A very good tutorial episodies and as Unreal Engine Authorized Istructor I want to make a lot of compliments to you for clarity, linear explanations and continuity... I'm waiting every part as I wait some cool Netflix series!!! Thank you a lot!!!!
i'm extrapolating this functionality into each layer. is it best to position the boolean-parameter just before each layer's named reroute input ? as in, each layer's 'MF_CreateLayer' outputs directly into boolean-parameter ?
Glad you're having a go doing separate color variation per layer. Yes, each layer would be as follows: MF_Create_Layer --------> MF_Color_Variation ---------> ColorSwitch (TRUE) --------> Named Reroute | | L-------------------------------------------------------------------> ColorSwitch (FALSE) --------------I
@@Blairjones3d If you want Color Variation per layer, you need to take the parameters out of MF_ColorVariation and put them in the master material. To do this, replace all of the parameters in MF_ColorVariation with inputs. Then, in the master material, you can create parameters per layer to connect to the new pins of MF_ColorVariation
@@unrealitybites763 ive come to implement this into my project and the comment you made the other day isn't visible to me anymore...i'm still a little confused how i would setup all the parameters into the Master Material instead of the Material Function
I'll be showing spawning foliage based on layers (Landscape Grass Types and PCG) in a future episode. I won't be showing interactable foliage in this series but there are plenty of tutorials out there on that
Is there any way to get all switches (Add ground, add clif etc) individually? I mean, the opposite of needing to activate ground to see the next layer. Just a switch for each layer so i can activate, for example, only ground and cliff, becouse the way you do, to activate cliff you need to active the "Add MidLow" switch.
I don't need hindsight to point out the colour variation really needs to go before the snow layer.... Got to the end & yip. Thats caught me out many times before. Good video series.
It's completely subjective, some people may want snow color variation, some may not. You could add the color variation material function per layer if you wanted complete control.
The best tutorial on auto material!
this is one of best video and top high interest list by the date.
A very good tutorial episodies and as Unreal Engine Authorized Istructor I want to make a lot of compliments to you for clarity, linear explanations and continuity... I'm waiting every part as I wait some cool Netflix series!!! Thank you a lot!!!!
Thanks for the positive feedback, really appreciate it
As always Incredible and easy to follow along Thank you
What i can do if i want to paint some part of the landscape?
Next video is on paint layers
i'm extrapolating this functionality into each layer.
is it best to position the boolean-parameter just before each layer's named reroute input ?
as in, each layer's 'MF_CreateLayer' outputs directly into boolean-parameter ?
Glad you're having a go doing separate color variation per layer.
Yes, each layer would be as follows:
MF_Create_Layer --------> MF_Color_Variation ---------> ColorSwitch (TRUE) --------> Named Reroute
| |
L-------------------------------------------------------------------> ColorSwitch (FALSE) --------------I
@@unrealitybites763 I was able to incorporate this into each individual layer, but i don't have individual parameters in my layers...help?
@@Blairjones3d If you want Color Variation per layer, you need to take the parameters out of MF_ColorVariation and put them in the master material.
To do this, replace all of the parameters in MF_ColorVariation with inputs.
Then, in the master material, you can create parameters per layer to connect to the new pins of MF_ColorVariation
@unrealitybites oh mate huge help, thank you heaps for the reply, really appreciate it
@@unrealitybites763 ive come to implement this into my project and the comment you made the other day isn't visible to me anymore...i'm still a little confused how i would setup all the parameters into the Master Material instead of the Material Function
Hi friend. Later can you add interactable foliage to this material?and spawn foliage p.e. grass based on layer?
I'll be showing spawning foliage based on layers (Landscape Grass Types and PCG) in a future episode. I won't be showing interactable foliage in this series but there are plenty of tutorials out there on that
Is there any way to get all switches (Add ground, add clif etc) individually? I mean, the opposite of needing to activate ground to see the next layer. Just a switch for each layer so i can activate, for example, only ground and cliff, becouse the way you do, to activate cliff you need to active the "Add MidLow" switch.
Hmm...my editor keeps crashing when I try to add the attributes to the get material attributes node, is there another node I can use instead?
I don't need hindsight to point out the colour variation really needs to go before the snow layer.... Got to the end & yip. Thats caught me out many times before. Good video series.
It's completely subjective, some people may want snow color variation, some may not. You could add the color variation material function per layer if you wanted complete control.