UNDERSTAND and RECREATE a Fortnite-like Landscape Material in Unreal Engine 5.2
ฝัง
- เผยแพร่เมื่อ 8 ก.ค. 2024
- In this video, I show how I think the Fortnite landscape materials work and how you can recreate something similar in Unreal Engine 5.2.
Timestamps:
00:00 Fortnite Landscape Intro
00:35 Unreal Engine 5 and Unreal Engine for Fortnite (UEFN)
01:05 How the Fortnite landscape landscape textures work
01:40 Fortnite landscape layers
02:48 What the GPU and shader behind the scenes
04:44 Masked landscape layers
05:45 Interpolation in Splat Map
06:10 Slope-based mountain textures
06:40 Recreating a Fortnite-lite material
06:45 Using Krita to paint seamless textures
07:05 The limitation of the LayerBlendNode
07:47 The UE5.2 landscape material
08:45 Noise-based detail between surfaces
10:00 My custom Noisify function function explained
12:38 Swaying detailed grass distribution
13:15 Pebbles with alpha mask
14:00 Swaying grass - how it is instanced
14:35 The grass mesh in Blender
15:10 How the grass sways in the wind
15:35 How to distance-fade/shrink grass
Support me on Patreon where you can download this very blend file as a tutorial tier:
/ imphenzia
I don't use any normal maps in this example. To get higher detail and lighting quality, you can do exactly the same style of LERPing between normal textures by duplicating the logic of the diffuse texture maps.
I use Krita instead of Photoshop to save money these days - Krita is free (krita.org), just like Blender =) Awesome!
Grab Universal Sound FX from www.imphenzia.com/universal-s... or the Unity Asset Store. It will also come to Epic's new FAB store later.
LEARN LOW POLY Character Modeling - Blender 3.5 Full Course:
• LEARN LOW POLY Charact...
Watch this video to learn every step of the way to create your very own characters!
Imphenzia Discord server invite:
/ discord
My Instagram:
/ imphenzia
Wishlist Ultranova on Steam:
store.steampowered.com/app/23...
My website:
www.imphenzia.com
Twitter:
/ imphenzia
My Itch.Io page with all my Ludum Dare games:
imphenzia.itch.io/
Imphenzia Merch:
teespring.com/stores/imphenzia
My Twitch Channel:
/ imphenzia
Download the palette textures used in this video:
www.dropbox.com/s/c0ovy2342h9...
In-depth learn how Low Poly Modeling in Blender:
• Learn Low Poly Modelin...
Blender settings video (shiny borders):
• My Blender 2.82 Setup ...
If you want to use the palette style UV coloring method, I go through that in both of the above linked videos.
Additional info:
I've been modeling in Blender since about 2015, but more recently in the past couple of years. I've been making games and assets in Unity since 2011, and I'm currently working on a multiplayer RTS game called Line War.
I use a Sony FX3 camera with a Sony FE 2.8/24-70mm GM lens. My main microphone is now the Shure SM7B, and I use a Rode NTG3 shotgun mic if I need it to be out of view. I downgraded to a Focusrite Solo from my wonderful RME Fireface UFX II that I had to sell when I moved from Sweden.
Thanks a lot for watching and sharing my videos :)
I’ve been learning Unreal Engine off and for about four years. This video was the first time that I learned something about Unreal and really felt like I understood it without having to watch it over and over again. This was amazingly effective as a teaching tool and I’m looking forward to every video you put out! Thank you!
bro i barely saw 2 videos of your channel and i can already see that i found a gold pot among the other 500 3D, game development channels, nothing against the other channels but this is a top3 best cahnnels. i need to see more of your content, you are such an incredible person i can't explain. keep going.
Genuinely the best video I've watched. Learned more here than I did on 6 hours of ue5 tutorials
I dabbled in UE4 a few times but only used Unity for about 6 years. Been learning UE5 as I go for about a month. Gotta say, probably will be using Unreal from now on. Glad you're teaching as you go! You rock!
Incredible video!! It's super cool to see someone break down the specific engine details behind Unreal Editor for Fortnite. Keep up the good work :)
#IamTheAppleMan. btw hi jakus
The grass growing tip is awesome. Thabks for figuring that out!
Great Video!
While I'm not a UE fan. I'm very excited about what you are doing here.
You are so good at teaching. Going through the material breakdown the way you did has given me ideas on things I think I'll try to replicate and tweak in Unity.
It's also cool seeing a historically Unity guy learning UE.
🍀 Sir!
MOAR! 👏
This was really well done.
Extremely informative and interesting video! Thanks a lot for sharing ,all this knowledge!
Super thanks again for sharing Unreal tutorial, is easier always to learn from you 👍
I would love to see your basics on creating the trees and adding them to UE - love your videos and liking the Unreal Engine content
Cool, I will make a video for the trees! Thank you :)
@@Imphenzia Looking forward to your video on trees as well!
@@Imphenzia I would love to see how you make these kinds of trees, they look so beautiful!
Grat work! I just like this whole environment atmosphere, this is just the style I liked, and want to learn more detailed workflow about this landscape material, will you make a video on how to create this landscape material?
Please do a follow up of the Asset workflow! like baking, edges highlights and texturing. I am really curious! THANK YOU
For performance look into Runtime Virtual Textures (RVT) for your landscape, also use a Texture Atlas instead because a Texture Lookup node has the largest performance impact. In the Grass placement tool I find "Random Rotation" and "Placement Jitter" help BUT the BEST option is Scaling, leave it as Uniform setting min=1 max=3 and I found you can reduce the Density ALOT more than you think. In your grass material section you can also make the grass "smaller" where it blends into say your dirt (see PrismaticDEV YT video "Easy Grass Occlusion") AND properly matching your Grass Landscape texture colour with your grass helps a lot to mask the pop-in of distance grass (RVT's can also help blend the landscape colour onto the bottom of the grass which helps with this)... I guess I should mention always setup LOD's for your grass so distant grass clumps are smaller / last LOD is a single plane and have way less verts AND disable shadows and other advanced things like Wind / World Position Offset (WPO)... depending how you build the grass cards you might also get better results for the lower LOD's by in the material changing it so the grass plane always faces the camera so you don't get weird side on views of them.
Excellent, thank you so much for the advice!! Can you use different materials on different LODs I gather then? Not just a mesh replacement?
@@Imphenzia Ofcource if you can its better to use a Material Instance copy of the same Material with the exposed parameters disabled so your not compiling extra separate shaders but yeah in the LOD settings for a Mesh you configure the Materials used for each LOD. (Check out official EPIC Documentation "Creating and Using LODs")
Maybe not for grass but for other Meshes where you are using Normal Maps and Roughness etc maps at further LOD's where you won't see that detail you would have a separate Material that doesn't do those extra Texture Lookups and maybe just sets the Roughness to a static value.
This probably doesn't need to be said but also always make sure your textures are a power of 2 in size so they will auto be imported with MIPs
Fantastic video, served as a great guide for making a Fortnite styled landscape. I do have one question though? What are the B and Alpha options of the final Lerp node (the one that connects to the result node) connected too? It can be seen at 7:30
You mentioned the materials being read-only, but I do have every landscape material from fortnite viewable and editable. I can send them to you if you want to have a look in UE5
can you send me, I would like to have a look.
I would like a look, I want to know how they did the auto cliff stuff.
Thank you so much for this video. Watching your modeling videos for some time now and actually just started with a small project in UE5. So a perfect timing.
I was wondering if you can share this project? Maybe for your Patreon supporters?
Either way, thankyou so much for these great videos!
Hello there, I'd like to tell you some of my tips and knowledge, great video btw :) , but I think its not very performence friendly in long run, since you are using poly art style. I would recomend optimize even landscape a bit further by using Virtual textures, you could save tons of engine realtime computing, just enable it in project settings and plug all output pins to rvt sample, then add your rvt on landscape mesh itself and rvt volume. You can master it even further to get color from landscape and send it to your grass master mat. that way you can only paint grass + add some cool color variations with cloud/perlin noises (the fun thing is that you don't have to worry about texture computing since everything will be drawn into VT now) I'm suprised Epic don't apply it to Fortnite as well, or I missed it in your video...
And I can recommend using better way to fade out your grass by using per instance > dithering aa > and multiply it with your opacity of grass. So those are things to try out maybe ;)
Thank you so much - all the tips are welcome. I think I should be more clear with a disclaimer in my videos in the near future about UE that I am really just moving to this engine and that there may be other and better ways to do things and that I'm just sharing my experience as a learn and find out things. I will look at virtual textures for the landscapes. Also, great tip about the dithering transparency - I've seen that Fortnite uses that for the trees too as you decend at the beginning and I can imagine the dithered fully opaque material is very performant. Please feel free to share as many tips as you want - I am very happy to hear them! =)
Fortnite does use RVTs in the main game but not in the UEFN to save performance
If you do a UE tutorial will be great, or at least if can share with us your learning path and resources.
Thank you, but I could not figure how you do the texture like toon in the beginning of this video.. could you please do a video explain this. with my thanks in advance
Is there something similar to do that in Unity? Thanks so much, your work is great :)
Hi! i was just wondering what nodes are the MF_noisify? I cannot find them , thank you!
Can you please make more UEFN videos? Using materials and landscape cliff textures and quixel megascans assets how to do LODbias assets and textures???? ❤❤❤❤❤❤❤
there migh be an issue with the patreon payment methods, everytime i try to buy it it comes to the bank app with value of 0,00 and it doesnt work
How do they do the purple and orange tree leaves? Is it just a shader over green?
Using parameters to control the color of the leaves, or having separate textures with different colors
Man Do you have a detailed course on this on your patreon? I need to learn this urgently
great information
your low poly series was awesome
but please now can u start mid poly series in blender
nd also unreal tutorials
Hi, glad you like it! I'm not so good at higher detailed assets but maybe I can gradually raise the polygon count now with Nanite :)
@@Imphenzia don't joke
I can't believe that you are not good at higher details medeling
Because as much knowledge as you have of blender
No one explains so well and with details in entire youtube
Whatever you make in blender it is incredible and it is very beautiful to see.
How about it, is it possible to export some textures for my project? I know it only says read only but there should be some way. There are many things that I would like to export for my other project.
Can you make a video on how the fortnite shooting sound works that while it is running out of ammunition the sound is different?Can you make a video on how the fortnite shooting sound works that while it is running out of ammunition the sound is different?
When is Ultranova going to release?
I will be moving Ultranova to Unreal Engine - it is a good project for that because it has standard game mechanics so I have decided not to rush the release and I want to share my process. I will publish an updated time plan in a while.
First!
why unreal not unity?
Third
Third? 😄
No offense, but your ending result isn't what made Fortnite successful. If any random steam game produced that exact result (before Fortnite did), no one would care. The OG Fortnite with actual stylized environment and simple lighting is what made the game famous. The new look is just a byproduct of Epic Games prioritizing their engine over the original charm of the game.
When they switched back to OG I remember how much nicer it has become visually.