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great tutorial but I would like to see tint adjustments for the materials too as sometimes I want to matcfh some materials closer to others for different seasons without changing materials
would love to see a tutorial on weapon deadzone with an option to toggle it to be on or off when aiming as well, almost no tutorials on a subject like this and it makes fps games look ten times better. If you need some reference look at SCP 5k's weapon system
@@braichu479 Yes you can definitely make it all world aligned if that suits your project better. The places where I do the UV logic in the video can be replaced with the WorldAlignedTexture node for the Albedo and ORD textures and then WorldAlignedNormal node for the Normal textures. You'll have to plug in "TextureObjects" instead of "TextureSamples". Also for your walls, it should be "IsWall" turned on and "WorldSpaceUVs" turned off. If your textures are still stretching then you have bad UVs and should either get a new mesh or switch to World Aligned. Keep puddles the same though!
Is there a way to make the collision right when enabling tessellation on the landscape? There seems to be no collision on the high and low parts, my character's feet either float or go through the higher parts of the landscape that are tessellated. Usually on object you have collision but tessellated landscape surfaces don't have collision for the tessellation displacement as it's real geometry
No, that is not possible and a known drawback of using material based tessellation. You can try adjusting the middle point in your materials detail panel or lowering the intensity of the displacement so it isnt as noticeable.
@@Vylocity ok, I get that it couldn't have massive complex collision on a massive landscape, shame because the displacement looks incredible so I'll have to turn it down
@@Vylocity Yes, amazing detailed landscape with Nanite Tessellation that has collision limitations is pretty sad, I guess we will just have to use it on certain parts and mask over it with grass or something.
for example, you could use it to blend a whole different texture set with the base material BEFORE blending it with the coverage material for even more variation
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
Good tutorial. Would love to see one on how to procedurally spawn grass onto a landscape based off what texture is shown
great tutorial but I would like to see tint adjustments for the materials too as sometimes I want to matcfh some materials closer to others for different seasons without changing materials
Thank YOU for this great tutorial.
@@soimul9497 Thanks for watching and engaging with our content! 🙂
Glad you enjoyed it!
Great tutorial! I want more!!!!!!
you'll get more!
would love to see a tutorial on weapon deadzone with an option to toggle it to be on or off when aiming as well, almost no tutorials on a subject like this and it makes fps games look ten times better. If you need some reference look at SCP 5k's weapon system
@@JenisixR6 I've done a deadzone system before, in my TFPS series, but I have been thinking about doing another standalone video on the subject...
@@PitchforkAcademy oh great ill check that one out then while i wait for your standalone tutorial!
Great tuto!
Is there a way we can make that wall texture world aligned as well? It stretches on the mesh for me.
Also on my wall texture I have to turn world space uvs on to get the option to resize the texture. I'm going to try to work it out.
@@braichu479 Yes you can definitely make it all world aligned if that suits your project better. The places where I do the UV logic in the video can be replaced with the WorldAlignedTexture node for the Albedo and ORD textures and then WorldAlignedNormal node for the Normal textures. You'll have to plug in "TextureObjects" instead of "TextureSamples". Also for your walls, it should be "IsWall" turned on and "WorldSpaceUVs" turned off. If your textures are still stretching then you have bad UVs and should either get a new mesh or switch to World Aligned. Keep puddles the same though!
@@Vylocity Thank you for the fast reply and taking the time and effort to do this tutorial. I appreciate your hard work.
Is there a way to make the collision right when enabling tessellation on the landscape? There seems to be no collision on the high and low parts, my character's feet either float or go through the higher parts of the landscape that are tessellated. Usually on object you have collision but tessellated landscape surfaces don't have collision for the tessellation displacement as it's real geometry
No, that is not possible and a known drawback of using material based tessellation. You can try adjusting the middle point in your materials detail panel or lowering the intensity of the displacement so it isnt as noticeable.
@@Vylocity ok, I get that it couldn't have massive complex collision on a massive landscape, shame because the displacement looks incredible so I'll have to turn it down
@@retrowrath9374 yeah I hope they find a way to solve this, if you find anything out please come back and comment a solution for others!
@@Vylocity Yes, amazing detailed landscape with Nanite Tessellation that has collision limitations is pretty sad, I guess we will just have to use it on certain parts and mask over it with grass or something.
I have a question, please.. If I wanted to make texture LODs, how should I do it from this material ?
👍👍👍👍👍
🙂
It looks like Micro Noise 3 never gets used. Is that right? Just checking.
Yup i think thats right, you could use it for another effect if you want or just not use it at all!
for example, you could use it to blend a whole different texture set with the base material BEFORE blending it with the coverage material for even more variation