For anyone having the issue at 4:17 "There are currently no target layers assigned to this landscape. Use the buttons above to add new ones or populate them from the material(s) currently assigned to the landscape". There is an easy solution. Note that this is only a bug with unreal engine 5.5. To fix this widen the Landscape Mode Tab that we are in by holding the slider and dragging the window to make it bigger. At the very bottom in the Layers section that we are in and getting the bug, look for a button called "Create Layers From Assigned Materials", click that and your issue should be resolved :). The button is on the right of the plus button. Like i said, you might need to make the window bigger to see it as it was hidden for me.
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.
Hi- great tut. Is there a way to have each (Say if you have four different Textures) texture have it's own tweakable Black/Grey/White Points in the MI? Right now they're coming in as a Global Scalar- is there a way to control each textures Param Values separately? Also- when I paint a layer down, sometimes another random layer first appears- like it's pulled out of the ground first before the layer I have selected paints down? Why does it do that pls?
Great tutorial! I've been trying to figure out how to paint on top of a satellite image that I've used as a texture on a heightmap ... no luck yet, but will keep plugging away
The issue I seem to be having is that all these videos leave out what leads up to this. Like aroud the 3:00 mark he starts talking about how the ambient occlusion is in the red channel and so forth, does that change? How do I know what textures to grab? Can I just make my own stuff with a camera and going outside and taking pictures of grass, leaves and such? It so hard getting started with this stuff when the information is found in bits and pieces and out of order. Anyone have good recommendations for getting started? Im familiar with the basics like movement around the editor and such, now i just need to start using the software and getting experience, I figured I'd start by making a little open map to run around in with the default character but I keep hitting roadblocks, ugh.
Yeah I totally get where you are coming from. Alot, of tutorials,(including mine) have a lot of prerequisites. I unfortunately can't pack everything into one tutorial, but I do have resources that really help fill in those gaps. If you are interested, I am happy to jump on a call with you. link.coursecreator360.com/widget/bookings/azielarts-calls
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
Hey, thank you for your tutorial! I have a question: why doesn’t anyone mention in the recent comments the absence of the "Displacement" slot in the "MakeMaterialAttributes" node? From what I’ve researched, this feature seems to have been removed in the latest versions of Unreal Engine. However, your video is only three months old. Could you please specify which version of Unreal Engine you’re using? Thanks a lot, as I’m really stuck right now. :/
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
Another question, I have made a quite sophisticated landscape automaterial so I barely gets it myself.. But when I want to add the height to the landscape layer blend is says something about wrong float... Im using tex object param the hold the info for my texture and the create layer that hold all the logic is in another MF. How can I convert so it works in layer blend node?
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.
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?
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?
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.
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 :)
@davidbenon2976 FINALLY! You sir deserve an Oscar! So many people, including myself, saying that there is NO + button to add layers under the landscape tab and no1 is actually listening! tyvm!
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
For anyone having the issue at 4:17 "There are currently no target layers assigned to this landscape. Use the buttons above to add new ones or populate them from the material(s) currently assigned to the landscape". There is an easy solution. Note that this is only a bug with unreal engine 5.5.
To fix this widen the Landscape Mode Tab that we are in by holding the slider and dragging the window to make it bigger.
At the very bottom in the Layers section that we are in and getting the bug, look for a button called "Create Layers From Assigned Materials", click that and your issue should be resolved :). The button is on the right of the plus button. Like i said, you might need to make the window bigger to see it as it was hidden for me.
Thank you!!!!!!!!! WAs wondering wtf I was doing wrong
ty
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.
Great video, coming from using Unity for years and I'm having a blast seeing how much better Unreal is for environment art
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.
Hi- great tut. Is there a way to have each (Say if you have four different Textures) texture have it's own tweakable Black/Grey/White Points in the MI? Right now they're coming in as a Global Scalar- is there a way to control each textures Param Values separately?
Also- when I paint a layer down, sometimes another random layer first appears- like it's pulled out of the ground first before the layer I have selected paints down? Why does it do that pls?
Thank you so much!! This just got me to be able to push through phase 1 of a new project 🎉🎉
Absolutely goated tutorial, thank you very much!
this tutorial is a diamond among others! thank you!!
Great tutorial! I've been trying to figure out how to paint on top of a satellite image that I've used as a texture on a heightmap ... no luck yet, but will keep plugging away
I searched and found this video. I subscribe to your channel for this video bro. Thanks, brother.
The issue I seem to be having is that all these videos leave out what leads up to this. Like aroud the 3:00 mark he starts talking about how the ambient occlusion is in the red channel and so forth, does that change? How do I know what textures to grab? Can I just make my own stuff with a camera and going outside and taking pictures of grass, leaves and such? It so hard getting started with this stuff when the information is found in bits and pieces and out of order. Anyone have good recommendations for getting started? Im familiar with the basics like movement around the editor and such, now i just need to start using the software and getting experience, I figured I'd start by making a little open map to run around in with the default character but I keep hitting roadblocks, ugh.
Yeah I totally get where you are coming from. Alot, of tutorials,(including mine) have a lot of prerequisites. I unfortunately can't pack everything into one tutorial, but I do have resources that really help fill in those gaps. If you are interested, I am happy to jump on a call with you. link.coursecreator360.com/widget/bookings/azielarts-calls
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.
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
Excellent Teacher...You make thing easy to learn. Thank you
Hey, thank you for your tutorial!
I have a question: why doesn’t anyone mention in the recent comments the absence of the "Displacement" slot in the "MakeMaterialAttributes" node? From what I’ve researched, this feature seems to have been removed in the latest versions of Unreal Engine. However, your video is only three months old. Could you please specify which version of Unreal Engine you’re using? Thanks a lot, as I’m really stuck right now. :/
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!
Hey, I have did exactly as you told me here at 4:17, but I still cant see any layers show up...
bump
I have the same issue did you fix it?
Is it possible to have tesselation with layer blending at the same time?
very helpful, very simple shader to learn, great
Super useful and greatly explained. Many thanks.
Thanks! Very informative and clear explanation.
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
So with six different textures would be repeating parameters, worldalignedblend, and blend attribute nodes?
Very useful tutorial, thank you.
Another question, I have made a quite sophisticated landscape automaterial so I barely gets it myself.. But when I want to add the height to the landscape layer blend is says something about wrong float... Im using tex object param the hold the info for my texture and the create layer that hold all the logic is in another MF. How can I convert so it works in layer blend node?
that's cool but how would you make the rocks stick out instead of laying flat on the texture?
You are amazing man :D thanks!!
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.
how do we get the painting layers if we already have a landscape built out?
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.
think I'm having the same problem... thought I saved, but now I can't find my project and have to start all over again :(
Same with me. Help :(
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?
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 👍
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.
thanks
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.
How to remove the box like texture on my base texture
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! ☺
@davidbenon2976 FINALLY! You sir deserve an Oscar! So many people, including myself, saying that there is NO + button to add layers under the landscape tab and no1 is actually listening! tyvm!
the thing that says landscape material doesnt appear for me, and i looked everything.
Can someone help me?
why i dont see the layers ?
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
Thanks but it does not show the landscape material
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.