video to the playlist without checking the order so I’ll fix that now
Yes ! You're spoiling us.
This is hands down the best UE material tutorial ever when optimization is taken into consideration. When is the RVT episode up? And also I have a question about mixing a texture with a texture kind of like with noise but the taking instead, I would want to make it so the customer can choose to use break up with texture or noise.. Where is that applied after the noise texture?
I've just loaded the RVT episode. Be warned that it's a long one, and there's still more to cover in a future episode!!
Regarding using textures for mixing, that's what I was discussing when I mentioned importing paint layers from Gaea etc. Will maybe cover in the future
@unrealitybites763 Allright cool, yeah it's no problem, I recently finished my scans to support RVT so Im excited to try them out. Do you have an email so I could drop you a PM? I have scanned over 50 forest objects (stones , trunks, stumps, stone slopes etc) here in Finland.. And I'm trying to make a decent pack to sell on FAB.
I've had an issue in UE 5.5. where the Layers don't show up as seen in 5:45 , reloading the level/restarting Unreal doesn't help and the layers still don't appear. Whole landscape is also black instead of being transparent. Has anyone encountered the same or happens to know a solution to this? Cheers and thanks for the video!
The same happened to me in 5.5, you have to manually create and name the layers using the + symbol and double-clicking on the layer title. Also the layers showed the correct textures after exiting and restarting the project.
@@stevietee3878 This worked like a charm! Thank you very much
Glad you fixed it, I'm not using 5.5 until it's a bit more stable
@@unrealitybites763 very wise, I wanted to test Fab using 5.5 as I'm still using Bridge in the earlier builds for most of the Quixel textures.
Pressing "Create Layers From Assigned Materials" button worked for me. Its located in the "Layers" group next to "+" button
Hey mate! Oddball question, but is there a way to easily incorporate a Sat Image as my base layer then paint other layers on top? I guess I would have to have a separate UV tiling function with no Near/Far etc. I could make a really basic landscape material and just paint over my Sat Image but ive been following your tut series and id be very keen to make use of it
Extremely well explained, but I have to say that I'm not a fan of Unreal's PCG workflow. It feels unnatural and cumbersome, and there are a lot of little bugs and 'do a backflip, press triangle 3 times quickly, then R2 L2' workarounds. I've used a workflow before where I did the groundwork in Houdini and achieved the same results with just 1-2 steps using masks. Scattering grass, scattering trees, and so on. I'm going to look into how I can optimize that workflow.
Gaea mentioned: 9:04
Another thing, I want to use heightblending in Landscape Layer Blend, but "Texture is not compatible with float" when I drag from our param tex object (in this case my displacement), what to do ?
Firstly, you will need to make sure you have a texture with the height or displacement. Don’t plug that whole texture into the Layer Blend height pin or you will get your error message. Plug the relevant R, G or B output in. This would be the B pin for a Quixel Bridge ORD texture.
excellent video! I want to recommend you lean more into the ASMR late night DJ radio host voice, you could have a second job reading audio books your voice is so smooth.
Thanks. Although I send my wife to sleep when I'm trying to tell her something important!
I was doing so well! But when we go into the landscape graph to exclude the path, all the attributes won't show up now. I don't know if it's because I'm on 5.5 or if I've missed something. The points are all there on debug
Do you mean the AutoMaterial/Path/Road attributes are not showing up? If so, check the "Get Landscape Data" node in your PCG Graph and that it has "Get Layer Weights" checked on.
Landscape material is read to white in shader complexity, is that something to worry about??
We'll talk about performance in the next RVT episode
There is also an issue with master material.As pcg/foilage is put in master material if we make an Material Instance for another level we get game foilage as well.Its good for some people yes but what if we use diffrent biomes ,like a desert? westernlands/canyons.Is there a way for this or we have to just duplicate MM and create another MI from that?
That's a good point! I'll put my thinking cap on for a solution to this.
second :)