QUICK TRICK to Realistically BLEND ASSETS with LANDSCAPE | UE5 Runtime Virtual Texturing Tutorial

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  • Опубликовано: 17 янв 2025

Комментарии • 242

  • @colinbrooks2236
    @colinbrooks2236 Год назад +52

    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

    • @ryanhaase7543
      @ryanhaase7543 Год назад

      Thank you!

    • @pondpond-tx4sk
      @pondpond-tx4sk Год назад +1

      Do you have an example?

    • @ktrooping797
      @ktrooping797 Год назад +1

      how do we do this if the fuzz node has two inputs?

    • @keterbinah3091
      @keterbinah3091 Год назад

      thankyou , it works

    • @ktrooping797
      @ktrooping797 Год назад

      @@keterbinah3091 hi, how did you connect the fuzz node to blendmaterials attributes node?

  • @witosek9326
    @witosek9326 11 месяцев назад +10

    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)

  • @kewlin
    @kewlin 2 года назад +80

    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.

    • @fmbifrost2198
      @fmbifrost2198 2 года назад +4

      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.

    • @modz7014
      @modz7014 Год назад +2

      Thanks cause i was wondering why the divide as well

    • @riggsmurtah2788
      @riggsmurtah2788 Год назад

      Then I could divide by 5 for a more subtle transition?

    • @peperoni_pepino
      @peperoni_pepino Год назад +1

      @@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.

  • @derekheisler2058
    @derekheisler2058 2 года назад +62

    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!

    • @isaacgutierrez929
      @isaacgutierrez929 2 года назад

      thanks man, it was really helpful. I like that extra control over the blending

    • @davidCcode
      @davidCcode Год назад

      I was coming in to comment here about the divide node but you did it great.

    • @lukewarmape603
      @lukewarmape603 10 месяцев назад +1

      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 :)

    • @raitttu
      @raitttu 6 месяцев назад

      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)

  • @thronosstudios
    @thronosstudios 2 года назад +6

    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.

    • @GameDevAcademy
      @GameDevAcademy  2 года назад +1

      Thanks dude. Explaining things is my super power.

    • @thronosstudios
      @thronosstudios 2 года назад

      @@GameDevAcademy Did you get it from a vat of toxic waste, spider bite, or just born with it? :P

  • @xMrDog
    @xMrDog Год назад +1

    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!

  • @mansamnnnnikaido
    @mansamnnnnikaido 7 месяцев назад

    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

  • @HamsterBlitz
    @HamsterBlitz Год назад +2

    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.

  • @dominikgomoka8541
    @dominikgomoka8541 День назад

    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!

  • @FateOfFools-o6h
    @FateOfFools-o6h 4 месяца назад

    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

  • @daveweinstock
    @daveweinstock Год назад +2

    Easy to follow and you explained everything well. Thanks.

  • @yuier2883
    @yuier2883 Год назад

    have to say, best tutorial about RVT

  • @TheGamerFurtif
    @TheGamerFurtif 3 месяца назад

    Just a big THANK YOU BRO !

  • @JustPatrik
    @JustPatrik 8 месяцев назад

    Thats freaking insane! Awesome!

  • @jiwik731
    @jiwik731 2 года назад +1

    Really good and simple tutorial. thank you.

    • @GameDevAcademy
      @GameDevAcademy  2 года назад

      Glad you liked it

    • @ashy49592
      @ashy49592 Год назад

      @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?

    • @ashy49592
      @ashy49592 Год назад

      @GameDevAcademy
      how to sculpt using default tools .
      brush size mannequin small .

  • @sincosFly
    @sincosFly Год назад

    Thank you so much!!
    It working fine exclude straight face.... The mask to stretching.

  • @dequanci9721
    @dequanci9721 2 года назад

    thank you so much for the teaching, it's really easy to understand .

  • @vocalsync135
    @vocalsync135 Год назад +1

    Very nice! Enjoyed it tremendously!

  • @alexgop1980
    @alexgop1980 Год назад

    Dude, many thanks for sharing your knowledge, awesome and absolutely useful tutorial! God bless you!

  • @Tristaza45
    @Tristaza45 Год назад

    Awesome tut!!!! Thank you very much for sharing!

  • @SimplyCrazySid
    @SimplyCrazySid Год назад

    Thanks for teaching! Super helpful video

  • @darthvulture
    @darthvulture Год назад

    fantastic easy to follow tutorial, thanks!

  • @manic_animator85
    @manic_animator85 2 года назад +1

    Wow
    I had this problem some days ago
    Thank you soooo muuuuch!

  • @GregDerochie
    @GregDerochie 2 года назад +8

    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).

    • @Stimulated_Vision
      @Stimulated_Vision 2 года назад

      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.

  • @nikwalz3429
    @nikwalz3429 4 месяца назад

    Best Video for RVT Blending. Do you also have one for RVT Spline Roads?

  • @xavixxx95
    @xavixxx95 Год назад

    Thanks for the tutorial! Easy and clean!

  • @lukeatanasoff6113
    @lukeatanasoff6113 Год назад

    Absolute legend, subbed

    • @GameDevAcademy
      @GameDevAcademy  Год назад +1

      Thanks Luke. You've made me *feel* like a legend 😊

  • @muhammetemirbulut6511
    @muhammetemirbulut6511 10 месяцев назад

    very clear and good thks !!!!!

  • @jayhop960
    @jayhop960 Год назад

    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

  • @FateOfFools-o6h
    @FateOfFools-o6h 4 месяца назад

    haha, i got it work, thats pretty cool, i thought it take longer, cool!

  • @Vipin_lee008
    @Vipin_lee008 6 месяцев назад

    Very useful👍

  • @lefrog3851
    @lefrog3851 2 месяца назад +1

    What if i want to rotate the Landscape 90 degrees making it vertical,what do i need to change for it to work??

  • @lanaeab.1676
    @lanaeab.1676 8 месяцев назад

    bless this man

  • @ryzhkov3dmodels
    @ryzhkov3dmodels Год назад

    Thanks a lot! Very helpful tutorial!

  • @elturkocharro
    @elturkocharro Год назад +3

    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?

  • @ZAKarchitects
    @ZAKarchitects Год назад

    Really great technique.. Thank you for your effort ❤

    • @GameDevAcademy
      @GameDevAcademy  Год назад +1

      You're welcome dude. I'm glad I could help you out :)

  • @marsovsound
    @marsovsound 2 года назад

    Extra helpful, thank you!

  • @jc9378
    @jc9378 2 года назад

    Thank you. That’s what I need❤️❤️

    • @GameDevAcademy
      @GameDevAcademy  2 года назад

      You're welcome. Glad I could help you out.

  • @arekjurcan
    @arekjurcan 8 месяцев назад

    Yeah. Okay, it works. Thanks :)

  • @Dragonbras
    @Dragonbras 10 месяцев назад

    great video thanks

  • @Dragongaze13
    @Dragongaze13 Год назад +11

    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.

    • @cr0uchingtiger
      @cr0uchingtiger Год назад +1

      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.

    • @nickkaverin
      @nickkaverin Год назад

      @@cr0uchingtigertry to use make material attributes node

  • @stevezyzlol6771
    @stevezyzlol6771 2 года назад

    Thank you!

  • @cosmosunited
    @cosmosunited 2 года назад

    really great tutorial

  • @etroudoudou
    @etroudoudou 2 года назад +3

    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.

  • @DamasUnreal
    @DamasUnreal 6 месяцев назад

    thanks!

  • @Dulge
    @Dulge 2 года назад

    this is amazing, gj

  • @sergeibargamotov8931
    @sergeibargamotov8931 Год назад

    Assome...!!! Thank you, Thank you!

  • @pavelgre7072
    @pavelgre7072 5 месяцев назад

    thanks

  • @juliandevito9953
    @juliandevito9953 Год назад +1

    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.

  • @DerpyPossum
    @DerpyPossum 2 года назад +4

    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 :)

  • @phalhappy8612
    @phalhappy8612 2 года назад +1

    cam we use RVT with static mesh instead of landscape?

  • @peterchild2010
    @peterchild2010 Год назад

    Excellent video, very informative (Y)

  • @frozengemstudio9204
    @frozengemstudio9204 2 года назад +2

    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]

  • @BFXFactory
    @BFXFactory 2 года назад +1

    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.

  • @LuisSara.2024
    @LuisSara.2024 2 года назад

    Is ver good, thank you so much...

  • @benblaumentalism6245
    @benblaumentalism6245 Год назад

    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!

  • @seansanderson
    @seansanderson 2 года назад

    Love it. How to not make things look like arse. Champion.

  • @keterbinah3091
    @keterbinah3091 2 года назад +3

    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 ?

  • @sylvainhuard2133
    @sylvainhuard2133 7 месяцев назад

    there is people that can talk and explaining is an art of the brain, you must be really smart.

  • @tomtoons
    @tomtoons 7 месяцев назад

    12:31 what node is that please? you didnt type anything and im stuck!

    • @popthiccle1158
      @popthiccle1158 5 месяцев назад

      hold 3 and left click, its also called a "constant3vector"

  • @athradian4752
    @athradian4752 2 года назад +5

    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!

    • @lugge1358
      @lugge1358 2 года назад

      same for me

    • @SSMusicaSkate
      @SSMusicaSkate 2 года назад

      Same

    • @ZeissPlanetariumJena
      @ZeissPlanetariumJena 2 года назад +3

      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)

    • @Freya_PasSiFolle
      @Freya_PasSiFolle 2 года назад

      @@ZeissPlanetariumJena Thx

    • @coapa_760
      @coapa_760 Год назад

      @@ZeissPlanetariumJena you telling me i have to redo all the nodes :0 into the actual default one haha shit

  • @daviddelayat-dnapictures
    @daviddelayat-dnapictures Год назад

    How to do so for every meshes in a scene ? Do I have to go through this process for each ?
    Thanks !

  • @cr0uchingtiger
    @cr0uchingtiger Год назад

    Didn't work for me. I enabled everything but the materials didn't show up as in 9:30

  • @MikeWazowski-x7k
    @MikeWazowski-x7k 5 месяцев назад

    can you bake the current state in the viewport into a new texture so that it doesnt have run work in runtime?

  • @MatheusGamedev
    @MatheusGamedev Год назад

    Just leaving a comment to thank you!!!

  • @GBTC2011
    @GBTC2011 Год назад

    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)?

  • @GBTC2011
    @GBTC2011 Год назад +1

    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?

  • @christiandebney1989
    @christiandebney1989 Год назад

    can you have multiple different rocks with different materials interacting with the landscape? or do you have to set up each rock?

  • @pawpotsRS
    @pawpotsRS Год назад

    do you really need a landscape to make the RVT work? or you could blend between two static mesh with these setup?

  • @BernhardRieder1
    @BernhardRieder1 2 года назад

    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

  • @ijustwanttovanish
    @ijustwanttovanish 6 месяцев назад

    i cant plug in the getmaterialattributes to the runtime virtual texture output i says its not compatible with floats

  • @DerBeinmann
    @DerBeinmann Год назад

    They dont look like ass 😅
    Thx 4 the tutorials, very cool and funny. 👍

  • @truthtruth316
    @truthtruth316 7 месяцев назад

    .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

  • @BRENTONMCARTHUR
    @BRENTONMCARTHUR 10 месяцев назад

    Have you tried doing this for Landscape Layer Blend and standard material. I tried and had a fail. close but no cigar

  • @shantifawkes7060
    @shantifawkes7060 Год назад

    i have virtual texture support enabled but dont see the preview its all black in my case, any idea ?

  • @st.michaelthearchangel7774
    @st.michaelthearchangel7774 2 года назад +1

    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.

    • @makytrakys
      @makytrakys 2 года назад +3

      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!

    • @TheDidiFerr
      @TheDidiFerr Год назад

      @@makytrakys thank you so much!!

  • @suke0408
    @suke0408 7 месяцев назад

    Is this only works for flat landscape??

  • @Dapoutre
    @Dapoutre Год назад

    How do you deal with multiple landscapes and multiple levels and the same rock for exemple ?

  • @arjungowda6452
    @arjungowda6452 2 года назад

    Thank y❤️u ....

  • @nima3359
    @nima3359 2 года назад +1

    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

  • @kevinricard7649
    @kevinricard7649 11 месяцев назад

    Nice tutorial ! But unfortunatelt it doesn't work for me.. I got a white blend instaed of the material..

  • @Jbn0s0rus
    @Jbn0s0rus 2 года назад

    Would this work on a tri-planar material? I'm looking to blend two tri-planars together.

  • @H0lyFr0ggy
    @H0lyFr0ggy Год назад

    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?

  • @PekoXXL
    @PekoXXL 4 месяца назад

    Why isnt it working for me? Its showing blending effect on the model in material graph and material instance, but no change in viewport

  • @ediksidorov5037
    @ediksidorov5037 6 месяцев назад

    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

  • @UnrealArtist
    @UnrealArtist 2 года назад +9

    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.

  • @resetXform
    @resetXform Год назад

    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?

  • @timboslice5351
    @timboslice5351 Год назад +2

    The blending for me looks really blurry. Anyone having the same issue?

  • @anunusualindividual1172
    @anunusualindividual1172 2 года назад

    Is it any different on how you set RVT in UE 4? if not, would it work if follow through from UE 4?

  • @charleslamb4568
    @charleslamb4568 Год назад

    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.

  • @judofernando8298
    @judofernando8298 Год назад

    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 ?

  • @XINXIE-xx3vz
    @XINXIE-xx3vz Год назад

    good

  • @karanboxfy
    @karanboxfy 10 месяцев назад

    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

  • @davidfros41
    @davidfros41 Год назад

    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.

  • @uweSM
    @uweSM Год назад

    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!

    • @sagesoup9104
      @sagesoup9104 Год назад

      I would also like to know how to use it on not quixel mats :)

  • @cr0uchingtiger
    @cr0uchingtiger Год назад

    I have the same problem as other users. I made my ground plane in Mixer so I don't have a master material.

  • @coapa_760
    @coapa_760 Год назад

    ok so how do you save a template or something. so I don't have to do this with each asset ?

  • @TheDanGoldstein
    @TheDanGoldstein Год назад

    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!

    • @snook-official
      @snook-official Год назад

      In the virtual texture asset for the landscape, under the size settings, increase the settings and it will improve the texture quality

  • @linovalcarcel9366
    @linovalcarcel9366 9 месяцев назад

    only work with landscapes?

  • @HighlightedPoints
    @HighlightedPoints 2 года назад

    Can you please teach us Unreal software