Follows all steps but nothing works. To begin with match landscape size does not work for me. Then when loading geotif nothing happens with the topology of the landscape. Make it work or give me my money back. Using Unreal 5.2.
Where is the real-world location of the area that is in the beginning of the video, BEFORE you select the new DTM data? That valley is just about the kind of terrain I'm looking for as the basis of an upcoming project, so I'd like to location scout that area for myself. :)
Hmm. I don't really remember the place. Somewhere is UK for sure. You can grab the tiff files in the description. I hope it has some naming convention and you can figure out the exact location.
This is amazing! Is there anyway to create an integration for landsat imagery? ie. Extract satellite imagery like google earth and overlay on terrain data?
@@GDi4K sorry what i mean as in how do you merge more then one landscape so i can have big map like if i took 4 and wanted to make it into one how do i do that?
@@GDi4K i hope you understand what i mean by it if you have a video or anything on it would be really helpful as im stuck and can't do anything until i find out how to do this.
Some way to import my blender terrain mesh as ue terrain landscape with same precision, height, location and holes like my original mesh? or some way to 'shrinkwrap' ue terrain landscape to my imported terrain mesh?
@@wilsimarbr From what I understand, the problem with using a Nanite meshes as a landscape is that they are incompatible with vertex painting or masked materials.
Depending on the size of your Blender terrain mesh, you might consider baking it out from Blender as a heightmap and then using UE's standard heightmap import feature, or the heightmap clip feature from TerrainMagic. Standard UE landscapes can deal with holes using a material output node dedicated to that purpose and an optional separate material for the holes. You might have to bake out a mask texture from Blender to capture the hole locations and shapes. I haven't messed with Nanite landscapes yet in UE, so I'm not sure if the comment about "masked materials" applies to the opacity (holes) mask, which is a bit of a special case. It's possible that nanite landscapes can do hole masking even if they can't handle other types of masked materials; I'd refer to the documentation for that question. The key factor is going to be the size and resolution of your Blender landscape mesh and what method you've used for the materials in Blender. Do you have a splat map? Are you applying more than one Blender material to the mesh? Is your goal to import the entire Blender result as-is to UE, or do you just need the height, location, and holes as you state in the original question? Finally, is this something you need to do once, or need to do many times? If the latter, you will probably want to look at a streamlined or automated workflow, perhaps using some Python automation, but if you only need to do it once, manual bakes and imports may be the simplest and quickest solution.
Is this feature avaialble on the 4.27 version? also, after working with the landscape, is it safe to remove the plugin or does it need to be enabled all the time?
Our plugin only runs in the Editor time. It has not stuff in the runtime. But you need to keep the plugin enable to edit the landscape. (not only via our plugin) But if you you can export the landscape heightmap from UE landscape tool and reimport as a usual UE landscape.
Follows all steps but nothing works. To begin with match landscape size does not work for me. Then when loading geotif nothing happens with the topology of the landscape. Make it work or give me my money back. Using Unreal 5.2.
Terrain Magic is no longer available on the UE Marketplace... would you recommend an alternative, cheap or (preferably) free?
any luck in finding anything ?
This plugin is no longer available on the marketplace :(
Where is the real-world location of the area that is in the beginning of the video, BEFORE you select the new DTM data? That valley is just about the kind of terrain I'm looking for as the basis of an upcoming project, so I'd like to location scout that area for myself. :)
Hmm. I don't really remember the place. Somewhere is UK for sure. You can grab the tiff files in the description. I hope it has some naming convention and you can figure out the exact location.
think it's the lake district mate!!
on unreal marketplace it say not for sale.. why?
This is amazing! Is there anyway to create an integration for landsat imagery? ie. Extract satellite imagery like google earth and overlay on terrain data?
Is there a way I can carve out a specific section of the height map, then bring it into unreal then proceed to build out the environment?
anyone find a free alternative yet since terrain magic has been abandoned ?
how do you merge landsapes with this thing?
It’s automatic. This is built into the landscape system.
@@GDi4K sorry what i mean as in how do you merge more then one landscape so i can have big map like if i took 4 and wanted to make it into one how do i do that?
@@GDi4K i hope you understand what i mean by it if you have a video or anything on it would be really helpful as im stuck and can't do anything until i find out how to do this.
@@Fight-Cruzer98 i dont think you 'merge', you just do this multiple times and join them together
Some way to import my blender terrain mesh as ue terrain landscape with same precision, height, location and holes like my original mesh? or some way to 'shrinkwrap' ue terrain landscape to my imported terrain mesh?
Well, in that case, try to import it as a nanite mesh.
@@GDi4K Thank you, bu is to can use UE landscape tools, material layers and 'landscape grass type' for scatter.
@@wilsimarbr From what I understand, the problem with using a Nanite meshes as a landscape is that they are incompatible with vertex painting or masked materials.
Depending on the size of your Blender terrain mesh, you might consider baking it out from Blender as a heightmap and then using UE's standard heightmap import feature, or the heightmap clip feature from TerrainMagic. Standard UE landscapes can deal with holes using a material output node dedicated to that purpose and an optional separate material for the holes. You might have to bake out a mask texture from Blender to capture the hole locations and shapes. I haven't messed with Nanite landscapes yet in UE, so I'm not sure if the comment about "masked materials" applies to the opacity (holes) mask, which is a bit of a special case. It's possible that nanite landscapes can do hole masking even if they can't handle other types of masked materials; I'd refer to the documentation for that question.
The key factor is going to be the size and resolution of your Blender landscape mesh and what method you've used for the materials in Blender. Do you have a splat map? Are you applying more than one Blender material to the mesh? Is your goal to import the entire Blender result as-is to UE, or do you just need the height, location, and holes as you state in the original question?
Finally, is this something you need to do once, or need to do many times? If the latter, you will probably want to look at a streamlined or automated workflow, perhaps using some Python automation, but if you only need to do it once, manual bakes and imports may be the simplest and quickest solution.
Is this feature avaialble on the 4.27 version? also, after working with the landscape, is it safe to remove the plugin or does it need to be enabled all the time?
Our plugin only runs in the Editor time. It has not stuff in the runtime. But you need to keep the plugin enable to edit the landscape. (not only via our plugin) But if you you can export the landscape heightmap from UE landscape tool and reimport as a usual UE landscape.
Clicking Invalidate Landscape Clips or Toggle Landscape Clips Preview Mode Will crash Unreal Engine 5.2.1. every single time.
Nice Stuff