For anyone new watching, with Gaea 2.0, you can now download and enable Gaea to Unreal plugin and Unreal will automatically import your Gaea heightmap for you without the hassle of calculating. (Works with UE5.3 and UE5.4)
To fix the sharp points, go to the material. select anywhere in the main graph OFF a nod (to select the main material settings where you found Enable Tessellation) and search for Displacement. Change the Magnitude to a lower setting besides 4. 1 worked for me.
Great video. Pretty difficult to maintain good pacing in such videos without making them boring. Great to see you explain why you were doing what you were doing.
Thanks for the teaching, there is a little problem I came to, there are few something like small gravels when I move close to the ground after nanite was actived.
Agreed on a larger scene I would 💯% resort to something else for performance or a way to switch it so That surfaces close to the player use this system only for performance reasons
Have you/anyone ever tested to use landmass with blueprint brushes to create biome areas with the textures you would have used as a landscape material layer to actually get collision on the displaced surface? Like if you want a crater like this, you would add it to the landscape using the landmass brush blueprint, and also make the height map in Gaia with tiny detail displacement by using the textures in gaia/world creator to be able to add the displacement masks to the actual height map?
did literally every step of the process but nothing happened, went to nanite visualization mode but i cant see anything like you do. Can someone explain to me why?
hey i used this technique to make the landscape, whenever i zoom into the landscape the nanite breaks when the camera angle is parallel to the surface of the landscape, or when the camera is close up to the surface, is this a nanite/tessellation bug or is there something im doing wrong with the landscape?
Thanks for all these steps. I followed right up until the end for the primary landscape. What I'm left with are the "tiny mountains" all over the landscape when up close. This seems to me to be a displacement value setting but it's not clear to me where I change it or how to get ride of the "tiny mountains" that are spread all over the landscape. I'm not sure how to change it in the exposed Material Instance settings or in the Master Material graph that I just created. Any suggestions on how to complete this landscape so that it's usable when the camera is up close to it (at the car level for example)?
@@falsaobagaray4397 i had the same problem/questions and i found the solution/answer there in the technical guide. Their explanation is always going to be better than mine. If you don't want to read it, am i the lazy one?
@@falsaobagaray4397no but it seems like you are lazy. You go Tutorial to tutorial thinking it will make you learn thangs. Take an actually corse or watch content that explains in depth. You can’t watch and copy you must first learn what you’re looking at then come back to this. Once you do you will have a much easier time figuring out what he’s doing along the way. You have to start with the basics you can’t depend on everyone to answer your questions in detail in the TH-cam comments section. Take the time to learn dude
Great tutorial, effecient and a lot of good tips. Just a question, it seems that it's not possible to add it to a playlist to save it for future reference, have you disabled this feature on this video?
"If someone encounters the 'Nanite mesh sharp' issue in version 5.4.3, they can find it in the Material under Nanite->Displacement. Adjust the Magnitude to 0.05 and the Center to 1. These two parameters can be modified according to individual needs."
nobody is talking about nanite mesh breaking on the sharp or bevelled edges, the solution to that is not really good as the mesh get stretched texture on the edges, anybody facing these issues
@@CreepyCurlew do have any solutions to that, the one I have is using edit normals from modeling tools but I get streched edge, which is not good for walls.
but it looks bad once you walk on it no ? because the discplacement is on gpu but not on cpu ... If there is a way to make it look good in actual gameplay can you make a tutorial on that aswell ?
Hi could be as this is experimental right now but it should work, what error are you getting maybe push that to the unreal engine forms so a potential but can be identified
so before 8:04 everything works for me, but after I add the tire material and landscapelayer blend node the landscape just turns white (instead of black) it only seems to happen with the blend node included, if I just route dirctly from blend material atributes to m_landscape / Material Atributes node it works fine? Very lost with this one lol
@@yarppal9754 From what I gather it was a bug in 5.3, I eventually switched to Unreal Senseis landscape material (free) since that now works with Tessellation in 5.4
Hi! They are changing the mesh so not just visual (as you can see in the nanite triangles view) very different result to just using a normal map -Shaun
Would it not be better to make those materials (master megascans material) into a material function, and then use them as material functions in the landscape master? That way you can keep all the settings that come with the materials. And if you make the textures a parameter texture sample, then you can also change them very quickly later for other biomes.
@@redx3250 just tried, highly experimental but i am glad this exists, Flat landscapes without displacments were a dealbreaker interms of visuals, hope it gets developed perfectly in 5.5.
It's nice tutorial but it would be nice to point out this is not for games. I see a lot of dismal demos that try to use features like that and pretend (usually to get money from investors) that this is how the game is going to look like, etc. Makes the whole industry go to s*it.
For anyone new watching, with Gaea 2.0, you can now download and enable Gaea to Unreal plugin and Unreal will automatically import your Gaea heightmap for you without the hassle of calculating. (Works with UE5.3 and UE5.4)
To fix the sharp points, go to the material. select anywhere in the main graph OFF a nod (to select the main material settings where you found Enable Tessellation) and search for Displacement. Change the Magnitude to a lower setting besides 4. 1 worked for me.
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
Great video. Pretty difficult to maintain good pacing in such videos without making them boring. Great to see you explain why you were doing what you were doing.
Glad you enjoyed it!
very well paced and narrated, clear and concise, thank you!
You explain things in such a good way. Thanks.
I love you 😍
I'm working on my bachelor project and am a bit terrified lol thank you for this super well made video with simple instructions 🥰
How did I not find this channel before? Your content is great! This is what a tutorial should be like.
Thank you for the feedback!
Easily the best UE5 tutorials I've watched! Thanks brother
Thank you for the kind words!
This is pure gold! Thank you so much!!
Thank you (for the sub too!) :)
simple and straightforward
Thx u so much bro😍
But i have a simple question
What About Performance using texture driven Tessellation
Love it! So concise. And cool voice too!
Thank you for the detailed walkthrough, this is really helpful!
Glad it was helpful!
Hey PPL! Don't forget to change the magnitude. It might break the visuals for you.
Thanks for the teaching, there is a little problem I came to, there are few something like small gravels when I move close to the ground after nanite was actived.
Fantastic Video. What if you work with 4 different texture, how are you going to set it up?
This is more of a material blending and creating custom BP for high resolution mesh to use through nanite. Anyways it's a nice experience you share.
Great until the car has to make a turn
That can fix tex/vector.cordinate or material direction variables
Yeah agree
Good luck enabling nanite in a big landscape.
I heard that for 8K more than 200GB of RAM/Paging is required.
proof please
Agreed on a larger scene I would 💯% resort to something else for performance or a way to switch it so That surfaces close to the player use this system only for performance reasons
Have you/anyone ever tested to use landmass with blueprint brushes to create biome areas with the textures you would have used as a landscape material layer to actually get collision on the displaced surface?
Like if you want a crater like this, you would add it to the landscape using the landmass brush blueprint, and also make the height map in Gaia with tiny detail displacement by using the textures in gaia/world creator to be able to add the displacement masks to the actual height map?
did literally every step of the process but nothing happened, went to nanite visualization mode but i cant see anything like you do. Can someone explain to me why?
hey i used this technique to make the landscape, whenever i zoom into the landscape the nanite breaks when the camera angle is parallel to the surface of the landscape, or when the camera is close up to the surface, is this a nanite/tessellation bug or is there something im doing wrong with the landscape?
great tutorial men...as of now, can we do this in unreal enngine 3.2?
So Nanite Tesselation gives depth to textures based on UV map?
To the point and Informative. Good content!
Glad you liked it!
brain nourishment, thank you!
how it doesnt break on seams of static objects?? (tessellation descontinuity)
Nice clear info ty 4 that.
Glad to help
Wow! This is a very useful great tutorial! Thank you🙏😊
Thanks for the great content.
Thank you for the support!
-Shaun
Well done!
Hola, quisiera saber porque cuando me acerco se ve mal. Como con picos difusos
fantastic, again, your break downs are amazing, thank you so much!!!
Glad you like them!
Thanks for all these steps. I followed right up until the end for the primary landscape. What I'm left with are the "tiny mountains" all over the landscape when up close. This seems to me to be a displacement value setting but it's not clear to me where I change it or how to get ride of the "tiny mountains" that are spread all over the landscape. I'm not sure how to change it in the exposed Material Instance settings or in the Master Material graph that I just created. Any suggestions on how to complete this landscape so that it's usable when the camera is up close to it (at the car level for example)?
as usual, very helpful, still so much to learn from you :-)
Thank you !!!! Always a pleasure having you around!
-Shaun
It works great! Thank you so much!
Great video my friend but how did you create the Auto Mask? I'm new to Material in UE5
Hi !
Which auto mask specifically
That was helpful. Thanks Shaun!
Thank you
Is it performant though? Is there a way to control tri density at a distance, currently it seems like it's the same density everywhere.
Subscribed!
Good stuff ma man!
Incredible video
I didn't understand the part about multiplying the dimensions of the landscape and then dividing, could you explain this in text, please?
I highly advise you to go check the unreal landscape technical guide. Everything is explained in detail.
@@osefman2763 R U Lazy?
@@falsaobagaray4397 i had the same problem/questions and i found the solution/answer there in the technical guide. Their explanation is always going to be better than mine. If you don't want to read it, am i the lazy one?
@@falsaobagaray4397no but it seems like you are lazy. You go Tutorial to tutorial thinking it will make you learn thangs. Take an actually corse or watch content that explains in depth. You can’t watch and copy you must first learn what you’re looking at then come back to this. Once you do you will have a much easier time figuring out what he’s doing along the way. You have to start with the basics you can’t depend on everyone to answer your questions in detail in the TH-cam comments section. Take the time to learn dude
Great tutorial, effecient and a lot of good tips. Just a question, it seems that it's not possible to add it to a playlist to save it for future reference, have you disabled this feature on this video?
Is it possible to animate the texture of wheel tracks so that it appears behind the movement of the car? For a sequencer, not for game logic
Perhaps you can do this with a shader
"If someone encounters the 'Nanite mesh sharp' issue in version 5.4.3, they can find it in the Material under Nanite->Displacement.
Adjust the Magnitude to 0.05 and the Center to 1.
These two parameters can be modified according to individual needs."
Great video. 👏
Thank you! 👍
Hi and Ty. You shoud really write the commands in the description.
Hello there
Which commands specifically ?
We will get them addid
-Shaun
When i turn on the Nanite on landscape the texture stay transparent.
can you recreate this tutorial, for Gaea 2.0
Hey Yes on the todo list for sure
nobody is talking about nanite mesh breaking on the sharp or bevelled edges, the solution to that is not really good as the mesh get stretched texture on the edges, anybody facing these issues
I am
@@CreepyCurlew do have any solutions to that, the one I have is using edit normals from modeling tools but I get streched edge, which is not good for walls.
@@knl654 I don’t know, I just took it out of my project. Since 5.4 is new it still has some work before it can really be used.
@@CreepyCurlew I add seperate bricks in the corner to hide it.
@@CreepyCurlew found the solution, set the center to 1 instead of 0.5, this is in the nanite displacement setting of material.
Thanks Shaun!
Thank you Hussin as always !
-Shaun
but it looks bad once you walk on it no ? because the discplacement is on gpu but not on cpu ... If there is a way to make it look good in actual gameplay can you make a tutorial on that aswell ?
Hi, does it work with Pathtracing?
Amazing!!!
Thanks, very SUPER!
Glad you like it!
Run into the issue of the landscape becoming invisible once tessellation is turned on, anyone know a fix?
same here, any fix yet?
Dosesn’t seem to work when the project is packaged :(
Hi could be as this is experimental right now but it should work, what error are you getting maybe push that to the unreal engine forms so a potential but can be identified
Very helpful thank you very much
Glad it helped
so before 8:04 everything works for me, but after I add the tire material and landscapelayer blend node the landscape just turns white (instead of black) it only seems to happen with the blend node included, if I just route dirctly from blend material atributes to m_landscape / Material Atributes node it works fine? Very lost with this one lol
Happened to me too.... And UE crashed after Rebuilding. Found a solution?
@@yarppal9754 From what I gather it was a bug in 5.3, I eventually switched to Unreal Senseis landscape material (free) since that now works with Tessellation in 5.4
do these displacement have collisions or are they purely visual?
Hi! They are changing the mesh so not just visual (as you can see in the nanite triangles view) very different result to just using a normal map
-Shaun
@@Rforge so basically if the player steps on it the feet would actually be on top?in previous versions that wasnt the case.
When i open the .ini with the notepad i full of interrogations, i don't know why
From A to Z: Nice!
Would it not be better to make those materials (master megascans material) into a material function, and then use them as material functions in the landscape master? That way you can keep all the settings that come with the materials. And if you make the textures a parameter texture sample, then you can also change them very quickly later for other biomes.
Nanite static non-dynamic and non-forest trees demo.
Nice tutorial but I did every step and when I built data nothing happened.
same
hi im not seeeing tessellation in material properties any idea why ?
are you using version 5.4?
@@markrennie86 hey Mark I had this issue because I was using 5.3 its working fine in 5.4 thanks 👍
1:49 Hi there, how do I know the height and width for my own gaea landscape?
Hi !
In gaea look for an area on bottom right called 'terrain definition' open it up to reveal the scale.and height
-Shaun
I hope my pc could handle those nanite 😊😊❤
Haha! It was not too bad just make a small landscape like I did!
-RF Shaun
I wish I could use nanite in Blender 😢 will be time saver.
Dont we have a remesh option ? I think that is close (but not exact)
@@Rforge yeah but it will waste a lot of time.
Do we have to enter r.Nanite.AllowTessellation command or is it default now?
Yes, it's still in experimental so it's not on by default
@@redx3250 just tried, highly experimental but i am glad this exists, Flat landscapes without displacments were a dealbreaker interms of visuals, hope it gets developed perfectly in 5.5.
To bad there are still huge gaps on the map and when u walk u float
Also I anyone keeps crashing when youre building Landscape nanties, try increasing the page file on your PC to around 150 GBs.
damn I have to learn blender? so much work.....
#socool
Прикол
It's nice tutorial but it would be nice to point out this is not for games. I see a lot of dismal demos that try to use features like that and pretend (usually to get money from investors) that this is how the game is going to look like, etc. Makes the whole industry go to s*it.
All of this just to paint? Wtf? Unreal is Unreal.
Pretty much pointless as the map does not have one constant arch
Now animate plz
No
Great video, cheers for the share.
Thanks so much!