Errant Landscape - Fastest Terrain Editing | Unreal Engine 5

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  • เผยแพร่เมื่อ 29 ต.ค. 2024

ความคิดเห็น • 23

  • @imlostgaming9542
    @imlostgaming9542 6 หลายเดือนก่อน +4

    Looks cool waiting for more improvements on paths before I purchase!

  • @Captainpanda2080
    @Captainpanda2080 6 หลายเดือนก่อน +2

    Missed that sale. Had it in my cart, gotcaught up with work. When I went back, sale was over. Maybe next time

  • @nmatthes2927
    @nmatthes2927 หลายเดือนก่อน

    errant world or brushify. I can not decide! Both very impressive. Hard choice

    • @errantphoton
      @errantphoton  หลายเดือนก่อน +1

      @@nmatthes2927 I will try to convince you :)
      Brushify relies on the old Blueprint Brush system which is very slow beyond 4x4k landscapes. We have our own system that handles large worlds with no problems.
      Errant Landscape can also affect weightmaps and Brushify can't do that.
      Errant Landscape is made for team cooperation and doesn't "dirty" landscape regions outside the edited area or the landscape actor. This way multiple people can work together on the same landscape.
      Errant's brushes are components that you can add to BP, houses, etc.
      And Errant Landscape has just got a new feature where it can modify the landscape at runtime, in the game. We don't know of any other system that could do that.
      Make sure to check out the other videos about Errant Landscape to see those in action :)

    • @nmatthes2927
      @nmatthes2927 หลายเดือนก่อน

      @@errantphoton Almost convinced :D
      Two more questions:
      1. In a Tutorial by Creekside Interactive I saw that Errant Worlds landscape material has some kind of objects which it scatters depending on the layer (like grass, dirt,...). Is that still the case? Can you increase the renderdistance of those things?
      2. Is there a way to enable nanite displacement for landscapes made with errant landscape?

    • @errantphoton
      @errantphoton  หลายเดือนก่อน

      @@nmatthes2927 The Basic Landscape Material we provide is just an example of how to work with non-weight-blended workflow. You are free to use any other landscape material.
      1. The material doesn't spawn any objects by itself. You can use Errant Biomes (Runtime Spawning) or Landscape Grass for that.
      2. We use the Unreal's standard landscape. So yes, you can use Nanite Displacement on it. Errant Landscape works with Nanite Landscape correctly.

  • @FPChris
    @FPChris 6 หลายเดือนก่อน +1

    Can it be used with M4's landscape material and trails?

    • @errantphoton
      @errantphoton  6 หลายเดือนก่อน +1

      Yes, it can be used with any landscape material. Errant Landscape modifies the Edit Layer directly, so shouldn't prevent you from using any other tools/systems.

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz 6 หลายเดือนก่อน

    Will this new landscape material separate product have one or two height/slpoe base layers for doing islands to set beach height while respecting slope?

    • @errantphoton
      @errantphoton  6 หลายเดือนก่อน

      Yes, each layer in the material can be restricted to certain altitudes and slope angles (using curves).

    • @KiwiHawk-downunder-nz
      @KiwiHawk-downunder-nz 6 หลายเดือนก่อน

      @@errantphoton Thanks for the reply, hope theres a tutorial with it

  • @mae2309
    @mae2309 6 หลายเดือนก่อน

    when will this beauty be available? looks amazing!

    • @errantphoton
      @errantphoton  6 หลายเดือนก่อน

      This beauty is already available at www.errantphoton.com :)

  • @amerboss99
    @amerboss99 5 หลายเดือนก่อน

    the try option would've been nice if you could actually load the level! with 32gb ram i run out of memory before the level in loads, at least you could turn on world partition and unload the level so the user loads as much as their machines could handle, but im pretty sure its not from my side as i load much denser levels!

    • @errantphoton
      @errantphoton  5 หลายเดือนก่อน

      What level is causing you problems? The largest level in our examples is 2x2k, I think. The heaviest one is in ErrantPathsAssetLibrary as it has long roads and thus many unique collision meshes and might take more space. Also note that we need to avoid using World Partition or One-File-Per-Actor in our asset libraries as that would require copying ExternalActors/ExternalObjects folders separately, providing separate download for them, would make installation much more complex, etc.

    • @amerboss99
      @amerboss99 5 หลายเดือนก่อน

      @@errantphoton errantlandscapestamplibrary level crashes due to not enough memory, so what should i do? how can i open the level? specs 32gb ram 3070 8gb vram

    • @errantphoton
      @errantphoton  5 หลายเดือนก่อน

      @@amerboss99 Oh, ignore that level. Simply use the provided brushes on a new level. That level contains all of the brushes placed in a grid. Nothing special there :)

    • @amerboss99
      @amerboss99 5 หลายเดือนก่อน

      @@errantphoton every feature works smoothly and i love it! one last question, how does this temporary license work? im asking so im not confused on what happend mid working when the 30 days is over does everything just get locked or what?

    • @errantphoton
      @errantphoton  5 หลายเดือนก่อน

      @@amerboss99 After the trial the level and landscape will stay as they are, but you won't be able to use the plugins.

  • @blainto
    @blainto 6 หลายเดือนก่อน

    Is that landscape auto mat included? If not what is it?

    • @errantphoton
      @errantphoton  6 หลายเดือนก่อน +1

      It's a new landscape material that we will become a separate product in the coming weeks. As part of Errant Worlds we provide a simple landscape material that we used in some of our previous scenes (without textures, as they come from Megascans).

  • @arvita1483
    @arvita1483 6 หลายเดือนก่อน

    Are there example biomes included?

    • @errantphoton
      @errantphoton  6 หลายเดือนก่อน

      Only very basic ones, that show the core concepts. In the future we will probably start providing biomes as well, but for that we need to author lots of 3D models and textures (or at least some representative placeholders).