So many people never switch that, and never use Height Blend, so MANY tutorials forget about that and it drives me insane :D thanks for that video. Great job!
I am new to the world of UE and I am soaking up knowledge like a black hole. Your videos are brilliant, fast, energetic, straight to the point. Subscribed.
Ooooh the adjustement for the height is great ! I always though the heightblend of layers not looking good was more a limitation than anything, and was tempted to use a regular MA Blend with a heightlerp to compensate for some layers. Thank you so much for sharing !
Absolutely, you are welcome. I was actually in the same boat with you for a while till I realized that the height blend just needed tweaking. So glad you found it helpful also.
Fantastic Video, Insightful and stright to the point. However, I wished you included how to change the scale since we all use different textures. Overall a very good tutorial
This looks so good! Would this work that way as well if there is a Z-gradient of some kind and apply to a static mesh? I feel like it would look much better to me than using RVT heightmap blending!
New to your channel and content, absolutely loving your breakdowns and very clear explanations (just finished watching your Elden Ring environment and it was incredible... plus I've been obsessed with that game, haha). Would this technique also work if I have masks exported from Gaea? I'm still very new to UE and texturing large landscapes definitely feels overwhelming. The last time I tried, pretty sure I just did weight blended because every tutorial says to do it that way, but the masks always felt harsh when transitioning from one texture to another. Being able to to do the height blend would be awesome, or somehow introducing noise to break up mask edge would be great, I just don't know how to do it, lol
I never come across that function as I always use the power or cheap contrast node to tailor the value between 0-1 but that is much better since you can control the value individually.
excellent tutorial but you can done automatically with Megascan materials within the Megascan. Please give that tutorial also. But, yes, one should know the basics and your tutorial in this way hit the target.
Thanks so much. Yeah Megascans for sure has some options for this and also some from the marketplace. I personally like having the power over it to adjust how I want the light logic to be laid out, but totally up to you, no wrong way to do it.
Hey, i tried this using with Nanite Displacement but it doesnt work. I also enabled Tessallation on the Material and Nanite on the Landscape. Is there anything else I´m missing?
Anyone who knows the answer to this I'll be grateful for your input. After creating the blueprint for the two layers and I save I get to the Landscape mode / paint and there's no layers showing. Anyone know what causes this or what step I might have done incorrectly? I'm using UE 5.4.4
Fixed! In your M_LandscapeBlend material, take one of the "MakematerialAttributes" node, unplug it, replug it, save and the layers should appear. Hope this could help :)
@@davidbenon2976 Awesome!!! IT's working now!! If I ever have children you're getting my first born...whether you want it or nor ;) Seriously though... thank you so much :)
I watched ue4 videos and material instance preview in that version showed the material in real time, but now i see You have completly black material instance preview as I do. Do You know how to fix that?
How to add 3d assets like plants without loosing the wind effects or scrub please make a video of that also it will be helpful, So no need of painting foliage,Thanks
this tutorial is a diamond among others! thank you!!
So many people never switch that, and never use Height Blend, so MANY tutorials forget about that and it drives me insane :D thanks for that video. Great job!
Thanks so much! I agree, it is so important!
Don't forget to set a Alpha Blend if using Height Blend to fix blending issues. Ref: Unreal - Layer Blend Issues Official Doc.
I am new to the world of UE and I am soaking up knowledge like a black hole. Your videos are brilliant, fast, energetic, straight to the point. Subscribed.
Ooooh the adjustement for the height is great ! I always though the heightblend of layers not looking good was more a limitation than anything, and was tempted to use a regular MA Blend with a heightlerp to compensate for some layers. Thank you so much for sharing !
Absolutely, you are welcome. I was actually in the same boat with you for a while till I realized that the height blend just needed tweaking. So glad you found it helpful also.
I searched and found this video. I subscribe to your channel for this video bro. Thanks, brother.
Thank you so much!! This just got me to be able to push through phase 1 of a new project 🎉🎉
Excellent Teacher...You make thing easy to learn. Thank you
Fantastic Video, Insightful and stright to the point.
However, I wished you included how to change the scale since we all use different textures. Overall a very good tutorial
Nice clean and simple method. How does this look with Nanite displacement height?
Works great with Nanite Displacement, just tested it the other day.
@@azielarts could you please make a short video about LS and Displacement. I'm having a lot of trouble with it.
This looks so good! Would this work that way as well if there is a Z-gradient of some kind and apply to a static mesh?
I feel like it would look much better to me than using RVT heightmap blending!
Thanks! Very informative and clear explanation.
Super useful and greatly explained. Many thanks.
New to your channel and content, absolutely loving your breakdowns and very clear explanations (just finished watching your Elden Ring environment and it was incredible... plus I've been obsessed with that game, haha).
Would this technique also work if I have masks exported from Gaea? I'm still very new to UE and texturing large landscapes definitely feels overwhelming. The last time I tried, pretty sure I just did weight blended because every tutorial says to do it that way, but the masks always felt harsh when transitioning from one texture to another. Being able to to do the height blend would be awesome, or somehow introducing noise to break up mask edge would be great, I just don't know how to do it, lol
that's cool but how would you make the rocks stick out instead of laying flat on the texture?
This is great! Will nanite displacement look more natural with this type of blend aswell? Something i need to test later on :D
Yep absolutely, this will work great with Nanite Displacement.
Hi, I'm not seeing the Target Layers on the LHS of Paint Landscape. 4m13s.
I never come across that function as I always use the power or cheap contrast node to tailor the value between 0-1 but that is much better since you can control the value individually.
I totally agree. In the same boat.
excellent tutorial but you can done automatically with Megascan materials within the Megascan. Please give that tutorial also. But, yes, one should know the basics and your tutorial in this way hit the target.
Thanks so much. Yeah Megascans for sure has some options for this and also some from the marketplace. I personally like having the power over it to adjust how I want the light logic to be laid out, but totally up to you, no wrong way to do it.
In what way can I mix with this with your automaterial?
You can basically use the Auto material as one of the landscape layers, and paint the others if that makes sense
Perfect tutorials, thank you so much
is there another way of doing this without the displacement plug in the material maker ? i believe that is only on 5.3 and above
You don't technically need the displacement input in the material to get this to work. It just needs to go into the blend node.
Hey, i tried this using with Nanite Displacement but it doesnt work. I also enabled Tessallation on the Material and Nanite on the Landscape. Is there anything else I´m missing?
Anyone who knows the answer to this I'll be grateful for your input. After creating the blueprint for the two layers and I save I get to the Landscape mode / paint and there's no layers showing. Anyone know what causes this or what step I might have done incorrectly? I'm using UE 5.4.4
Same, I am also using 5.4.4
Fixed! In your M_LandscapeBlend material, take one of the "MakematerialAttributes" node, unplug it, replug it, save and the layers should appear. Hope this could help :)
@@davidbenon2976 Awesome!!! IT's working now!! If I ever have children you're getting my first born...whether you want it or nor ;)
Seriously though... thank you so much :)
@@JellybeanGamesStudio My pleasure! ☺
I watched ue4 videos and material instance preview in that version showed the material in real time, but now i see You have completly black material instance preview as I do. Do You know how to fix that?
can i ask you a question ( my unreal engine is crashing when i add ultra dynamic sky ) Please give me answer :)
Which version are you using?
Latest version 👍
How to add 3d assets like plants without loosing the wind effects or scrub please make a video of that also it will be helpful, So no need of painting foliage,Thanks
why i dont see the layers ?
Maybe it me but I don't see the Displacment node to connect to at 3:16 using 5.2 omg always something breaking
i don't believe it exists in 5.2 - upgrade to newer version.
Where is nanite tessallation?
А есть ли в UE5 возможность, в инструменте "Кисть" использование маски ? То есть как в Photoshop, где я могу использовать Кисти разной формы.