- Видео 92
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KIRK
Великобритания
Добавлен 10 мар 2022
Hello Peeps.
The name is kirk and I'm an Environment Artist / Level Designer / Technical Artist.
On this channel i will be sharing my knowledge using Unreal Engine and showcasing the power it holds.
If you find my content useful and it helps you to reach your goal. You can show your support by subscribing and liking my video's. Its free after all. :)
The name is kirk and I'm an Environment Artist / Level Designer / Technical Artist.
On this channel i will be sharing my knowledge using Unreal Engine and showcasing the power it holds.
If you find my content useful and it helps you to reach your goal. You can show your support by subscribing and liking my video's. Its free after all. :)
UE 5.4 | Guide For Nanite Tessellation & Mesh Master Material /w Displacement
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE"
Click "Show More" to read the video description!!
Hey guys - In this video we will be starting a new project on Unreal Engine 5.4 preview, and this will include Nanite Tessellation.
We will then go on and make our own master material with included controls for displacement.
|| VIDEO STUFF ||
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
|| SUPPORT MY CHANNEL ||
[]- Donation-Link - paypal.me/KIRKShader?country.x=GB&locale.x=en_GB
|| Personal-Links ||
[]- INSTAGRAM - kirk_shader (new)
[]- ARTSTATION - www.artstation.com/kirk_39
[]- TWITTER - KirkShader (new)
[]- DISCORD - discord.g...
Click "Show More" to read the video description!!
Hey guys - In this video we will be starting a new project on Unreal Engine 5.4 preview, and this will include Nanite Tessellation.
We will then go on and make our own master material with included controls for displacement.
|| VIDEO STUFF ||
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1
|| SUPPORT MY CHANNEL ||
[]- Donation-Link - paypal.me/KIRKShader?country.x=GB&locale.x=en_GB
|| Personal-Links ||
[]- INSTAGRAM - kirk_shader (new)
[]- ARTSTATION - www.artstation.com/kirk_39
[]- TWITTER - KirkShader (new)
[]- DISCORD - discord.g...
Просмотров: 3 959
Видео
Landscape Shader Optimization | Slope layer Re-Build | BWV2
Просмотров 5879 месяцев назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be Re-Building the slope layer for the landscape shader || SUPPORT MY CHANNEL || []- Donation-Link - paypal.me/KIRKShader?country.x=GB&locale.x=en_GB || Personal-Links || []- ARTSTATION - www.art...
Landscape Shader Optimization P4 | Material Layer Re-Build P3 | BWV2
Просмотров 1649 месяцев назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be continuing our efforts to rebuild the material layer and make final preps to the logic and prepare for the final "Re-build" video. || SUPPORT MY CHANNEL || []- Donation-Link - paypal.me/KIRKSh...
Landscape Shader Optimization P3 | Material Layer Re-Build P2 | BWV2
Просмотров 1169 месяцев назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be continuing our efforts to clean up and re-build the material layer. || SUPPORT MY CHANNEL || []- Donation-Link - paypal.me/KIRKShader?country.x=GB&locale.x=en_GB || Personal-Links || []- ARTST...
Landscape Shader Optimization P2 | Material Layer Re-Build | BWV2
Просмотров 15610 месяцев назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be starting the re-build of our landscape material layer that we built earlier in the series. This is in aims of reducing shader complexity and generally cleaning the layer. || VIDEO TIME STAMPS ...
Landscape Shader Optimization P1 | Material Debugging | BWV2
Просмотров 38211 месяцев назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be optimising the landscape shader that we have been working on over the last couple of months. This will enables us to make "Biomes" at a later stage. || VIDEO TIME STAMPS || || SUPPORT MY CHANN...
Enabling Nanite on World Partition Landscape | Material Debugging | BWV2
Просмотров 81911 месяцев назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be Enabling Nanite on World Partition Landscape looking at ways we can debug and simplify the landscape material we have been working on for the duration of "Build Worlds V2" || SUPPORT MY CHANNE...
How To Upgrade Your Project To A New Version Of Unreal Engine | BWV2
Просмотров 316Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be making a some small finishes to our foliage material. Then change/update the "Build Worlds V2" project to 5.3 for future tutorials I have planned. || SUPPORT MY CHANNEL || []- Donation-Link - ...
How To Make A Foliage Material/Shader For Your Game Part 2 | BWV2 | Unreal Engine 5.2
Просмотров 393Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. This video we will be Part 2 of creating a Foliage Material/Shader for our series Build Worlds V2, this is the second instalment for the 2 video's. || SUPPORT MY CHANNEL || []- Donation-Link - paypal.me/KIRKShader?cou...
How To Make A Foliage Material/Shader For Your Game Part 1 | BWV2 | Unreal Engine 5.2
Просмотров 645Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be creating a Foliage Material/Shader for our sieris Build Worlds V2, this is the first instalment for the 2 video's. || SUPPORT MY CHANNEL || []- Donation-Link - paypal.me/KIRKShader?country.x=G...
Adding Foliage Grass Types | Game Ready landscape Shader | BWV2
Просмотров 556Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be adding "Foliage Grass Types" to the landscape shader we have been working on for the last few months. || VIDEO TIME STAMPS || || SUPPORT MY CHANNEL || []- Donation-Link - paypal.me/KIRKShader?...
How To Create Biomes For A Landscape Material | Build Worlds V2
Просмотров 764Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be using the logic already created to setup Biomes for our landscape material. FYI watching the Game Ready Landscape Shader playlist will help massively. - ruclips.net/p/PL01_L2D92juZPa_tK-pISTpP...
Enable Runtime Virtual Textures | Build Worlds V2 | UE 5.1
Просмотров 1,2 тыс.Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to Enable Runtime Virtual Textures | Build Worlds V2 | UE 5.1 In this video we will be Diving into Runtime Virtual Textures this will improve the performance of your world quite a lot. || VIDEO TIME STAMPS || 00:01 - Start 00:10 - Intro ...
Mountain Snow Caps w/ Edge Break-Up | Build Worlds V2
Просмотров 421Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video I will showcase how to build up logic which will apply a snow cap material layer to our landscape shader. I will also showcase breaking up the transition line so it isn't flat. || VIDEO TIME STAMPS || ||...
How To Use Surface Normals On A Landscape | Build Worlds V2
Просмотров 947Год назад
If you like what your seeing then go a head and hit that subscribe/Like button. "ITS FREE" Click "Show More" to read the video description!! Hey guys - Welcome to my latest video. In this video we will be creating simple logic to implement a surface normal for our landscape. This will breakup how light reacts on the surface. || VIDEO TIME STAMPS || 00:00 - Start 00:10 - Introduction 01:50 - Log...
Flat Land Blending Part 2 | Edge Blending W/ Additional Layer | Build Worlds V2
Просмотров 471Год назад
Flat Land Blending Part 2 | Edge Blending W/ Additional Layer | Build Worlds V2
Build Worlds V2 | Update & Progress Clip | Build Worlds V2
Просмотров 348Год назад
Build Worlds V2 | Update & Progress Clip | Build Worlds V2
Flat Land Blending Part 1 | Multi Layer Blending | Build Worlds V2
Просмотров 506Год назад
Flat Land Blending Part 1 | Multi Layer Blending | Build Worlds V2
Landscape Auto Material Part 2 | Transition Blend | BWV2
Просмотров 578Год назад
Landscape Auto Material Part 2 | Transition Blend | BWV2
Landscape Auto Material Part 1 | Slope Detection | BWV2
Просмотров 829Год назад
Landscape Auto Material Part 1 | Slope Detection | BWV2
Create A Landscape Slope Layer | Tri Planar | Game World Landscape Material
Просмотров 756Год назад
Create A Landscape Slope Layer | Tri Planar | Game World Landscape Material
Tri-Planar Projection For Landscape Material | Game World Landscape Shader | BWV2
Просмотров 1,4 тыс.Год назад
Tri-Planar Projection For Landscape Material | Game World Landscape Shader | BWV2
How To Fix Tilling Texture Repetition | Game World Landscape Shader | BWV2
Просмотров 750Год назад
How To Fix Tilling Texture Repetition | Game World Landscape Shader | BWV2
Match Intro | Belfast Giants | 19/3/2023
Просмотров 120Год назад
Match Intro | Belfast Giants | 19/3/2023
How To Make Landscape Paint Layers | Game Landscape Material | Build Worlds V2 :)
Просмотров 1,1 тыс.Год назад
How To Make Landscape Paint Layers | Game Landscape Material | Build Worlds V2 :)
How To Make A Great Landscape Master Material Layer | Game Landscape material | Build Worlds V2 :)
Просмотров 1,6 тыс.Год назад
How To Make A Great Landscape Master Material Layer | Game Landscape material | Build Worlds V2 :)
Distance UV Texture Scaling | Game Landscape material | Build Worlds V2
Просмотров 1,7 тыс.Год назад
Distance UV Texture Scaling | Game Landscape material | Build Worlds V2
Introduction | Game Landscape Material | Build Worlds V2
Просмотров 2,2 тыс.Год назад
Introduction | Game Landscape Material | Build Worlds V2
Gaea To Unreal Engine 5 | Heightmap & Workflow | Build Worlds V2
Просмотров 10 тыс.Год назад
Gaea To Unreal Engine 5 | Heightmap & Workflow | Build Worlds V2
Sculpt A Game World | Part 2 | Speed Level Design
Просмотров 446Год назад
Sculpt A Game World | Part 2 | Speed Level Design
I am facing a problem where suddenly it starts to paint another texture around the edges and it has happened multiple times already. Maybe it is some sort of problem in the blueprint but it worked for multiple days before.
@@Mutkagames Any chance you can jump on the discord? I can help you properly there 👍
Great tutorial, helped me a lot in understanding the thing :)
Important Workflow to add/see Masks from Gaea/Houdini into Unreal Engine 5
where link to 80.lv article with reduce repeet variations?
may I ask which license do you use? pro or personal?
i have no displacement slot in the result node of the material, why? D;
@@Lisa-mz3nn have you turned on displacement in your material?
@@KIRKS thanks for your quick reply. yes i did every step from your video
thx you
Man, thank you so much! Helped to resolve an issue with RVT and distance blend.
Bumpoffset with World Aligned would be nice.. I dont know how i connect these things
you are the king Kirk
KIRK MY BOY THANKYOU.
Wey te amo
When I turn on nanite with world partition it messes up the material. It creates seams at every landscape square. It looks like the material no longer tiles properly anymore.
Thanks for the tutorial Kirk, I found one problem in this video, when you plug the declaration nodes into the blend function, you didnt plug the masked ouput.
Does anybody know how to fade the hard edges of a landscape map to transparent?
r.streaming.poolsize 100000
You're great!
Good video. Ive been looking like a fkn idiot for OOOOOOOONNNNNNNNNNNEEEEEEEEEEE person in the world to show how to create the alpha brush. I guess no one in the world can make it on camera. Good video, the copy trick was awesome
I have wayyy too many trees and dont see where you covered to lessen the amount. Help?
@@DankFranks Check your density settings my mate. You can go as low as 20 and work your way up in 25 to 50 segments
Hi Kirk, just wanted to say i'm following the BWV2 series along and this is the video i'm up to so far. I will probably write up some more detailed feedback on the series once ive completed it fully, but I just wanted to say to yourself and also to any potential newcomers to the channel that this series is great, Im a beginner and im taking ALOT from it, I've tried alot of tutorials and you seem to get through to me the best. If you are contemplating investing the time into following along, stop thinking and get involved. I did want to join the membership plan but I cant find a join button, so i'm assuming its currently not available. I've joined the discord and will send a donation over to support the channel, once I have finished the series. All the best, And thank you so much. - Mike.
@@theavggamers_ Hey dude, Thanks for your kind words. At this moment I am having a break for videos. Concentration is needed at my work time. With the series BWV2 I have come across feedback (which I trust) about the layout of the series. And have noticed the hiccups noted. I am contemplating starting the series again. Not made my mind up yet. Again thanks for the kind words. If you need help just jump on discord and ping me.
Hey Kirk, great video! i'm stuck in the position you was in, my textures are staying black, even after clicking the top right. Any suggestions?
eeeh? The poolsize limit should be value=MB from what i'v been told. 100 000 000 MB = 100 000GB streaming pool size? Should be enough with 10 000 MB
Hi Kirk, First off, thank you so much for dedicating your time to show us your workflow in landscape materials, logic, and more. This is my first time here, and to be honest, I found it a bit confusing to keep up with the correct order of the videos. Sometimes, I can't find a specific part of your tutorial. For example, could you please send me a link to the part where you created the master material Build-Worlds-Landscape? As I understand, the first time you show this is at 10:43 in this video. Could you please provide the exact location of this specific segment? Thank you again for all your hard work. This been and incredible journey for me. :-)
Wasted so much in the previous and now have no clue what the hell he's doing here. Why is there not even one good tutorial for gaea to unreal? Looked everywhere can't even find paid ones this is bs.
Hey Kirk - Thank you for this Tutorial. But I have some difficulties. In my Landscape Instance I only get one Layer called "Global Texture Parameter Values" (and I can see the textures of Sope-Main) ..... all others are not visible. What's wrong?
@@bernhardhelbling3412 make sure to change the group of all your parameters. Not just the names. Hopefully this helps mate 👍
@@KIRKS I just have one group named Landscape-Blending with 6 members. Did I forget something? ..... and for the Layers-UVs. But in the INstance I just see ONE Material with 3 textures ...
@@bernhardhelbling3412 For me to better understand and help with this problem, is there any chance you can hope in the discord. And post your needs and provide images please. We can get to the bottom of this 👍
These are great thank you but it'd be helpful if you had kept the same names when doing the layer stack video for example
Hello, great series, very detailed! I, however, have a problem and I hope you know the solution. When I add the extra layer the texture from the landscape sweep and it stays the default grid texture. I followed the whole series step by step and I don't understand if maybe I have an error in unreal myself. Thank you.
@@riccardogaleazzi7915 I'm not sure what you mean by "landscape sweep"
@@KIRKS sorry I translated it and did not check for grammar😂. I mean that the texture disappears and the land scape gets the default grid material.
@@riccardogaleazzi7915 Does any texture show on the landscape? Or just that particular layer?
As a 3DS Max user I've just started getting into unreal. Its a different mindset to Max in many areas but you explain things nice and clearly. Now off for a lie down cos my brain hurts ;-)
I like your tutorials - especially the short one ;-). Thank you for uploading! I am searching for an Auto-Landscape-Material with 3 Auto-Layers: Rock and Dirt-Grass. Means between Rock and Grass is always a bit Dirt (blended). Any idea where I can find a tutorial?
Awesome tutorial! Thank you
Nice Video but my Material not show the displacement has enable nantei in the ini, and install the nanite plugin and in the material enable nanite. i think i make something wrong your video is very helpfull to create matrial
me too
Excellent Video. Most videos dont mention to turn on "Enable tessellation". Thank you.
First 2 videos where great but this lost me. Totally jumps around and was hard to follow.
Hello and thank you. I have a question, how we could make Displacement Magnitude as a parameter in material? When I mixed Displacement with multiply of course it change heightmap intensity, But I need "nanite displacement Magnitude" value which is available in material self in editors. Thank you
Whats the next video?
My man great series! Any chance you can add a foliage remover? or point me in that direction?
Awesome! You saved my brain =)) ahah Thank you!
While following this lesson I didn't really know how it worked as we where going so I stopped to write up each step and what it was doing. Maybe this will be helpful to someone and if anyone is willing to correct any mistakes I make I would really appreciate it! The purpose of this lesson is to give our landscape material the ability to scale its texture based on the distance from camera. We implement three discreet scale levels with a way to blend between each in discreet steps. The texture is scaled by UV tiling: UV's work as a coordinate system for our texture that is normalized to have values between 0 and 1. Tilling works by multiplying the UV's by a parameter, for example 2 which would mean when the texture samples the point (0.5, 0) this is multiplied by 2 and the value from the texture image is returned from position (1, 0). The texture sample is wrapped for values above 1 meaning that UV tilling with a value of 2 would display the image repeating as a 2x2 grid. Blending works by linear interpolation. the texture samples with different tiling are blended based on an alpha value as a percentage of each sample to blend. I'm still not sure how the pixel values are technically blended. We start with the master material and work our way into the function calls. The Landscape UV Coordinates (coordinates with the resolution of our landscape normalized to values between 0 and 1) are multiplied by Far, Mid, Near parameters. Multiplying the UV by 2 will make the texture half as big as the texture will wrap twice in each direction when applied to the mesh. Our scaled landscape UV coordinates along with our texture object are then passed as parameters to our Distance Mask function. In the Distance Mask function we group the landscape pixels by the distance from the camera based on supplied near and far ranges. We calculate the distance from the camera to the world position ( the position of each pixel the material is applied to, in this case the landscape ). For each pixel of the material we divide its distance by a supplied far and near range value then round each down using the floor node. This places each point of the material into a "chunk" or categorizes them as multiples of our range value. We then divide this by a blending parameter which will determine how many blending "steps" are taken between the two ranges. We then saturate the results with the saturate node which clamps the values between 0 and 1. We now have two parameters for each pixel on the landscape with a value between 0 and 1 that represent how far the pixel on the landscape is from the camera based on our range parameters. If the Range Blending parameter is 1 then anything less than say 350m for our Distance Range From Camera (Far) parameter will result in 0 and anything over will result in 1. If The Distance Range Blending is 2 then we should see 0 for less than 350m, 0.5 for between 350m and 700m and 1 for anything over 700m. If the Distance Range Blending value is < 1 all results will be 1. Our far and near values are then passed into the Texture Sample Blend function along with our Scaled UVs and our Texture Object The Texture Sample Blend function is where we blend between our near, mid and far scaled Texture Samples using the Lerp node. Starting with the Mid to Near Lerp blend we take our Distance Mask Near result for each pixel which will be between 0 if the distance is less than 150m and 1 if greater and use this value as the alpha. This means if the distance is < 150m ( 0 Alpha) the pixel will be sampled by the Near UV Scaled Texture as the A input to our lerp which has the most tilling making the texture look smaller. If the distance is over 150m ( 1 Alpha ) the pixel will use the Mid UV scaling Texture B) input into our lerp node which uses the Medium amount of tilling and makes the texture bigger than the Near texture. If the Distance Range Blending Near parameter in the Distance Mask is set to 2 for example then above 150m the pixel will use a 50% blend between the near and mid scale and over 300m will use the Mid scale. This result is then blended with the Far UV scale Texture. To achieve far to Mid/Near blending we take our Distance Mask Global parameter for each pixel in the landscape which will be 0 if less than 350m and 1 if more than 350m and use this to lerp our Near/Mid result with our Far UV scale sample. Any pixel less than 350m ( 0 Alpha ) will use A) the RGB given by our Near/Mid lerp. Any Distance from camera greater than 350m will use the Far UV scaled Texture which uses B) the smallest tilling UVs resulting in a texture that looks bigger. Our blended texture is then returned to our Distance Mask Function which then returns the results to our Master Landscape Material. The result is small looking texture close to the camera, medium texture after 150m and large looking texture after 350m. If we supply parameters > 1 for Distance Range Blending in our Distance Mask function we blend these tiled samples together by dividing the range into steps and blending the texture samples. If the Near Distance Range Blending is 3 then the Texture tiling below 150m will be 100% near, below 300m will be 2/3 Near tiling and 1/3 Mid Tiling, below 450m will be 1/3 Near tiling and 2/3 Mid tiling, 450m and beyond is clamped to 1 with the saturate node and uses the Mid tiling.
Very helpful. Thank you.
Thx
fast & straightforward solution 👌
R.streamimg.poolsize does not help with rvt camera turn blur
so how do you do this with a world partition level? do you have to create a capture volume for every single landscape?? there are like a million videos describing how to set up RVTs on a single landscape, it's painfully easy to do- not a single video on how to set it up for world partition.
Thanks for the perfect tutorial, but this material only works for the sphere, not the plates/box. If you have time, do it for a cube/plate. The plate is much more complicated, because the corners will break during displacement. Thanks a lot and I'll subscribe
Thank you for your videos, I have just find your channel and for sure you are providing a big source of knowledge!
This is not going to help in the packaged game
That's right 👍
This is certainly a quick workaround, but it is accidentally done in a way that can cause crashes due to a typo and doesn't solve the issue. If you don't want to downscale/fix your textures (for production projects, this is the best fix), then here's an approach to keep your project moving without having to type r.Streaming.Poolsize changes in upon every restart. 1. First off, check what size of Streaming Pool your level is trying to get to - in the Console, run "stat streaming" (leave out the quote marks). This will show you how much more budget you want. If your default is (say) 1024MB, and you see an overreach of 600MB, then you'll want a reserved pool size above this, say 2048MB (2GB). (run stat streaming again to turn the data display back off) 2. Next test out your changes - do the "stat streaming 2048" bit now in the Console, test out your change in a PiE session and see if the increase was enough. If not, increase it again. I work with 4k landscape textures, and mostly 4k/8k textures on meshes (Nanite and normal), and I usually have this value set to 4096MB (4GB). 3. Finally, once you're happy, close the Editor, and use your favorite IDE (or a basic text editor) to open the DefaultEngine.ini file for your project. Find the r.Streaming.PoolSize entry and replace the default with your (tested in step 2) value. Save and restart the UE Editor and you're good to go. Kirk inadvertently set his PoolSize to a Terabyte of video RAM in this video by entering a million for the value - it's already in MB, so 1024 = 1GB. Try not to reach the ceiling of your GPU - if you have a 6GB card, setting this to a max of 4GB (4096) seems to be a safe limit, leaving spare VRAM for everything else you need. Don't set the value to 0 either. While this can be used for debugging, both turning off the Pool Limit (setting it to 0) or oversetting it (setting it above your VRAM) will ultimately cause crashes when you start dropping more assets/textures into your scene. Hope this helps!
Hey bro. Thanks for the comment. And yes you are right, i did say 1GB instead of 10GB. Which i have never corrected, as the aim of the video is = "Quick Fix". I do however agree and like the detailed comment. With your permission i would like to pin your comment?
@@KIRKS absolutely, great videos, thanks for all your hard work!
Not sure why you dont have more subs! Excellent stuff!
5 million megabytes is 5 terabytes..