Really nice work. I especially like the idea of the 4 different wetness effects using 4 different masks. I'm definitely going to use that idea in future projects.
You should be incredibly proud of this video. It was clear, concise, and gave a stunning real-world example. I look forward to seeing your channel grow and I'm very excited to see what else you have to share. Keep up the amazing work!
Really nice tutorial, I was going through this one again, and I'm not certain what texture is used for roughness? Is it a simple color or is there any patterns? I only see light blue
Really nice work. I especially like the idea of the 4 different wetness effects using 4 different masks. I'm definitely going to use that idea in future projects.
Also - I added your channel to my favorites list as I find it one of the most helpful on TH-cam: th-cam.com/users/bclowardchannels
@@BenCloward Many thanks! I saw you do tutorials too, I'll have a look at you channel :)
Can u make more video about landscape in ue4 and procedurak stuff
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You should be incredibly proud of this video. It was clear, concise, and gave a stunning real-world example. I look forward to seeing your channel grow and I'm very excited to see what else you have to share. Keep up the amazing work!
Thank you!
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You can also add a little bit that turns off puddles if the slope gets large
Nice Video!, thanks for sharing 😀
Really nice tutorial, I was going through this one again, and I'm not certain what texture is used for roughness? Is it a simple color or is there any patterns? I only see light blue
If you're referring to the puddle it's just a constant
I meant the texture sample which goes into channel A Lerp before roughness.
Great work, the puddles height (with if node) is basically a step value right?
We could say so
Can you make it so the puddle actually "appears" on terrain after rain and disappear after a while when it's sunny?
Yes you can animate the puddles height for that
Can you modify landscape material at runtime to switch between wet and dry layers ?
Yes, that's the point of making a procedural wet version :)
@@VisualTechArt I manage to do it using material collection parameters. It's that the best way?
@@LJ_Dev Definitely! Good job :)
Tried this in my UE5.1 project but there are no puddles, it just darkens the landscape terrain
Is your heightmap taking the whole 0-1 range?
@@VisualTechArt I gave up on it for now, yeah not using a texture based hieght map... maybe thats why
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