UE4 Auto Landscape With Footstep Sounds

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  • เผยแพร่เมื่อ 27 ก.ย. 2024

ความคิดเห็น • 27

  • @007LvB
    @007LvB 3 หลายเดือนก่อน

    This looks to be the same systems in UE5. Very nice - thank you for making this. For anyone still watching some comments:
    1) In your landscape tutorial you sample multiple times from the same textures. I don't know maybe the Material compiler will optimize, but it's a really bad idea, especially when you start adding other textures to each layer like normal, AO, roughness, etc. A lot of texture lookups means very slow rendering.
    2) Dot product is the cosine to the angle btw. two vectors. Cos(90) = 0, which means that when the landscape is completely vertical dot product is zero; Cos(0) = 1, which means that when landscape is completely horizontal dot product is 1. So you can say IF(DOT(A,B) < 0.1) the landscape is very steep. NOTE: It's not a linear curve btw. 0-1.
    3) With UE 5.x it's better to create a Metasound for each footstep material sound so you can also do randomized pitch shifting and procedural mixing with other elements in the game world.

  • @DKJens44
    @DKJens44 2 ปีที่แล้ว

    Thank you very much, I've been looking for something like this for a long time.

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      Glad I could help!

  • @DrovalNaper
    @DrovalNaper 11 หลายเดือนก่อน

    Great thanks. Useful tutorial.

  • @Shadowdawnz
    @Shadowdawnz ปีที่แล้ว

    Thank you! This helped alot

  • @darkdevilone8613
    @darkdevilone8613 2 ปีที่แล้ว +1

    This is really cool, but do you think you can do a tutorial and set it up with the "landscape physical material output node" in the material. They said its just like the grass node but should automatically change the physical material based on layer blend. But I can't seem to get it working, but would replace have to get the angle of the slope since its automatic and would be perfect for auto landscapes.

  • @Sky-b2q
    @Sky-b2q 2 ปีที่แล้ว

    thanks

  • @wolfiedgr8t
    @wolfiedgr8t 2 ปีที่แล้ว

    Wow great tutorial 👍

  • @live-the-truth
    @live-the-truth 2 ปีที่แล้ว

    Thanks for the awesome video! Quick question: any reason you used an array with sounds instead of a cue all the sounds randomized?

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      Lazy :D the I would have to explain how to do it and the video would be even longer. Some other time I will make videos for sounds themselves.

  • @yboss7773
    @yboss7773 2 ปีที่แล้ว

    I find your videos very helpfull and informative,you are the reason i started to experiement with Unreal.Thank you so much!Can you make a video on how the player can swim inside the water?
    Also how do you find all tha things you do?Is it trial and error?Or you search the internet for simillar things?
    Thanks again!

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว +1

      There will be swimming on my channel in the future.
      A little bit of everything, searching internet, youtube and A LOT of trial and error experiments :D

  • @Mr.Gamers
    @Mr.Gamers 2 ปีที่แล้ว

    you can create a lesson on creating a location map or an open world, not a minimap and not a landscape, but as in all games there is a location map with labels and where the character is located

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      Sooo... like in skyrim and gta? When you open the big map?

    • @Mr.Gamers
      @Mr.Gamers 2 ปีที่แล้ว

      @@ItsMeBro yes

  • @gamersantai7796
    @gamersantai7796 2 ปีที่แล้ว

    i followed the exact steps like in this video, i have 5 arrays of wav sounds run them on random but for some reason it just played all those sounds simultaneously

  • @joacotossello
    @joacotossello 2 ปีที่แล้ว +1

    WTF... 2 days ago I started searching for this and I found nothing... And now this... Casuality? I don't think so xD

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      Enjoy :)

  • @jacklawrence2221
    @jacklawrence2221 ปีที่แล้ว

    so there is no chance to apply sound variation in auto material?

  • @timowiest4580
    @timowiest4580 2 ปีที่แล้ว

    Challenge not fully accomplished ;-) Imagine you have different materials on the same steepness. E.g. Grass with dirt spots mixed by a mask and so on. I will get you to make a tutorial on how to use the PhysicsMaterialOutput node in the Material ;-). If you wish I will provide a working Project so you can make a Video out of it.

    • @ItsMeBro
      @ItsMeBro  2 ปีที่แล้ว

      Send it over, I'll have a look. :)

    • @velodroid
      @velodroid 2 ปีที่แล้ว

      Figured out how Landscape Physical Material Output works? I still could not figure out how to work with her.

    • @timowiest4580
      @timowiest4580 2 ปีที่แล้ว

      @@velodroid just provide the correct mask for each physics material. like you do with grass output.

    • @velodroid
      @velodroid 2 ปีที่แล้ว

      @@timowiest4580 I already figured out

    • @darkdevilone8613
      @darkdevilone8613 2 ปีที่แล้ว

      @@timowiest4580 Care to share some extra info? Its probably just something I'm missing, but even with a simple test the output just doesn't seem to want to change, I've tried normalizing the masks and everything I could find in the forums. I thought it was a bug in UE5 so switched to 4.26 and still nothing so far
      Edit: found out finally, just buggy with stuff not updating or something.

  • @SunSilver0101
    @SunSilver0101 2 ปีที่แล้ว

    Thanks for tutorial!