Brushify: Bootcamp - Custom Landscape Materials in Unreal Engine 5

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  • เผยแพร่เมื่อ 4 ธ.ค. 2024

ความคิดเห็น • 64

  • @HavokSage
    @HavokSage  8 หลายเดือนก่อน +18

    Hi guys, I noticed some small editing errors the last upload that made parts a little confusing. I really want the quality of these tutorials to be high for posterity so I've reuploaded the video. Sorry for the inconvenience!
    Cheers
    Joe

  • @SBBBurney
    @SBBBurney 8 หลายเดือนก่อน +8

    Thanks for the continued support on your products!
    Much appreciated!
    -Happy owner of many Brushify packs :)

  • @zianivfx3112
    @zianivfx3112 8 หลายเดือนก่อน +3

    Honestly great.Thanks

  • @cj-hz9ic
    @cj-hz9ic 7 หลายเดือนก่อน +1

    This video literally just answered 3 of my main questions on brushify. Change the texture, add a new one and displacement. I will be purchasing these. Thank you for such a great video and creating these add-ons for us.

  • @NickGapp
    @NickGapp 8 หลายเดือนก่อน +2

    Thank you for this tutorial. Ironically, I was working on materials this past weekend using Brushify, so this helps clear things up. I would love a follow up to this video on how you approach the far distant textures using Bridge materials.

  • @ChuckstaGaming
    @ChuckstaGaming 8 หลายเดือนก่อน +2

    Excellent stuff!!! I now have Riverbed materials added for the different biomes in my game 😁And it all looks great!
    I'm creating separate Material Coverage Maps (weight maps? - black and white images) for each material/biome: Riverbed, LakeBed, Beach, AlpineForest, Seabed, etc.
    Brushify is definitely making this a a lot easier for me 😃

  • @blainto
    @blainto 8 หลายเดือนก่อน +3

    This looks amazing!

  • @DaRealGoosebumps
    @DaRealGoosebumps 7 หลายเดือนก่อน +1

    Awesome work, thank you!! I would like to know how can we create the mid and far texture like you have for all the layers. Can you explain what would be the best way ti approach this? Thanks

  • @MrLarsalexander
    @MrLarsalexander 8 หลายเดือนก่อน +1

    I'v been adding a new function to the layer blend function, and duplicated a matching layer function that i add to it. Then also setting up that layer for landscape grass tool.
    But one thing that i would love to see in the default is a parameter group for all the global textures to set a custom texture size/resolution for when using satellite images or large colormaps
    And i realized i have not used the updated version with the changable layer texture either haha

    • @HavokSage
      @HavokSage  8 หลายเดือนก่อน

      Hi, the global textures are already exposed. However they are organized into the various sections. It's not possible to have those parameters appearing twice in the list. That would be confusing even if it were possible.
      You can already set the texture resolution within a texture file itself. And you can change the scale in the MI_Landscape material function (Global, Macro and Near Tiling settings).

  • @lenstobrush7266
    @lenstobrush7266 8 หลายเดือนก่อน +1

    Im a big fan of your work it really is top notch. But if I may could you please update the puddle facility so we can paint in a water layer and have much more freedom when it comes to adding puddles - opacity / colour / ripples etc. its the only thing your landscape material is missing.

  • @lubear6588
    @lubear6588 5 หลายเดือนก่อน

    Thank you

  • @naufaldihilmi8507
    @naufaldihilmi8507 8 หลายเดือนก่อน +2

    Babe wake up… New Brushify video just dropped 🔥🔥

  • @nikolistary
    @nikolistary 5 หลายเดือนก่อน +2

    Didn't work on UE 5.4.2. Followed this video to the T and noticed the latest versions of Brushify's Auto Material and related assets are different from the ones in this video. For instance, in M_Landscape there's an important node with a comment from Joe that says "Tessellation is disabled by default for performance reasons" but this video did not mention this. After following all of the steps here, I still have super-flat ground textures :(

    • @Jeff45910
      @Jeff45910 3 หลายเดือนก่อน +1

      if you drag a node from the material height for weather section to displacement it should work. I'm on UE5.4.3

  • @simonb1009
    @simonb1009 4 หลายเดือนก่อน

    Good tutorial! But how to make material blending more realistic, because i have height map but how to use it?

  • @cvcwebsolutions
    @cvcwebsolutions หลายเดือนก่อน

    @havocsage do you have an updated tutorial to cover ORM textures now in megascans

  • @AngryPenguinStudio
    @AngryPenguinStudio 8 หลายเดือนก่อน +1

    Is there a way to setup the materials to use Z level? I mean, in addition to the current auto material setup.
    Example: water level could be an editable Float that would start "beach" and blend "beach" up to a defined Z level. Also, anything above Z "float" would blend from "lower than Z material" to snow. If that makes any sense at all lol. Not only blend by slope/angle but by Z level I guess I am getting at.

    • @HavokSage
      @HavokSage  8 หลายเดือนก่อน +1

      If you really need this you can use a large decal to project the texture. But my recommendation is simply to paint beaches, rivers and lakes manually. You’ll have more control that way. Beaches and lakes and rivers in real life do not always occur at the same exact height or falloff , so what you’re requesting would look incredibly unnatural.
      Another way would be to generate them with noise in world machine or world creator. Be careful though
      It’s what gives the newbie world machine environments that typical CGI generated look.

    • @AngryPenguinStudio
      @AngryPenguinStudio 8 หลายเดือนก่อน

      @@HavokSage Yeah, your right now that you say it.

  • @Deverydoo
    @Deverydoo 3 หลายเดือนก่อน

    So it seems Quixel has merged Roughness, AO and Displacement into a single texture using the 3 color channels. In the MF should i connect the appropriate color channel instead of the RGB as you have them?

  • @colby4390
    @colby4390 6 หลายเดือนก่อน

    Can you recommend a solution for using your tips for creating vast farmland? Imagine oceans of various types of farmland intermingled amongst each other.

  • @kellykramer2529
    @kellykramer2529 4 หลายเดือนก่อน

    Hey Joe, this is exactly what I was looking for. I'm curious though, would these same concepts apply to changing out foliage and rock textures too or just these terrain textures?

    • @HavokSage
      @HavokSage  4 หลายเดือนก่อน +1

      @@kellykramer2529 this tutorial is specifically for the landscape. However the other shaders can also be edited and textures modified. The landscape is just a lot more complex so it needs its own tutorial. You’ll find foliage and rock materials are simpler setups

    • @kellykramer2529
      @kellykramer2529 4 หลายเดือนก่อน

      @@HavokSage makes perfect sense, thank you so much! And I just found the foliage editing video too, exactly what I was looking for.

  • @RobTheAlchemist
    @RobTheAlchemist 4 หลายเดือนก่อน

    Where should I apply physical materials to the different landscape materials?

  • @StarCourtesan
    @StarCourtesan 3 หลายเดือนก่อน

    Can you use a different resolution when using the landscape materials labelled like MI_Landscape_8161. Does it have to be exactly a 8161x8161 landscape or can it be 8129 for example?

  • @petergut4773
    @petergut4773 7 หลายเดือนก่อน

    Can we use weightmaps with brushify? I create heightmap and heatmaps (weightmap) in world creator and want to use those in unreal with brushify.
    Thanks!

  • @JayEG784
    @JayEG784 7 หลายเดือนก่อน

    could you make tutorial for making road with country road pack and spline road system?

  • @paulbaker6458
    @paulbaker6458 18 วันที่ผ่านมา

    @HavocSage I have a question about the Macro and Global textures. In this video you left them as the Mud texture. I would like to create textures for macro and global from my textures. How do I do that?

    • @HavokSage
      @HavokSage  18 วันที่ผ่านมา

      Hi, the global and macro textures would need to be completely seperate type of texture. There isn't really a way to generate those from the close textures. You'd have to find some satellite / larger scale terrain texture that fits. Brushify comes with several distance textures already for common materials like grass, mud, beach, desert etc.

  • @alan-baird
    @alan-baird 8 หลายเดือนก่อน +1

    One issue I have when using custom materials is that they glitch or flicker. It's only the custom materials, but they create black squares in patches or the texture becomes extremely stretched.

    • @HavokSage
      @HavokSage  8 หลายเดือนก่อน +1

      black squares is a strange one. But if you're getting grey patches on components. make sure you set texture samplers to Shared: Wrapped
      That's usually an issue some people face. basically when unreal runs out of sampler slots.

  • @nanopixel.studio
    @nanopixel.studio 21 วันที่ผ่านมา

    Joe, I'm having and issue with the puddles making the texture disappear. I have to erase everything I put down to get it to come back. Is there a fix for this?

  • @lubear6588
    @lubear6588 5 หลายเดือนก่อน

    I dont see how you rotate the Texture Ie.. tire tracks if you use them or foot steeps ect... can you do a video for that?

    • @HavokSage
      @HavokSage  5 หลายเดือนก่อน

      @@lubear6588 you’d need to do that in photoshop. , but in general things like tire tracks should be done using road splines , rather than the Landscape material itself
      Take a look at the natural roads pack

  • @LiMiT1337oO
    @LiMiT1337oO 8 หลายเดือนก่อน

    Is there any limit on adding the layers you recommend? So it becomes too unperformant at some point if you exceed a number of layers?

    • @HavokSage
      @HavokSage  8 หลายเดือนก่อน +1

      Adding additional layers will increase instructions and use up sampler slots. However this won't impact performance until you actually paint down the layers on the landscape. The unreal material graph does a good job of disabling any nodes or pathways that are not required in the scene.
      The best way to assure good performance is to keep the number of painted layers per landscape component as low as possible (3-4 maximum usually). If you exceed a certain amount, it will cause compilation issues and of course impact overdraw. However landscape overdraw does not have as larger impact on performance on modern GPUs as most people believe.
      when all is said and done, the only way is to be as conservative as possible, and rigorously test scene performance throughout production. Saves a lot of time when optimizing later on.

  • @Megapixel-u4w
    @Megapixel-u4w 13 วันที่ผ่านมา

    Hello, tell me please , is it possible to adjust the texture scale and texture repetitions and color correction in the auto material brushify or from megascans? Thank you

    • @HavokSage
      @HavokSage  13 วันที่ผ่านมา

      @@Megapixel-u4w hi yes. In the MI_landscape material instance you can edit tiling. You can also edit colors of individual textures , or even create parameters in the material functions.
      Those things are simple . In general almost anything is possible, but you need to learn a bit of shader programming to do more complex things. Brushify makes it easier by having a setup already in place that shows how it can be done.
      For instance you can take a look at the craters layer to see an example of color correction in MI_landscape. And the global tiling functions are also there already.

    • @Megapixel-u4w
      @Megapixel-u4w 12 วันที่ผ่านมา

      @@HavokSage Thank you

  • @rrrcccmmm
    @rrrcccmmm 3 หลายเดือนก่อน

    Hey There! Amazing Video!
    One thing, I am having an issue where the nanite displacement looks horrible and the grass and rock meshes on the landscape are floating. Any thoughts or solutions?
    I have rebuilt the data but it still doesn't seem to look correct.

    • @HavokSage
      @HavokSage  3 หลายเดือนก่อน

      I'd have to see the results you're getting to know for sure.
      The floating rocks could be fixed by tweaking the Center / Magnitude parameters. Although this is only usually ynecessary if your displacement map has too dark or bright values.
      You can see the parameter in the details panel here:
      th-cam.com/video/ZokkH4_eCPI/w-d-xo.htmlsi=MyWxVxLBh3iaXReF&t=255

  • @touristhawk
    @touristhawk 8 หลายเดือนก่อน

    2:49 so does that mean environment shader is uptated now? i never saw these settings before.

    • @HavokSage
      @HavokSage  8 หลายเดือนก่อน

      Hi, yes everything is updated on marketplace.
      Landscape automaterial now has these new parameters. Also all example maps now setup to use RVT, Nanite and Lumen.
      At some point I will do a bigger roundup video explaining the new update. But I want to get the bootcamp stuff done first as it’s essential.
      Once all the technical bits are in place (updated packs, tutorials, I will announce all the new features.

  • @Mr.Mirage_YT
    @Mr.Mirage_YT 5 หลายเดือนก่อน

    when i enabled nanite tes, i am having seams on my landscapes

  • @IbtesamSadiq
    @IbtesamSadiq 2 หลายเดือนก่อน

    I wonder, why didn't you use other maps like AO, Roughness, and Displacement in your master material.

    • @HavokSage
      @HavokSage  2 หลายเดือนก่อน

      @@IbtesamSadiq roughness and displacement are both used. There’s even a video on both.
      Ao is baked into the diffuse to save memory. Sometimes roughness is shader derived as well, again to save memory

  • @teaguewilson7372
    @teaguewilson7372 3 วันที่ผ่านมา

    I added a few of these and they all sort of work, but they don't play well together-- if I mix certain added materials on the same part of the grid, a square chunk will crap out and turn into default grey material. Is there a cap on how many layers you can add, and if so, can I raise it?

    • @HavokSage
      @HavokSage  3 วันที่ผ่านมา

      @@teaguewilson7372 there’s a limit to how many layers you can paint within a landscape component. Try to keep to 3-4 layers is best. It’s a hard limit set by the engine unfortunately. Using RVT is the only way to bipass it. You can see RVT being used in all my example levels .

  • @IRENDIS
    @IRENDIS 3 หลายเดือนก่อน

    is there a limit on how many landscape layers we can add to the landscape paint mode option? i added a snowy path and some lava but when i try to add the dirt layer,it doesn't appears on the list and i follow same steps.

    • @HavokSage
      @HavokSage  3 หลายเดือนก่อน

      HI, yes, Brushify has already almost reached the limit for landscape layers. Only 2 more custom layers can be added before hitting that limit.
      The best way is to remove and repurpose one of the existing biome layers.
      For a dirt layer, maybe simple consider switching out textures on the mud layer instead. they're very similar.

  • @kalex07
    @kalex07 8 หลายเดือนก่อน

    Hi, I brought the beach pack and set it up and also set my texture streaming pool to 1000 but it's having issues and running out of memory. I've only set up a few cliffs and rocks. I haven't even added trees yet so im not sure how to solve this issue. None of the landscape optimization videos on youtube are helping.

    • @HavokSage
      @HavokSage  8 หลายเดือนก่อน

      could you simply be running up against texture memory?
      If you're adding the huge cliff walls, maybe go into those textures and reduce them to 4k instead of 8k.:)
      Out of the box Brushify uses 4k and 8k textures. But usually those are not necessary, 4k can usually be enough for most projects.

    • @kalex07
      @kalex07 8 หลายเดือนก่อน

      @@HavokSage I reduced the textures to 2k.
      The Required pool is 594.56
      Non streaming MIPS: 1055.87

    • @kalex07
      @kalex07 8 หลายเดือนก่อน

      Deleting all the cliffs and rocks barely made a difference so I'm guessing it's the landscape in general?

    • @danielwills2366
      @danielwills2366 8 หลายเดือนก่อน +1

      I set my streaming pool to 64000 and have no issues.

  • @jessplaysfs5214
    @jessplaysfs5214 8 หลายเดือนก่อน

    Hiya jeo my name is jessica and i recently purachsed the shaders pack abd grasslands pack and they are awsome but i have this one problem i dont seem see rvt runjing lole its not blending the clifs or rocks as u showed in ur video and apso the landscape when nanite is enabled it turns the hills and moutains into chucks with lots gaps in between

    • @HavokSage
      @HavokSage  8 หลายเดือนก่อน

      Hi, Have you enabled Virtual Texturing in your project settings? All the example levels are already setup to use RVT, but if it’s your own level you will need to create RVT Volumes yourself .

  • @shay175g
    @shay175g 7 หลายเดือนก่อน

    why I don't have ""zz-texture " to every texture? I just have "zz_Textures" that includes the Rock, Mud and grass difusse height and normals maps.

    • @HavokSage
      @HavokSage  7 หลายเดือนก่อน

      Hi, you need to get the latest update and install the pack again

  • @darondaron99
    @darondaron99 7 หลายเดือนก่อน +1

    Quixel import only 3 textures , i dont have any displacement or etc , where can i get those?

    • @sanjimanga8923
      @sanjimanga8923 4 หลายเดือนก่อน

      Displacement textures in quick materials are in the rgb channels that comes in the roughness texture