anyone experiencing the blendspace being white and the material of the scan item has a fuzz node - put the fuzz node to the right of the blendmaterial attributes
The divide by 10 is there to change the height across which it blends: if you didn't divide it by 10, it would transition over 1cm (which is too small), but divided it does it over 10cm. It's an arbitrary number though, for example, you could divide by 50 to make it blend over 50cm. Saturate just caps the number to values from 0 to 1 so the alpha blending doesn't break.
Thanks for the addition, it's not serious to do tutorials that just say "plug this here because I was told so" and not explain the principles of what you're doing before jumping into spaghettis mode.
@@riggsmurtah2788 I think to make it more subtle you would instead divide by a larger number, like 20. But you could try that quite quickly, the difference should be easy to see.
TIP: If you want control of that gradient (the blending) it's in the divide node for the height. So connect a constant node to the B input of the Divide node, then right click and make parameter. Put a default value of 10 as stated in the tutorial. But now if you go back to your rock material instance you'll see the new parameter (I named mine Virtual Texture Blend Gradient). Check it on and then dial the value to your taste. Hope that helps everyone!
Also if you want further control of where the gradient begins and ends, you can add a multiply (lower in worldspace) or subtract (higher in worldspace) between the "absolute world position" and "mask" nodes :)
Very useful tip, when I follow the tutorial the blend was "perfect cutted" by the ground, so it's not appear, since it's on underground. I have to put a big value on divide (like 100) to show up a bit, so my final setup was divide>subtract(to shift up and down the blend)>power (found useful to control the gradient more)
I've watched several tutorials on this, some longer, some about the same length, but this one is by FAR the clearest, simplest and most straight to the point out of them all. You earned a sub, good sir.
I started with your tutorial in Unreal Engine 4 with the lakehouse and now I'm back on your channel, now I'm a professional in the ArchViz nieche, you're still an amazing teacher, congrats!
I belive that the reason for dividing at 11:40 is because you are stretching out the gradient (the interval where the blend has a value between 0 and 1, i.e. the greyzone). Generally you can think of linear functions f(x) as: 1. additions to x = shifting the output, 2. multiplication of x = stretching the output, 3. -X = flipping/mirroring the output around 0. Hope that explains it, it was some time since I studied that.
Troubleshooting: if anyone struggles with sampling a RVT from their mesh (cause this not only works with landscapes but with any static mesh too) - nanite meshes cannot be sampled for RVT, that is for 5.3 for sure, IDK how about further versions. This made me think my brain is broken or something because I followed your tutorial step by step and had no result for like 2 damn hours and that's because a mesh I was using was a nanite. This works well the other way tho, nanite meshes will be affected just fine once u properly sample a RVT from the "background" mesh. Just putting it here in case someone desparate suffers like I did hahaha :D Great tutorial mate!
very easy to do, once you understand how it works, its great! a hassle since i had to learn stuff about the material system, but, great once you get knowing for it
@GameDevAcademy can you help me dig a trench using landscape tools I tried but it just looked low-poly . and I don't want to ues the voxel plugin because it's showing down my game . is there a setting I can change maybe?
Thanks for this! it's something I've been struggling with as an Unreal beginner.. Can you suggest how to apply this technique to a basic material (not a megascan).
Yeah megascans automatically applied nodes and bridge are pure trash for the beginner because they are just shit to begin with. I prefer to use the most basic node systems because the bridge node system is a mess of unknown dependencies. I imported 7 textures and they are parents of the same so yeah from there your instructions just break down and things get too different to fast. So maybe stop calling this a code academy a start calling this the place where you show off some smart ass shit that no one else can do.
brother, sir i appreciate that so much thank you my friend liked and subscribed you helped me out so much brother i appreciate it thanks for taking the time out of your day to share with others Blessings on you brother
I'm pretty sure someone else asked this, but this is working super well for some assets, but what about a massive landscape on where you may have different heights variations and far more assets in the screen. The performance is affected?
I use my own shaders and do not have the "Adjustments" box going into a single "Result" node. Instead, I still have all the elements separated in my result node, hence I have no idea how to follow the steps after 11:35 😞 I wish people would show tutorials starting from BASIC materials, not premade ones. EDIT: For future refrence, in case you're like me just set your Result node to "Use Material Attributes" and work from there.
I'm in the same boat, but I'm not sure what to do after turning my result node into a 'use material attributes' node, as all that happens is my texture/roughness/normal have nowhere to go so the material goes blank.
On my side the blending works but the texture resolution of the blended texture is really low and somehow seems brighter is shadowy areas where the assets blend. Not sure why and I have no idea how ot fix this.
For the ones with Objects starts blending way too high, use another divide node in the Objects Material right after RuntimeVirtualTextureSample with a value ~5 and connect it to be B pin to the Subtract node behind the Mask.
I've done everything exactly, yet nothing seems to happen in the level itself. The temporary blend colours and the final blend are showing on the material viewport, but not on the actual mesh itself when in the level. I think it might have something to do with the previews for the RVT environment and height materials not showing. You stated that this would probably be because I don't have it on, yet Virtual Textures is indeed enabled in the project settings. I'm not sure what else can be done, and I'd really appreciate some direction to a solution. Thanks in advance :)
Interesting tutorial. However, I have a problem because at 09:18 At this point it counts crash every time in EU 5.1 :( Assertion failed: (CurrentDirtySlotMask & SlotsNeededMask) == 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 491]
so much interesting topic....but in my case there is another node "MF_Fuzz" , and if i am connecting this with "Blend material attributes" and following your process ,my result is white in blend area.😂 please give some solution.
Thank you for the excellent tutorial! If you have the time, I have a couple of questions. The first is that when I set the bounds, the bounding boxes did not encompass my entire landscape, which is very small (for testing). My second question is more of a request. I like making world-aligned materials. Any chance you could show us how you could set this up for those? Thanks again, and bravo!
good tut, i followed every step , but i have started off with just a plain grass texture and its whited out , it does blend nicely with every asset, its just white what do you suggest from just grass albedo into output at the momment ?
I am a bit confused and really hoping you will see this. I followed everything to the T, however the landscape I have is fairly dark and the rocks are fairly light. The blend area is almost white. Something I did notice is on the landscape material it is just showing a black sphere now, and on the rock material (also megascan asset like you) it is showing the default material not the 3/4 black and the rest texture sphere like you have. But all of the blueprints are the same? I am confused. Hopefully I missed something small but I am lost! Thank you!
In my MS Asset the Master Material was not "M_MS_Default_Material" but "M_MS_Default_Fuzz_Material". If you change it, it should work. (However my resolution of the blended texture is super low in my case. So not sure is this really is a fix)
I'm using the landscape material I created following your tutorial Amazing PhotoRealistic Landscape and the master material is different from the one used by Megascan. How do I apply this to my master landscape material?
Thank you, that's great. How to use it on Landscape Proxies when using World Partition? I don't want to select every single proxy to apply the virtual texture map? Keep rocking, cheers
.im wondering if its possible for one to set it up once and use it for other projects as well,because i im always afraid and discouraged when i consider the amount of time it takes to make a runtime virtual texture
Awesome tutorial. However, all the materials I have downloaded and checked from megascans has a node at the far right called "Result node of the material" (has the Base Color, Metallic, Specular, Roughness, etcetera, with Shading Model at the very bottom), so I don't know what to do to feed everything into the nodes you created in the video from that node.
Hi!, I think I might have the solution, as it happens same to me. Ok, just click that node, go to details pannel and set "ON" Use Material Attributes, ;) hope works for you, now is working perfect!
I have the problem that the height where the object is blending texture is always at z=0. And also when my width and length y and z coordinate are at a point where the landscape is not any longer. It still blends there
Great tutorial. I hate when Unreal does unityiesh things like, you do this and that and then turn that on from that section, come back and create that and then apply these and that o.O ??? this is all for a small feature that you should have only in the material editor with small check boxes, Or may be some other more streamlines simple execution.
I'm writing this first before I watch the video, but having started watching a different video that was two years old and this requires landscape height etc. How would this work for interiors with lots of organic assets of various sorts or would be a similar process?
I am having an issue where even with the plugin enabled it still shows as black on the preview. My older projects where I have had this working also stopped working.
Very nice and very clear explaination :) So far I get everything to work, eccept that my texture on the rock is super dark and partially stretchy somehow. also, how do I increase the amount of blending on top of the rock? for me it workst for about 10cm.
Hi Shane, thanks so much for this really interesting tutorial. Unfortunately I’m still a beginner in Unreal and surely the question seems a bit stupid for a pro ... The node graph of the material I’m using right now looks a bit different than yours: It’s an imperfection metal material and my final node is a Main Material Node. How to handle this special case regarding to the node graph? Thanks in advance for your help!
Great tutorial! Is there a way to get the blend to not blur as much? I applied this to a rock and the ground but the blended area on the rock just looks like the ground is blurring into it instead of it looking like the sanding is adding onto the rock. Thanks!
anyone experiencing the blendspace being white and the material of the scan item has a fuzz node - put the fuzz node to the right of the blendmaterial attributes
Thank you!
Do you have an example?
how do we do this if the fuzz node has two inputs?
thankyou , it works
@@keterbinah3091 hi, how did you connect the fuzz node to blendmaterials attributes node?
For those who didn't see the preview here 9:25: try pressing "Create Volumes" right underneath. It helped me. (I'm working on version 5.3)
This
The divide by 10 is there to change the height across which it blends: if you didn't divide it by 10, it would transition over 1cm (which is too small), but divided it does it over 10cm. It's an arbitrary number though, for example, you could divide by 50 to make it blend over 50cm.
Saturate just caps the number to values from 0 to 1 so the alpha blending doesn't break.
Thanks for the addition, it's not serious to do tutorials that just say "plug this here because I was told so" and not explain the principles of what you're doing before jumping into spaghettis mode.
Thanks cause i was wondering why the divide as well
Then I could divide by 5 for a more subtle transition?
@@riggsmurtah2788 I think to make it more subtle you would instead divide by a larger number, like 20. But you could try that quite quickly, the difference should be easy to see.
TIP: If you want control of that gradient (the blending) it's in the divide node for the height. So connect a constant node to the B input of the Divide node, then right click and make parameter. Put a default value of 10 as stated in the tutorial. But now if you go back to your rock material instance you'll see the new parameter (I named mine Virtual Texture Blend Gradient). Check it on and then dial the value to your taste. Hope that helps everyone!
thanks man, it was really helpful. I like that extra control over the blending
I was coming in to comment here about the divide node but you did it great.
Also if you want further control of where the gradient begins and ends, you can add a multiply (lower in worldspace) or subtract (higher in worldspace) between the "absolute world position" and "mask" nodes :)
Very useful tip, when I follow the tutorial the blend was "perfect cutted" by the ground, so it's not appear, since it's on underground. I have to put a big value on divide (like 100) to show up a bit, so my final setup was divide>subtract(to shift up and down the blend)>power (found useful to control the gradient more)
I've watched several tutorials on this, some longer, some about the same length, but this one is by FAR the clearest, simplest and most straight to the point out of them all. You earned a sub, good sir.
Thanks dude. Explaining things is my super power.
@@GameDevAcademy Did you get it from a vat of toxic waste, spider bite, or just born with it? :P
I started with your tutorial in Unreal Engine 4 with the lakehouse and now I'm back on your channel, now I'm a professional in the ArchViz nieche, you're still an amazing teacher, congrats!
The best RVT tutorial! I've scrolled through like ten tutorials now. This one's the most clear and easy to follow. Thanks for bringing this out
You're welcome.
I belive that the reason for dividing at 11:40 is because you are stretching out the gradient (the interval where the blend has a value between 0 and 1, i.e. the greyzone).
Generally you can think of linear functions f(x) as:
1. additions to x = shifting the output,
2. multiplication of x = stretching the output,
3. -X = flipping/mirroring the output around 0.
Hope that explains it, it was some time since I studied that.
Troubleshooting: if anyone struggles with sampling a RVT from their mesh (cause this not only works with landscapes but with any static mesh too) - nanite meshes cannot be sampled for RVT, that is for 5.3 for sure, IDK how about further versions. This made me think my brain is broken or something because I followed your tutorial step by step and had no result for like 2 damn hours and that's because a mesh I was using was a nanite. This works well the other way tho, nanite meshes will be affected just fine once u properly sample a RVT from the "background" mesh. Just putting it here in case someone desparate suffers like I did hahaha :D Great tutorial mate!
very easy to do, once you understand how it works, its great! a hassle since i had to learn stuff about the material system, but, great once you get knowing for it
Easy to follow and you explained everything well. Thanks.
You're welcome Dave
have to say, best tutorial about RVT
Just a big THANK YOU BRO !
Thats freaking insane! Awesome!
Really good and simple tutorial. thank you.
Glad you liked it
@GameDevAcademy
can you help me dig a trench
using landscape tools I tried but it just looked low-poly . and I don't want to ues the voxel plugin because it's showing down my game . is there a setting I can change maybe?
@GameDevAcademy
how to sculpt using default tools .
brush size mannequin small .
Thank you so much!!
It working fine exclude straight face.... The mask to stretching.
thank you so much for the teaching, it's really easy to understand .
Very nice! Enjoyed it tremendously!
Dude, many thanks for sharing your knowledge, awesome and absolutely useful tutorial! God bless you!
Awesome tut!!!! Thank you very much for sharing!
Thanks for teaching! Super helpful video
You're welcome
fantastic easy to follow tutorial, thanks!
You're welcome dude
Wow
I had this problem some days ago
Thank you soooo muuuuch!
You're welcome dude. Good timing!
Thanks for this! it's something I've been struggling with as an Unreal beginner.. Can you suggest how to apply this technique to a basic material (not a megascan).
Yeah megascans automatically applied nodes and bridge are pure trash for the beginner because they are just shit to begin with. I prefer to use the most basic node systems because the bridge node system is a mess of unknown dependencies. I imported 7 textures and they are parents of the same so yeah from there your instructions just break down and things get too different to fast. So maybe stop calling this a code academy a start calling this the place where you show off some smart ass shit that no one else can do.
Best Video for RVT Blending. Do you also have one for RVT Spline Roads?
Thanks for the tutorial! Easy and clean!
Absolute legend, subbed
Thanks Luke. You've made me *feel* like a legend 😊
very clear and good thks !!!!!
brother, sir i appreciate that so much thank you my friend liked and subscribed you helped me out so much brother i appreciate it thanks for taking the time out of your day to share with others Blessings on you brother
haha, i got it work, thats pretty cool, i thought it take longer, cool!
Very useful👍
What if i want to rotate the Landscape 90 degrees making it vertical,what do i need to change for it to work??
bless this man
Thanks a lot! Very helpful tutorial!
I'm pretty sure someone else asked this, but this is working super well for some assets, but what about a massive landscape on where you may have different heights variations and far more assets in the screen. The performance is affected?
Really great technique.. Thank you for your effort ❤
You're welcome dude. I'm glad I could help you out :)
Extra helpful, thank you!
Thank you. That’s what I need❤️❤️
You're welcome. Glad I could help you out.
Yeah. Okay, it works. Thanks :)
great video thanks
I use my own shaders and do not have the "Adjustments" box going into a single "Result" node. Instead, I still have all the elements separated in my result node, hence I have no idea how to follow the steps after 11:35 😞
I wish people would show tutorials starting from BASIC materials, not premade ones.
EDIT: For future refrence, in case you're like me just set your Result node to "Use Material Attributes" and work from there.
I'm in the same boat, but I'm not sure what to do after turning my result node into a 'use material attributes' node, as all that happens is my texture/roughness/normal have nowhere to go so the material goes blank.
@@cr0uchingtigertry to use make material attributes node
Thank you!
You're welcome
really great tutorial
On my side the blending works but the texture resolution of the blended texture is really low and somehow seems brighter is shadowy areas where the assets blend. Not sure why and I have no idea how ot fix this.
thanks!
this is amazing, gj
Assome...!!! Thank you, Thank you!
thanks
You're welcome
For the ones with Objects starts blending way too high, use another divide node in the Objects Material right after RuntimeVirtualTextureSample with a value ~5 and connect it to be B pin to the Subtract node behind the Mask.
I've done everything exactly, yet nothing seems to happen in the level itself. The temporary blend colours and the final blend are showing on the material viewport, but not on the actual mesh itself when in the level. I think it might have something to do with the previews for the RVT environment and height materials not showing. You stated that this would probably be because I don't have it on, yet Virtual Textures is indeed enabled in the project settings. I'm not sure what else can be done, and I'd really appreciate some direction to a solution. Thanks in advance :)
did u fix it? have the same issue
cam we use RVT with static mesh instead of landscape?
Excellent video, very informative (Y)
Interesting tutorial. However, I have a problem because at 09:18 At this point it counts crash every time in EU 5.1 :(
Assertion failed: (CurrentDirtySlotMask & SlotsNeededMask) == 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 491]
so much interesting topic....but in my case there is another node "MF_Fuzz" , and if i am connecting this with "Blend material attributes" and following your process ,my result is white in blend area.😂
please give some solution.
Is ver good, thank you so much...
You are most welcome
Thank you for the excellent tutorial! If you have the time, I have a couple of questions. The first is that when I set the bounds, the bounding boxes did not encompass my entire landscape, which is very small (for testing). My second question is more of a request. I like making world-aligned materials. Any chance you could show us how you could set this up for those? Thanks again, and bravo!
Love it. How to not make things look like arse. Champion.
good tut, i followed every step , but i have started off with just a plain grass texture and its whited out , it does blend nicely with every asset, its just white what do you suggest from just grass albedo into output at the momment ?
same :(
there is people that can talk and explaining is an art of the brain, you must be really smart.
12:31 what node is that please? you didnt type anything and im stuck!
hold 3 and left click, its also called a "constant3vector"
I am a bit confused and really hoping you will see this. I followed everything to the T, however the landscape I have is fairly dark and the rocks are fairly light. The blend area is almost white. Something I did notice is on the landscape material it is just showing a black sphere now, and on the rock material (also megascan asset like you) it is showing the default material not the 3/4 black and the rest texture sphere like you have. But all of the blueprints are the same? I am confused. Hopefully I missed something small but I am lost! Thank you!
same for me
Same
In my MS Asset the Master Material was not "M_MS_Default_Material" but "M_MS_Default_Fuzz_Material". If you change it, it should work. (However my resolution of the blended texture is super low in my case. So not sure is this really is a fix)
@@ZeissPlanetariumJena Thx
@@ZeissPlanetariumJena you telling me i have to redo all the nodes :0 into the actual default one haha shit
How to do so for every meshes in a scene ? Do I have to go through this process for each ?
Thanks !
Didn't work for me. I enabled everything but the materials didn't show up as in 9:30
can you bake the current state in the viewport into a new texture so that it doesnt have run work in runtime?
Just leaving a comment to thank you!!!
You're welcome. Thanks for the comment :)
What if virtual textures are enabled in the project setting, but you don't see them when you put them in the terrain (segment 9:25)?
I'm using the landscape material I created following your tutorial Amazing PhotoRealistic Landscape and the master material is different from the one used by Megascan. How do I apply this to my master landscape material?
can you have multiple different rocks with different materials interacting with the landscape? or do you have to set up each rock?
do you really need a landscape to make the RVT work? or you could blend between two static mesh with these setup?
Thank you, that's great. How to use it on Landscape Proxies when using World Partition? I don't want to select every single proxy to apply the virtual texture map? Keep rocking, cheers
i cant plug in the getmaterialattributes to the runtime virtual texture output i says its not compatible with floats
They dont look like ass 😅
Thx 4 the tutorials, very cool and funny. 👍
.im wondering if its possible for one to set it up once and use it for other projects as well,because i im always afraid and discouraged when i consider the amount of time it takes to make a runtime virtual texture
Have you tried doing this for Landscape Layer Blend and standard material. I tried and had a fail. close but no cigar
i have virtual texture support enabled but dont see the preview its all black in my case, any idea ?
Awesome tutorial. However, all the materials I have downloaded and checked from megascans has a node at the far right called "Result node of the material" (has the Base Color, Metallic, Specular, Roughness, etcetera, with Shading Model at the very bottom), so I don't know what to do to feed everything into the nodes you created in the video from that node.
Hi!, I think I might have the solution, as it happens same to me. Ok, just click that node, go to details pannel and set "ON" Use Material Attributes, ;) hope works for you, now is working perfect!
@@makytrakys thank you so much!!
Is this only works for flat landscape??
How do you deal with multiple landscapes and multiple levels and the same rock for exemple ?
Thank y❤️u ....
I have the problem that the height where the object is blending texture is always at z=0. And also when my width and length y and z coordinate are at a point where the landscape is not any longer. It still blends there
Nice tutorial ! But unfortunatelt it doesn't work for me.. I got a white blend instaed of the material..
Would this work on a tri-planar material? I'm looking to blend two tri-planars together.
So i have to do this for any new mesh that has it's own material? Is there some fast efficient way to do this for a couple of meshes?
Master materials + material instancing
Why isnt it working for me? Its showing blending effect on the model in material graph and material instance, but no change in viewport
Any idea how to optimize the rvt? It’s all getting red with ALT-8 optimize view, seems like it’s a topic without too much contents
Great tutorial. I hate when Unreal does unityiesh things like, you do this and that and then turn that on from that section, come back and create that and then apply these and that o.O ??? this is all for a small feature that you should have only in the material editor with small check boxes, Or may be some other more streamlines simple execution.
I'm writing this first before I watch the video, but having started watching a different video that was two years old and this requires landscape height etc. How would this work for interiors with lots of organic assets of various sorts or would be a similar process?
The blending for me looks really blurry. Anyone having the same issue?
Is it any different on how you set RVT in UE 4? if not, would it work if follow through from UE 4?
I am having an issue where even with the plugin enabled it still shows as black on the preview. My older projects where I have had this working also stopped working.
my rvt height still looks like cube, event thou i already enable it. and im not using megascan asset. what should i do to the material ?
good
whenever i open asset material then it opens the same 1 material of both land and object. I dont know what to do can you help me
Very nice and very clear explaination :) So far I get everything to work, eccept that my texture on the rock is super dark and partially stretchy somehow. also, how do I increase the amount of blending on top of the rock? for me it workst for about 10cm.
Hi Shane, thanks so much for this really interesting tutorial. Unfortunately I’m still a beginner in Unreal and surely the question seems a bit stupid for a pro ... The node graph of the material I’m using right now looks a bit different than yours: It’s an imperfection metal material and my final node is a Main Material Node. How to handle this special case regarding to the node graph? Thanks in advance for your help!
I would also like to know how to use it on not quixel mats :)
I have the same problem as other users. I made my ground plane in Mixer so I don't have a master material.
ok so how do you save a template or something. so I don't have to do this with each asset ?
Great tutorial! Is there a way to get the blend to not blur as much? I applied this to a rock and the ground but the blended area on the rock just looks like the ground is blurring into it instead of it looking like the sanding is adding onto the rock. Thanks!
In the virtual texture asset for the landscape, under the size settings, increase the settings and it will improve the texture quality
only work with landscapes?
Can you please teach us Unreal software