would be amazing to see videos like this in the current version of the engine. Everything changed with .25... For .25 people: In the Details Window you can find a checkbox to activate your Layers. After this you have to restart the engine again to get the blueprint-icon under the brush-tab.
Got the same problem. I want to try this aswell, but they don't actually reference the video they reference to. I got my Landscape AutoMaterial, but I don't know how to add materials to these kind of layers. This way could be a solution to my problem of having cliffs that have different heights. I can't offset the top material for each cliff, as the Landscape Automaterial sets the height evenly across the landscape.
@@joshua42777 I've already made most of my AutoMaterial using methods taught by Unreal Sensei, Ben Cloward and UNDINI. As I'm trying to look forward, I also want to stick to the new methods UE is creating, ie. the Layer Parameters tab of a Material Instance. In there, I can easily add or remove layers and adjust them as I see fit. I've implemented different options for masking tiling, color/tint adjust, height, slope and edge option (yesterday I managed to get edge blending going using the Normal Map of the textures). Even swap out textures. I have 1 'master' Material Layer and I'm trying to get 1 'master' Material Layer Blend as well (currently have 2, for slope and 1 for height). So I do know how to add layers, just not how to add them specifically for the Blueprint Brushes as shown at 4:26. I've managed to find that you apparantly need it reference by a Layer Blend node. Problem for me is, as I'm using the Layer Parameters as shown in UNDINI part 4 tutorial, I am not able to set that reference, as you create layers in the Layers Parameters tab. So I'm actually trying to figure out and convert 'old' methods to implement them with the new. As shown in my own videos, I got my AutoaMaterial working. It's just the finer details now. And I'm also of opinion I don't want to implement code I don't understand. I don't want to just copy/past someone elses work. And buying tools or plugins won't teach me anything either. Thanks for the reference though, I will look at Joe Garth's tutorials and see if there are other things I can pick up from it. But I also notice his tutorials are generally to promote his 'tool' Brushifiy. While neat, it's not a route I want to go down to. I generally go for tutorials that teach you the stuff that comes standard with the software. I've noticed that with UE5(.1), there a lots of tutorials that are instantly outdated (for example, no more tesselation).
These videos are more showcase, and process then they are a tutorial. There is a water material in starter content, and multiple ground textures in the Quxel megascans library.
@@caleb1031 Yeah that's what I used while watching this. Although it seems his material is an array, is there a specific way to do this? I've been googling around and I think I just don't know what I'm looking for.
@@caleb1031 Would you mind providing an example material similar to his Caleb for us beginners? All other tuts I've seen show how to make automatic textures.
@@michelchaman6495 In the material used as landscape material, add a layer blend node in the material editor, click that node and add some slots to it in the details panel. Connect your textures to that. Duplicate the layer blend node and do the same for things like normal maps. Connect the layer blend nodes to the material output. Go to the paint tool in landscape mode and those layers should be listed. Add a LayerInfo to all of them.
starting with UE was the best decision i have made this year. the power of the engine is so incredible. i have an older pc (8gb ram and 1gb vram) and the graphics i can experience in the editor alone is way better that the games i can still play on max settings. That combined with the incredible amount of quality content (both assets and tutorials) made me fall in love 😍 never thought i could actually do this and the blueprints are really helpful to understand how a game works (cannot code and bad at math)
I loved the part where you explained the Procedural Foliage system. I got my trees and rocks spread looking great in about 20 minutes of dev time. Excellent, precise and informative. Thank you very much.
Was waiting for this video, you should make most of the unreal vids, since you explain it very clear and really take your time without giving me a headache :)
UE4 always lacked quality in depth and well organized tutorials on youtube for everyone to see, so to see it come from UE4 people themselves is pretty EPIC (gettit? okay I'll see myself out)
Is there some previous video, that I missed? The presenter mentioned few times, that he previously set some Materials settings and other stuff like virtual texturing settings for Materials. Where can I see a video, how it was done?
@@Zarrar2802 You made no comment, just you just replied to every comment asking about this with the same copy pasta about finding your comment but did nothing else.
Jeez, I remember only 10 years ago when you had to pay hundreds of dollars for pro software like Terragen to achieve this (fractals etc). Now a free game engine can do it! Insane.
at the beginning you explain that you already set up the three landscape materials (snow, rock and mud). i have been looking online for three days, but cant figure out how to do it myself
1. Where is the M_Landscape material? 2. After enabling landmass plugin, the blueprint brush is not there. 3. There is no 3 because can't get past first 2 minutes.
Select you landscape actor. In the details panel under landscape tick the box that says enable edit layers. The blueprint brush should now be available .
@@joelwynd9233 That box should already be ticked if you ticked the box the video said before hitting the create landscape button. However, you need to restart the engine for blueprint brushes to appear.
Really curious about replicating this video - any chance the project archive or at least some of the assets (especially the water materials) could be shared?
OH MY GOD D: !!!! This is an absolute gamechanger for me! You have no idea how painful it is for me to make any kind of "ok looking" landmass heightmap with the default brushes by painting the structure and foliage. I usually struggle for a couple of hours to a day and then delete it and go back to using geometry brushes and static meshes to build my landmass first and then paint over it to make a landscape object. This is similar to that workflow but super fast and compatible with all the wonderful features of landscape objects AND it's completely non-destructive. I could make an entire world and add all my level design and then months later come back to make tiny tweaks with splines showing me where my thought process was when I started. I love it!!
What kind of computer are you using that it is so smooth and immediate? I tried making a landscape of the same resolution as the tutorial, and making changes to the blueprint brush drops my fps from 100fps to 4 fps.
All of you, check out my comment on this video, I figured out how to get those goddamn paint layers working so if you're stuck on it, follow the links i pasted there
Everything that is complex in this video was "previously set up" Ok but can we please get a tutorial for those things? Also it would be great if Epic could release an explanation of converting Landscape to interactable static mesh. There doesn't seem to be any good tutorials for that.
Sorry to bug you again.....this is a great tutorial but the painting of the landscape isn't working. Can you send the link to where you created them and make sure I'm doing it correctly? I've created material layers before and "painted" them manually without any issue but I'd love to do what you are doing. For example, you type in Rock. Is that its own material or a layer in the master layer material you created? Thanks for your help.
StarScream2092 have you seen unreal 5? Unlimited polycount. We should be there with that tech. There are already people in that have made next gen physics based water but unreal needs to have this built in and have their final touches done as they just do it right.
@@TheFlatEarthChannelcom It's not built in because it's useless. Probably the only game genre that'll utilize it are sandbox and simulation games. Furthermore, the fastest fluid simulation algorithm right now still runs at seconds per frame.
If the "Set Bounds" button is grayed out in your Runtime Virtual Texture volume, make sure to specify your Virtual Texture FIRST within the volume's Detail Panel, and then the button will become available.
When i add material for mountain. It blend with base grass and look unrealistic. 50% grass, 50% rock. I try a hour but cant make rock pop up entirely. Please help me 😭
Maybe I've made the landscape material wrong, but when I try and add my rock layer to my landmass, it just gives me this weird overlay, blending the two textures together rather than the clean look that you're getting. It's totally different than when I just paint by hand. What settings are you using? I'm on 4.25.3
I have similar issue, did you solved that? I solved this overlap issue by setting blending layers to alpha instead of weight in main material settings, but with this setup i cannot make foliage correctly (grass also spawn on rocks and all other materials)...
For anyone who still wondering, I solved this issue by using Material with multiple textures, and drag the material into your Landmass. More details, you can watch this guy's video: th-cam.com/video/GK3KAevUy8E/w-d-xo.html&ab_channel=MR3D-Dev
I didnt get how to enable paint layer target setting, I type in Rocks, but nothing happen, no texture goes on top of the mountian hm. How to solve that? Something should be set before that?
unreal i need help ;( so, i camera tracked a video on after effects, then passed it to c4d and finally opened it on unreal engine, the camera animation is fine BUT, its moving km, when irl it was a few centimeters, is this because of the camera track or is there a way i can scale down the animation so its the same animation but its only moving cm instead of km
Lol I wish, I appreciate all of these tutorials from Devs like this and people just wanting to teach and or grow their channel. However so many of them start with "now to begin let me just grab this thing I made earlier with my years of experience in unreal/blender/maya ect and continue"... Then I'm lost before it begins and looking for another tutorial. However after some time I know I will have enough foundation to follow tuts,-)
Hmm, are you asking how to make materials such as grass, dirt, rock, snow? Or are you asking how to take those materials diffuse, normal, specular and apply them to create materials in Unreal?
When I use the foilage tool for landscapes and place my foilage and go into the viewmode for material shaders and the meter is always to the right. I even took out transparency in my leaves and the material shader optimization view mode still said I had a lot of transparent overlapping. It's odd because if I hand place those trees into the scene the optimization material overlapping viewmode is all green.....it's like the foilage tool ignores the material... I don't get it.
There is no blueprint brush or ladscape editor in mine. I have the latest unreal engine. I've come across a few videos now that dont explain anything properly tending to skip over the important stuff.
i tried opening up a project on UE 4.24 and i got this message saying: "Failed to open map file. This is most likely because the map was saved with a newer version of the engine." i then tried installing 4.25 but it then said the exact same thing if you can please help
i can do this type of environment for my game or you dont recomend me?because i want to do a small map and puzzle(terror) game but with this ambient and i dunno if is recomended to do something like this
After having been away from UE for a few years, I am finally getting back into things, and this method looked like a great way to quickly get an environment to use for a sandbox. I am having an issue with the landscape material however. I thought I would be able to make a simple material using LandscapeLayerBlend nodes, but my paint layers always seem to have a material blending, when I would not expect. Example, my grass is faintly blended on my rock, grass, dirt. I have a feeling it might be a conflict between landmass and this material type, but I have not confirmed this. I can see that the landscape material that was pre-built for this is setup in a different manner, which seems to be an older technique to blend landscape layers, but I do not have experience enough experience in this area. Just probing to see if anyone has any thoughts on this.
If i try this the layers i paint on the mountain always shine through the painted one so it looks like my rocks have like a 50% alpha and the grass shines through how can i fix this? If i paint manually its working fine so it has to be the plugin i guess.
you can change the blending of main material to alpha and this helps but later you will encounter issue with foliage, when you want to use it with material that world is filled it's spawning also on other materials...
I love the Unreal Engine team and Quixel for making it so easy for ANYONE to create fantastic looking environments!
OMG! Unreal Engine's TH-cam Channel Heart
But doesn't work with world composition which leaves me OUT.
@@tonynealis1165 Fixed.
@Andy TheRandy you don’t understand because you don’t know what your doing
@Andy TheRandy quicker isn’t a guy it’s a company they give away thousands of free photos scanned assets so idk what your talking about
I use to write down and draw out the dreams I had. Now I can literally create those environments. This is awesome!
yoww dude same, i had some really realstic dreams and now i want to create them
would be amazing to see videos like this in the current version of the engine. Everything changed with .25...
For .25 people: In the Details Window you can find a checkbox to activate your Layers. After this you have to restart the engine again to get the blueprint-icon under the brush-tab.
cheers mate, was pulling my hair out trying to find what was going wrong
Thanks so much!
when i save all and restart it keep crashing
Thankyou, yep - pretty confusing atm, I knew there would be a boss here with the answers though!
This needs to be higher up there.
Is there a tutorial on how they made the landscape material? (I found out how to make more landscape layers but can't assign materials to them)
Same
Got the same problem. I want to try this aswell, but they don't actually reference the video they reference to. I got my Landscape AutoMaterial, but I don't know how to add materials to these kind of layers.
This way could be a solution to my problem of having cliffs that have different heights. I can't offset the top material for each cliff, as the Landscape Automaterial sets the height evenly across the landscape.
@@eyeemotion1426 I had a lot of sucess with Joe Garth's auto material, and he explains how to add new materials
@@joshua42777 I've already made most of my AutoMaterial using methods taught by Unreal Sensei, Ben Cloward and UNDINI. As I'm trying to look forward, I also want to stick to the new methods UE is creating, ie. the Layer Parameters tab of a Material Instance. In there, I can easily add or remove layers and adjust them as I see fit. I've implemented different options for masking tiling, color/tint adjust, height, slope and edge option (yesterday I managed to get edge blending going using the Normal Map of the textures). Even swap out textures. I have 1 'master' Material Layer and I'm trying to get 1 'master' Material Layer Blend as well (currently have 2, for slope and 1 for height).
So I do know how to add layers, just not how to add them specifically for the Blueprint Brushes as shown at 4:26. I've managed to find that you apparantly need it reference by a Layer Blend node. Problem for me is, as I'm using the Layer Parameters as shown in UNDINI part 4 tutorial, I am not able to set that reference, as you create layers in the Layers Parameters tab. So I'm actually trying to figure out and convert 'old' methods to implement them with the new.
As shown in my own videos, I got my AutoaMaterial working. It's just the finer details now. And I'm also of opinion I don't want to implement code I don't understand. I don't want to just copy/past someone elses work. And buying tools or plugins won't teach me anything either.
Thanks for the reference though, I will look at Joe Garth's tutorials and see if there are other things I can pick up from it. But I also notice his tutorials are generally to promote his 'tool' Brushifiy. While neat, it's not a route I want to go down to. I generally go for tutorials that teach you the stuff that comes standard with the software.
I've noticed that with UE5(.1), there a lots of tutorials that are instantly outdated (for example, no more tesselation).
I hope people at Epic get blessed forever and ever for giving the chance to anyone to learn and use this sorcery for free!
This is great....but where are all the things that "we had created earlier"? The water and the ground texture. Can you add these downloads?
These videos are more showcase, and process then they are a tutorial.
There is a water material in starter content, and multiple ground textures in the Quxel megascans library.
@@caleb1031 Yeah that's what I used while watching this. Although it seems his material is an array, is there a specific way to do this? I've been googling around and I think I just don't know what I'm looking for.
@@michelchaman6495 He's using Landscape layers
@@caleb1031 Would you mind providing an example material similar to his Caleb for us beginners? All other tuts I've seen show how to make automatic textures.
@@michelchaman6495 In the material used as landscape material, add a layer blend node in the material editor, click that node and add some slots to it in the details panel. Connect your textures to that. Duplicate the layer blend node and do the same for things like normal maps. Connect the layer blend nodes to the material output. Go to the paint tool in landscape mode and those layers should be listed. Add a LayerInfo to all of them.
starting with UE was the best decision i have made this year. the power of the engine is so incredible. i have an older pc (8gb ram and 1gb vram) and the graphics i can experience in the editor alone is way better that the games i can still play on max settings. That combined with the incredible amount of quality content (both assets and tutorials) made me fall in love 😍 never thought i could actually do this and the blueprints are really helpful to understand how a game works (cannot code and bad at math)
I'm not even a game developer but I'm still watching this.
Same lmao I just like the art / design aspect of it
You can never have too much knowledge
You don't have to be a gamedev to use UE. I use it for environments wholly NOT for use in games.
You can also use it for animated productions.
The real-time reflections at 18:45 ~ 19:00 are amazing
Keep up the good work Unreal !
I've been watching creativity videos for years and I have never subscribe to a single channel. I subscribed to yours.
Holy moly where has this video been all my life.
I loved the part where you explained the Procedural Foliage system. I got my trees and rocks spread looking great in about 20 minutes of dev time. Excellent, precise and informative. Thank you very much.
Was waiting for this video, you should make most of the unreal vids, since you explain it very clear and really take your time without giving me a headache :)
UE4 always lacked quality in depth and well organized tutorials on youtube for everyone to see, so to see it come from UE4 people themselves is pretty EPIC (gettit? okay I'll see myself out)
Guys - you rock. Thanks for making such awesome stuff and providing the tools for game designers to let them create games we love. Much love!
Quite literally rock.
Quixel intensifies
The most structured and detailed tutorial i ca across until now. Thank you very much!
Is there some previous video, that I missed? The presenter mentioned few times, that he previously set some Materials settings and other stuff like virtual texturing settings for Materials. Where can I see a video, how it was done?
in the unreal site there are free courses basics w the theme of materials...
Yep, looks like it's a part of bigger lecture and it would be great to see how landscape and lake materials were made
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
@@Zarrar2802 You made no comment, just you just replied to every comment asking about this with the same copy pasta about finding your comment but did nothing else.
@@oshavlfarms7239 you might want to sort out the comments through "newest first". Try being nice and helpful, for a change.
This landscape is an insane, you guys are a rock in this. Congrats!. Greetings from Piura, Peru.
Great video format- would love to see one like this on the new animation features.
...where has this video been all of my life? I'm just sitting here with my jaw dropped...I've been hand sculpting this whole time...
great video. i love when people zoom through demo's explaining very little and assuming i know everything. /s
Jeez, I remember only 10 years ago when you had to pay hundreds of dollars for pro software like Terragen to achieve this (fractals etc). Now a free game engine can do it! Insane.
It's actually way less powerful than Terragen. And 10 years ago, World Machine was already out for cheap.
Interessante ver que há um brasileiro na Epic, trabalhando no Brasil.
at the beginning you explain that you already set up the three landscape materials (snow, rock and mud). i have been looking online for three days, but cant figure out how to do it myself
This reminds me of rpg maker automatically tiling system but more advance. Love this! Makes game designing so much easier!
1. Where is the M_Landscape material?
2. After enabling landmass plugin, the blueprint brush is not there.
3. There is no 3 because can't get past first 2 minutes.
Select you landscape actor. In the details panel under landscape tick the box that says enable edit layers. The blueprint brush should now be available .
@@joelwynd9233 That box should already be ticked if you ticked the box the video said before hitting the create landscape button. However, you need to restart the engine for blueprint brushes to appear.
Restart the engine and you can go to windows->Load Layout->Default Editor Layout ( this worked for me somehow)
Quick and simple best kinda of content, great job much love for Epic team
Great! Loving the content that unreal is publishing. 🇧🇷🇧🇷
This is crazy! Wow. Endless worlds at our fingertips.
I dont even know how to get those various brushes for the level sculpt
Que orgulho de ver um BR 💚💛
Really curious about replicating this video - any chance the project archive or at least some of the assets (especially the water materials) could be shared?
Found any solution ?
Working on a natural environment now! Perfect timing
I am 4 minutes in and I want to buy you a drink all ready. Legend!
OH MY GOD D: !!!!
This is an absolute gamechanger for me! You have no idea how painful it is for me to make any kind of "ok looking" landmass heightmap with the default brushes by painting the structure and foliage. I usually struggle for a couple of hours to a day and then delete it and go back to using geometry brushes and static meshes to build my landmass first and then paint over it to make a landscape object. This is similar to that workflow but super fast and compatible with all the wonderful features of landscape objects AND it's completely non-destructive. I could make an entire world and add all my level design and then months later come back to make tiny tweaks with splines showing me where my thought process was when I started. I love it!!
What kind of computer are you using that it is so smooth and immediate? I tried making a landscape of the same resolution as the tutorial, and making changes to the blueprint brush drops my fps from 100fps to 4 fps.
Can you make the project and materials downloadable?
Wondering if you guys will ever do a workflow related video on creating an open world size map, appropriate optimization and scaling.
Continue like that UE !!
amazing, but... omg, need like 5 more tutorials just to break down this one...
Saaaaaame
All of you, check out my comment on this video, I figured out how to get those goddamn paint layers working so if you're stuck on it, follow the links i pasted there
they made a live stream for this project in particular: th-cam.com/video/shmMFfBh7FY/w-d-xo.html&ab_channel=UnrealEngine
@@zinetx Thank you so much man you're a life saver
Loved to hear a representation of UE4 in Brazil. 🇧🇷🇧🇷🇧🇷
Great plug-in and great teacher.. thanks!
True to the name! UNREAL!!
Actually, it would be more true if the name was Real instead of Unreal because it makes real-life looking Animated Productions.
In the UK its Shift 2 as Shift 3 beings up Foilage
any tutorials on how to setup the materials like in this video?
been cracking my head about it, but cant get it to look that crips, please help? :(
Everything that is complex in this video was "previously set up" Ok but can we please get a tutorial for those things? Also it would be great if Epic could release an explanation of converting Landscape to interactable static mesh. There doesn't seem to be any good tutorials for that.
Where can I watch the previous lesson?
Sorry to bug you again.....this is a great tutorial but the painting of the landscape isn't working. Can you send the link to where you created them and make sure I'm doing it correctly? I've created material layers before and "painted" them manually without any issue but I'd love to do what you are doing. For example, you type in Rock. Is that its own material or a layer in the master layer material you created?
Thanks for your help.
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
Fun, minus the fact that I don't have the premade thing for the land and mountains, which means I can't do this.
Great video, is there a link to the project file with the textures set up for us to follow along?
I was hoping for the same thing. Seeing is one thing but doing is a whole other level.
@@aleemmohammed7794 I saw a mention of it in the online course work. I haven't yet run into it.
God I want someone to make an aztec game with this engine it will be so badass
Isn't there Red Dead Redem and Gun?
i love you guys so much
The Unreal engine is fantastic.
Great demo of virtual textures, among other things! Thanks for the insight! :)
Which video shows how the water material @14:16 was previously created?
This is mind blowing! I just don't get one point, where do you get these custom brushes? Or do you have to make it from scratch? It's amazing!!
Great tutorial! Thanks for your efforts.
This is awesome, but it's obviously part of a larger video...so where's the rest of it?
Obviously not.
We need next generation water in Unreal Engine to complete the look. Maybe Voxel based or something.
real time water quality and simulation is another 5 - 8 years far.
StarScream2092 have you seen unreal 5? Unlimited polycount. We should be there with that tech. There are already people in that have made next gen physics based water but unreal needs to have this built in and have their final touches done as they just do it right.
@@TheFlatEarthChannelcom It's not built in because it's useless. Probably the only game genre that'll utilize it are sandbox and simulation games. Furthermore, the fastest fluid simulation algorithm right now still runs at seconds per frame.
The voice crack at 7:28 got me so hard.
Could please somebody post a link to a previous video where the base M_Lansdscape material was made? Thanks!
If the "Set Bounds" button is grayed out in your Runtime Virtual Texture volume, make sure to specify your Virtual Texture FIRST within the volume's Detail Panel, and then the button will become available.
When i add material for mountain. It blend with base grass and look unrealistic. 50% grass, 50% rock. I try a hour but cant make rock pop up entirely. Please help me 😭
@@ethanwasme4307 can you explain futher what weight and non weight mean. Thankyou 😋
Soo good unreal and quixel,mixer Passion !!!
if you can't find the layer editing, you have to enable layer editing in the landscape settings
Please add a detailed tutorial where everyone can Follow. Thx
Maybe I've made the landscape material wrong, but when I try and add my rock layer to my landmass, it just gives me this weird overlay, blending the two textures together rather than the clean look that you're getting. It's totally different than when I just paint by hand. What settings are you using? I'm on 4.25.3
I have similar issue, did you solved that? I solved this overlap issue by setting blending layers to alpha instead of weight in main material settings, but with this setup i cannot make foliage correctly (grass also spawn on rocks and all other materials)...
For anyone who still wondering, I solved this issue by using Material with multiple textures, and drag the material into your Landmass. More details, you can watch this guy's video: th-cam.com/video/GK3KAevUy8E/w-d-xo.html&ab_channel=MR3D-Dev
@@znamiyu it still remains, in that video he also have overlay
Recommend anyone looking to do a lot of landscape sculpting look into alpha brushes a lot and have a brush palette set up. Makes it a lot easier.
When you said "Apply water material that we've previously created", does that refer to any other video?
I didnt get how to enable paint layer target setting, I type in Rocks, but nothing happen, no texture goes on top of the mountian hm. How to solve that? Something should be set before that?
Did you get an answer for that?
I'm the exact same
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
Me too please help me
unreal i need help ;( so, i camera tracked a video on after effects, then passed it to c4d and finally opened it on unreal engine, the camera animation is fine BUT, its moving km, when irl it was a few centimeters, is this because of the camera track or is there a way i can scale down the animation so its the same animation but its only moving cm instead of km
on 1:13 he said the the material layer previously he made, can anyone tell me in which video he made this
layer?
Lol I wish, I appreciate all of these tutorials from Devs like this and people just wanting to teach and or grow their channel. However so many of them start with "now to begin let me just grab this thing I made earlier with my years of experience in unreal/blender/maya ect and continue"... Then I'm lost before it begins and looking for another tutorial. However after some time I know I will have enough foundation to follow tuts,-)
Hmm, are you asking how to make materials such as grass, dirt, rock, snow? Or are you asking how to take those materials diffuse, normal, specular and apply them to create materials in Unreal?
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
I'm a rapper who can't really afford production so I want to learn to make my own soft. I just want to say that I appreciate your teacNice tutorialng
When I use the foilage tool for landscapes and place my foilage and go into the viewmode for material shaders and the meter is always to the right. I even took out transparency in my leaves and the material shader optimization view mode still said I had a lot of transparent overlapping. It's odd because if I hand place those trees into the scene the optimization material overlapping viewmode is all green.....it's like the foilage tool ignores the material... I don't get it.
I'm going to have so much fun with this feature!!
Incrível mano! 🇧🇷♥️
RVT is like magic.
brilliant ! using spawn foliage w rocks ! smart enlightful ! cheers from Rio
There is no blueprint brush or ladscape editor in mine. I have the latest unreal engine. I've come across a few videos now that dont explain anything properly tending to skip over the important stuff.
Can’t wait to see what devs will do with UE5
Could you please focus on implementing RVT to landscape material?
Can you please share the landscape material. It would be a lot easier to follow the tutorial?
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
i tried opening up a project on UE 4.24 and i got this message saying:
"Failed to open map file. This is most likely because the map was saved with a newer version of the engine."
i then tried installing 4.25 but it then said the exact same thing
if you can please help
where did you get the project?
what a great tutorial/demo. Very nice.
Holy F*ck, Unique and best Engine in the History in the World, Also shaders best too then other engine
Unity is the best engine. bye.
Thanks
It helped a lot
Unreal Engine is Unreal
This Vids awsome
Would be really nice to have a tutorial on the material..
i can do this type of environment for my game or you dont recomend me?because i want to do a small map and puzzle(terror) game but with this ambient and i dunno if is recomended to do something like this
After having been away from UE for a few years, I am finally getting back into things, and this method looked like a great way to quickly get an environment to use for a sandbox. I am having an issue with the landscape material however. I thought I would be able to make a simple material using LandscapeLayerBlend nodes, but my paint layers always seem to have a material blending, when I would not expect. Example, my grass is faintly blended on my rock, grass, dirt. I have a feeling it might be a conflict between landmass and this material type, but I have not confirmed this. I can see that the landscape material that was pre-built for this is setup in a different manner, which seems to be an older technique to blend landscape layers, but I do not have experience enough experience in this area. Just probing to see if anyone has any thoughts on this.
I'm having the same issue
I'm having the same problem. Have you found a solution?
thanks . its fantastic looking environments!
Well, this just saved me a butt load of time and guessing. Thank you!
Wish you guys would focus your engines for pc gaming instead of the limited hardware of console.
But awesome all the same.
These blueprint brushes don't work very well with World Composition. They break, don't do anything or cross level bounds and mess up everything.
Cool. How Complex is Unreal . Can many things be done this way , or things apply completely different techniques than this?
Awesome video, is there a project download maybe?
I humbly ask is there somewhere I can get the sample landscape material? So I have a base landscape material to star from? Thank you.
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
If i try this the layers i paint on the mountain always shine through the painted one so it looks like my rocks have like a 50% alpha and the grass shines through how can i fix this?
If i paint manually its working fine so it has to be the plugin i guess.
Same problem here. If you find a fix plz let me know.
@@yxhuang3239 Still couldnt find any fix but if u pump up the final opacity under the values from the paint material to 1 it gets slightly better
@@TilDrill Thanks a lot!
let me know if you find something
you can change the blending of main material to alpha and this helps but later you will encounter issue with foliage, when you want to use it with material that world is filled it's spawning also on other materials...
I watched, i was impressed, and i didn't understand a thing!