QUICK TRICK to Realistically BLEND ASSETS with LANDSCAPE | UE5 Runtime Virtual Texturing Tutorial
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- Опубликовано: 31 июл 2024
- Well hello there! I'm Shane and in this tutorial video, I will be showing you how to get your Megascans assets to blend realistically with your landscape in Unreal Engine. It's a nifty little technique involving the use of runtime virtual textures. Check it out & let me know what you think 😊
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VIDEO CHAPTERS
Introduction 00:00
Runtime Virtual Texturing explained 00:22
Enable virtual texture support 02:13
Set up the exercise 02:48
Create Runtime Virtual Textures 03:42
Create Runtime Virtual Texture volumes 05:00
Setup landscape material 06:24
Add RVTs to the landscape 08:56
Setup asset material 09:32
Final test 15:45
Conclusion 16:06
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?
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)
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.
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
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.
Dude, many thanks for sharing your knowledge, awesome and absolutely useful tutorial! God bless you!
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
Thanks for the tutorial! Easy and clean!
Awesome tut!!!! Thank you very much for sharing!
Thats freaking insane! Awesome!
thank you so much for the teaching, it's really easy to understand .
Very nice! Enjoyed it tremendously!
Extra helpful, thank you!
Thanks a lot! Very helpful tutorial!
have to say, best tutorial about RVT
Easy to follow and you explained everything well. Thanks.
You're welcome Dave
This is really cool. Even for detailed asphalt on terrain (Sides have a blend in the terrain)
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.
Very useful👍
Yeah. Okay, it works. Thanks :)
Thank you so much!!
It working fine exclude straight face.... The mask to stretching.
fantastic easy to follow tutorial, thanks!
You're welcome dude
very clear and good thks !!!!!
bless this man
Thanks for teaching! Super helpful video
You're welcome
this is amazing, gj
really great tutorial
Thank you. That’s what I need❤️❤️
You're welcome. Glad I could help you out.
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
Excellent video, very informative (Y)
Absolute legend, subbed
Thanks Luke. You've made me *feel* like a legend 😊
Really great technique.. Thank you for your effort ❤
You're welcome dude. I'm glad I could help you out :)
great video thanks
Wow
I had this problem some days ago
Thank you soooo muuuuch!
You're welcome dude. Good timing!
thanks!
Love it. How to not make things look like arse. Champion.
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.
there is people that can talk and explaining is an art of the brain, you must be really smart.
Assome...!!! Thank you, Thank you!
Thank you!
You're welcome
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 .
Is it possible to use rvt for blending assets if you weren't using landscape? Say if your level's needs dictated that you would have to use a number of
meshes to form the "terrain"?
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?
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.
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
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
Is it any different on how you set RVT in UE 4? if not, would it work if follow through from UE 4?
cam we use RVT with static mesh instead of landscape?
can you have multiple different rocks with different materials interacting with the landscape? or do you have to set up each rock?
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.
Thank y❤️u ....
Im new to UE5 so apologies in advance if this is a silly question, but if i have several megascans assets that i want to blend into the landscape, which i have put an automaterial on, do i have to do anything different? I am going through Unreal Sensei's UE5 beginner tutorial and i want to see if i can blend the cliffs in better with the landscape if that helps.
is it possible to use the same material setup from your "The Secret to Hide TEXTURE REPETITION" video. Im stuck at the setup landscape material portion and would like to have tileless landscapes along with the virtual texturing.
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?
Would this work on a tri-planar material? I'm looking to blend two tri-planars together.
How to do so for every meshes in a scene ? Do I have to go through this process for each ?
Thanks !
They dont look like ass 😅
Thx 4 the tutorials, very cool and funny. 👍
Just leaving a comment to thank you!!!
You're welcome. Thanks for the comment :)
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!
.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
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)?
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 ?
for me it only blends at one certain height.
But what if I have a mountainous landscape and the blendheight differs every few meters. How to to make the blend height always be the height of the current landscape?
Hi!, Does anyone know why after everything works fine, suddenly the blend disappears? I go back and check the nodes and are just fine🤔 Thanks so much!
do you really need a landscape to make the RVT work? or you could blend between two static mesh with these setup?
How do you deal with multiple landscapes and multiple levels and the same rock for exemple ?
Have you tried doing this for Landscape Layer Blend and standard material. I tried and had a fail. close but no cigar
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.
i have virtual texture support enabled but dont see the preview its all black in my case, any idea ?
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?
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
Very Nice Video. I want to implement this in my UEFN Map. is there also a support for RVTs in The Unreal Editor for Fortnite? i cant find things like that.
ok so how do you save a template or something. so I don't have to do this with each asset ?
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]
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.
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.
Issue: My meshes still are showing the white blend color at the bottom and I re-checked everything twice and can't find the problem.
Can you please resolve the issue
That's very interesting but without understanding the idea it looks like complete magic to me
Hi, when I try to click on Virtual Texture, where I need to put in the Height, the engine crashes. Idk if the problem is my graphics card or something else. Can somebody help me pls?
i cant plug in the getmaterialattributes to the runtime virtual texture output i says its not compatible with floats
The blending for me looks really blurry. Anyone having the same issue?
when im subtracting RVTHeight from AWP im getting kinda 45 degree mask. not top-down. dont know why..
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
the triad tool in my UE 5.3.1 has disappeared. I can only move, rotate and size now by imagining the locations of the cursors on the triad. Anybody know how to fix that. I've already verified the install once. Nothing has changed.
Is this only works for flat landscape??
good
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 :(
Lv u sir
only work with landscapes?
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
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.
This suddenly stopped working for me. I added a cube in the level and deleted it and the RVT blending was gone. Only CTRL-Z brought it back- botht he cube and the blending.
Also, the blending works or worked with a color, but not with the actual landscape RVT. I tried to find out what is going on and used and again wanted to use a color instead of the RVT and then even the color didn´t work anymore.
I wonder if this is just buggy. I replicated each of your clicks and it did work until a certain point and the all of a sudden stopped.
EDIT: Classic- restarting Unreal and all of a sudden it works again- even the blenidng with the actual landscape RVT.
So if anyone encounters problems: it is buggy. Restart Unreal.
👌🏼
when i placed the pink color nodes. it works but when i delete that and do the last process it shows a white color on my landscape. sorry for the crap explination
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
Hello! Has anyone managed to do this with a world partition map? I cannot select bounds as there is no 1 landscape. There are a ton of landscape proxies. Way too many for me to have to create one for each surely (60).
Nice tutorial ! But unfortunatelt it doesn't work for me.. I got a white blend instaed of the material..
hi ,
I am new to the the unreal engine .i did step by step as shown in the video but there is a MF_FUZZ node inside my scan item and i am seeing snow like above my rock.I have been stuck over there for week.
Plz some one help me. I wll be greatful😭😭.
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