Using Virtual Heightfield Mesh For Landscape Displacement In Unreal Engine 5 (Updated)

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  • Опубликовано: 26 окт 2024

Комментарии • 155

  • @reliquary1267
    @reliquary1267 2 года назад +3

    The last engine I used heavily was UE3 so visual scripting was intimidating. This tutorial has helped not only my terrain quality but I'm also learning the scripting.

  • @audunaarseth6237
    @audunaarseth6237 2 года назад +79

    This is a great tutorial but the process itself feels overly tedious compared to the old tessellation method. Hopefully they do something about this in the future. I think I'll stick with spawning rocks onto the material instead.

    • @digitalarthub
      @digitalarthub 2 года назад +14

      Couldn't agree more, this feels more like a "hack" than an actual way to do displacement.

    • @SSchithFoo
      @SSchithFoo 2 года назад +1

      I guess it has use cases like if your character is floating

    • @spacepirate9882
      @spacepirate9882 Год назад +11

      @@Cha4k Yes, I don't understand what the fuck Epic is doing with displacement. Assassin's Creed games used displacement on landscape for years with almost no performance hit while UE4 displacement on landscape was laggy as hell and because they were never able to make production ready displacement, they simply removed it in the "next gen engine" UE5. Now we can have real time GI and billions of triangles per mesh but landspaces are flat
      That's a huge step back for games when you have perfect displacement on games that are 6 or 8 years old.

  • @MustafaAAli-uv2sx
    @MustafaAAli-uv2sx Год назад

    Thank you so much, i reduced strength of displacement to cure character going through landscape as much as possible. landscape still react to light properly. by far best method. great tutorial.

  • @schrottiyhd6776
    @schrottiyhd6776 2 года назад +17

    There is an workaround to this Collision Problem: you can acces the RVT Height in any Blueprint and get all the pixels where the foot is at get a get an average of the Height of those pixels aswell as for the Normal and place the Foot by IK ... This is more work that it is needed to be if they would have just have keept Tesselation in materials

    • @arvinmoses
      @arvinmoses 2 года назад

      Could you explain how youre getting the height data in the blueprint?

    • @schrottiyhd6776
      @schrottiyhd6776 2 года назад

      @@arvinmoses you can draw the data you want trough material into a render target (with 1x1 or more pixels if you want) and then get in blueprint there are several functions that allow you to get a pixel sample or all pixels (get all pixels is faster if you want to get several pixels) its called something with render target ... i would recommend not using virthal height field mesh because it does not support proper collision and shadowing aswell! it also has some weird culling issues...

    • @arvinmoses
      @arvinmoses 2 года назад

      @@schrottiyhd6776 TY so much!
      It has to be through a render target - as in sampling the rvt wouldn't work?

    • @schrottiyhd6776
      @schrottiyhd6776 2 года назад

      @@arvinmoses don't know, dooin it trough the render target is the only way that i know to retrive texture data in blueprint

    • @arvinmoses
      @arvinmoses 2 года назад

      @@schrottiyhd6776 TY! So it has to go through a render target. That's alright and that makes sense.

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 2 года назад +31

    When you plug in height map into specular channel in MakeMaterialAttributes node, those maps get registered into the "Specular" input of the M_Landscape node in the end. The specularity of your object might seem a bit off if you do that.
    Alternate method if you're using a landscape that's either in Opaque or Masked blend mode would be to use "Opacity" channel instead since it gets ignored in those modes.

    • @scottcourtney8878
      @scottcourtney8878 Год назад

      The extra UV channels can also be used to pass arbitrary data if they're not otherwise needed in the project. I've not tried using them for displacement data but have had good success in other contexts.

    • @shrapnelmaster117
      @shrapnelmaster117 Год назад +1

      I use WPO when I do this, but alternatively, you can use a channel, pass it into the virtual texture output and then discard the information from that channel when passing it to the main material node by setting it to the default value with a "set material attributes" node, or pass in whatever info you ACTUALLY want to go into that channel

  • @cinemyscope6630
    @cinemyscope6630 2 года назад +7

    I agree with previous commentators that this doesn't seem to be an adequate replacement for texture displacement. It feels a lot more like a workaround.

    • @pawprinting
      @pawprinting 4 месяца назад

      Great job to the guy who was patient enough to make this tutorial, but thank goodness nobody ever has to do this anymore, not that I actually know anybody who EVER did. It's baffling that Epic even thought that this was going to be a viable solution and substitute for what we already had available in UE4. All the steps you have to go through with this and the time it takes to set it up is just so counterproductive. Cheers to Nanite Tess now being incorporated into the 5.4, and Nanite skeletal mesh support coming in 5.5.

  • @GCVos
    @GCVos 2 года назад +1

    Wow, thank you so much for this tutorial! I was expecting things to work poorly but the results are stunning!

  • @scottcourtney8878
    @scottcourtney8878 Год назад

    Thanks for a concise and lucid explanation of a complex topic.

  • @DBGajzen
    @DBGajzen 2 года назад +1

    I've been working on this subject this week and this tutorial is éxactly what I need! Great vid

    • @DBGajzen
      @DBGajzen 2 года назад

      One way of working around the collision is to lerp the displacement value witt a negative version of the displacement value (multiplied by -1) using the height data as the alpha, this will push and pull the mesh in both direction minimizing the effect of the feet sticking through, I have not yet tested this but using UE4 and tesselation this was the way to push and pull the mesh, so in theory it should work!

    • @buildgameswithjon7641
      @buildgameswithjon7641  2 года назад

      I don't think VHM supports negative displacement.

    • @DBGajzen
      @DBGajzen 2 года назад

      @@buildgameswithjon7641 I got around to trying this out, indeed it doesn't support it!

  • @Glowbox3D
    @Glowbox3D Год назад +1

    Thank your for this awesome video. I'm surprised with all of the tech in UE, that creating displacement maps isn't much much easier. This seems like an important design choice which allows much more realistic meshes. Epic clearly needs to streamline this.
    Also, two side notes, I'm building this for my VR world...I really hope this isn't going to push performance too far in the red by implementing this. Also, the collision thing is pretty important--feet through the floor is unacceptable in certain situations.
    Lastly, if you're painting foliage on your ground mesh, this doesn't work. The foliage goes on the actual landscape and barely sticks up above the new height map displacement mesh.

  • @thoughy5039
    @thoughy5039 2 года назад +1

    Thank you for being so clear and smooth teaching at your videos. Hope your channel will be grow soon you're a diamond to find.

  • @lorryburger8165
    @lorryburger8165 Год назад +1

    Thank you for this. I just got it set up in UE5.1, boy did it crash nearly every other step so took 5 times as long to do as it should have. Looks nice though.

  • @olaufr
    @olaufr 2 года назад +1

    Thank you, all is said and straight to the point, excellent tutorial. I was disappointed at the end to learn there was no collision support for the virtual heightfield mesh, it seemed to be made just for that! I hope this will come soon, but not in 5.1 apparently.

  • @MasterDavicous
    @MasterDavicous 2 года назад +11

    For the problem with the feet being below the mesh, could you sample the position of the height texture on the mesh based on the position of the IK raycast and then move the IK target position up a certain amount depending on the pixel color? I guess this wouldn't necessarily help with the IK target's rotation unless you sampled neighboring pixels as well, but it would at least put the foot on top of the mesh.

  • @tahun69
    @tahun69 Год назад

    great video everything worked with 5.3 even - good job ty

  • @Prototype0rangE
    @Prototype0rangE 2 года назад +2

    Nice tutorial. You can add an offset value per layer to ensure that the characters feet don't penetrate. My own material allows for this as well as displacement control

    • @Cryofluid
      @Cryofluid 2 года назад

      Hi, could you explain briefly the main lines to do that? I mean, do you use Control Rig and Line trace and some connection with VH?

    • @Prototype0rangE
      @Prototype0rangE 2 года назад +1

      @@Cryofluid If I have time I can show material graph on my channel. My solution is just a material offset. As I believe the height field mesh still relies on the landscape collision. So it just a matter of having the displacement aligned to the collision... at least it works for me that way.

    • @Cryofluid
      @Cryofluid 2 года назад

      @@Prototype0rangE Well, if you share the trick on your channel, it would be awesome. I'm not sure HF is accessible to collision

    • @Prototype0rangE
      @Prototype0rangE 2 года назад

      @@Cryofluid Not a trick its how you control most world displacement. Displacement of any kind lacks collision without some extra effort. I had an issue with smart shader for ground alignment.

    • @Cryofluid
      @Cryofluid 2 года назад

      @@Prototype0rangE Oh I see. Indeed, maybe adding the heightmap on the world position offset (no displacement, only moving the current landscape vertices on Z axis) would be enough to have bumps of collision on main rocks

  • @lorenfulghum2393
    @lorenfulghum2393 Год назад

    Thank you so much Mr Goldbloom, this is great!!

  • @hirkdeknirk1
    @hirkdeknirk1 Год назад +5

    Very good tutorial but I don't like the workflow at all. In UE6 it will probably take 39 objects to map a texture onto a cube.

  • @3DevSoftware
    @3DevSoftware 2 года назад +1

    You can use the World Position Offset pin as a displacement offset on any of the materials that you use just as long as it is input into the World Height pin with the addition of the World Position -> Blue mask (Z axis) on the Runtime Virtual Texture at the end. In my opinion there is no need to use the specular pin for storing the displacement.

    • @buildgameswithjon7641
      @buildgameswithjon7641  2 года назад +1

      I am not sure what you mean. I tried switching the displacement maps to the WPO pins and then pulling off the WPO pin to add to the world position. It doesn't work.

    • @3DevSoftware
      @3DevSoftware 2 года назад +2

      @@buildgameswithjon7641 Everything that happens in the material before being output to the virtual textures is just regular material shader stuff. This means there is nothing wrong with using the World Position Offset pins to carry the displacements of any materials. The world position offset displacement only has to be added to the world position z axis when you are about to output it to the height virtual texture so that the virtual heightfield mesh produces the correct elevation. Please remember that the virtual heightfield mesh is quite dumb in its operation as it does not seem to hold any information about its own elevation and certainly doesn't calculate its own vertex normal vector. At the moment you are using the Specular pin to carry around the materials displacement values. I'm just highlighting that there is nothing wrong with using the world position offset pins and not the specular. This is my current setup and it works for me. There is a scenario where you may want to output the displacement only to the unused specular output pin on the virtual texture as at the moment the world height is carrying the displacement+world position z axis. It's all a bit confusing is the virtual texture setup at the moment in Unreal. You can't extract the displacement only from the virtual textures world height value later because you can't get the landscape height before it had a displacement added, thus you can't minus the world height off the current z axis. I enjoy all your tutorials Jon. Thanks for making them :)

    • @666nevermore
      @666nevermore Год назад

      @@3DevSoftware i think WPO is vector3 so when you breakmaterialattributes and take the result of that WPO u will have to mask it R to get your original scalar maps blended you putted in. What he says is that there is no correct node for that and you can use any materian I/O to pass the maps you want, WPO is as wrong as specular.

  • @mlb2582
    @mlb2582 2 года назад

    Thanks for this video update! I just stopped at the creation of the material. Followed the next steps with all the settings. But the main landscape material didn't work.
    Now I will try to transfer the displacement values ​​through specular

  • @SponkyAu
    @SponkyAu Год назад +5

    If UE5 keeps crashing with Virtual Heightfield Mesh try to change the Targeted RHIs in project settings from DirectX12 to DirectX11, This might be a problem with AMD graphic cards

    • @Roojinald
      @Roojinald Год назад +1

      Thanks for pointing this out! I thought I did something wrong (aside from buying an AMD that is)

  • @rudolfdobias3012
    @rudolfdobias3012 2 года назад +4

    I've got a problem that the VirtualHeightfieldMesh dramatically reduces the quality of landscape textures ... Anyone else having this problem? Perfect tutorial, though!

    • @gcstudio9705
      @gcstudio9705 Год назад +1

      I had same problem. Did you solve it?😢

    • @rudolfdobias3012
      @rudolfdobias3012 Год назад +2

      @@gcstudio9705 Partially. The key is tweaking resolution of the RVT (Enabling adaptive page table, setting high resolution and small page size worked for me.) Unfortunatelly, the VHM itself remains practically unusable if you build large landscapes / open worlds since it does not support world partitioning, collision and it creates terrible artefacts when applied to large area. Let me know if you find out something ;)

  • @slabbash4233
    @slabbash4233 2 года назад +4

    hello, everything works, but for some reason the quality of the virtual mesh is terrible.. without it, I set up tiling, etc.. and everything looks great, but everything is flat, and with displacement the texture is very blurry. How can you scale it? or where to choose quality when creating a build? thanks for the help! If needed, I can send an example of what I'm talking about.
    I used gaea to create the terrain and I use a lot of texture layers for the terrain, rocks, sand, grass.. and nodes to eliminate the ugly tiling

    • @Bingo235i
      @Bingo235i 2 года назад

      I have the same problem :(

    • @slabbash4233
      @slabbash4233 2 года назад +1

      @@Bingo235i I solved the problem, in the material that you created for the virtual mesh of the landscape, increase the sliders: the first slider is just responsible for the quality of the texture, and play with the others.
      but even with all this, the texture is not very high quality, as if without it. I understand that with large landscape sizes there are limitations

    • @Bingo235i
      @Bingo235i 2 года назад

      @@slabbash4233 like under the rendering tab for the min max texture thing?
      I found that if you go in the project settings and type in virtual textures then bump up the tile size it improves the texture quality. Not sure about what the other settings do yet but going to 4096 made my project crash on launch lol.

    • @camdoesstuff9632
      @camdoesstuff9632 2 года назад

      @@Bingo235i how did you fix your crash issue? I have the same problem right now

  • @corknakovastein
    @corknakovastein 2 года назад +6

    for some reason everything inside of the area we made to create the displacement becomes massive and super low res for me, while everything else outside of the created area without displacement looks hi res

  • @boukhadc
    @boukhadc 2 года назад +1

    How about calculating the collision on the fly around the character position ?
    A bit like tesselation.

  • @BetaraptorLP
    @BetaraptorLP 2 года назад +5

    Hi, i have an issue with this, first, the heightfield mesh disappears close to the camera, and also the texture is really blurry, as if it can't load in time when i turn the camera around. Can anyone help with these issues?

  • @HelionDark
    @HelionDark 2 года назад +1

    good video! i noticed when you make RTVT texturs from landscape detail it automaticly scales them. VTR is awesome idea has promise but for now is less then half baked solution.

  • @patcruz8561
    @patcruz8561 Год назад

    Thanks a lot!!!! You saved me

  • @sasha3ddd190
    @sasha3ddd190 Год назад +1

    Can you please tell me if it is possible to offset the VirtualHeightfieldMesh, which becomes a little higher than the main landscape.

  • @bedirhanctak5658
    @bedirhanctak5658 Год назад +1

    Hello! I need your help with my project in Unreal Engine 5. As a last resort, I'm reaching out to you here. While working on the landscape part of my project, I managed to apply displacement using the "Virtual Heightfield Mesh" method. However, I'm struggling to apply an opacity mask to the same terrain. I would greatly appreciate your assistance.

  • @heloisefournier8308
    @heloisefournier8308 2 года назад

    Thank you very much for your tutorial

  • @saenkoandrew
    @saenkoandrew 2 года назад

    Very nice! Waite next portion)

  • @chromativerse
    @chromativerse Год назад +1

    Hi, so I followed along multiple times now and each time my VirtualHeightfieldMesh has turned out extremely blurry (both texture and height). Do you (or anyone else) have any idea why?

  • @ethanwasme4307
    @ethanwasme4307 Год назад

    opacity mask input is best, i was told that there is next to no processing going on there

  • @squishylover3
    @squishylover3 2 года назад +1

    Great video as always. Do you plan on continuing your RTS series?

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS 9 месяцев назад

    Does it works with path trace render too? (at the moment displacement on landascape material doesn't works in path trace. The only way to have terrain displacement is to use a mesh and apply permanently displacement texture on it)

  • @TheDanGoldstein
    @TheDanGoldstein Год назад +3

    Followed the steps exactly and it did work but my only issue is that the new rocky ground texture displacement doesnt look nearly as detailed or high res as it was when it was just a flat surface. I was using an 8k rocky dirt texture that was very clear and now it is far from. How can I fix this?

  • @raulalaris
    @raulalaris 2 месяца назад

    So if I did want displacement where my character walks on what method would I use for displacement in 5.4?

  • @Sorarox59
    @Sorarox59 2 года назад +2

    Can we update our virtual heightfield mesh in realtime by painting on the landscape for example ? Or do we have to finish our landscape before making this ?

    • @GCVos
      @GCVos 2 года назад +1

      I've tested it and it works in realtime, though it takes a bit of time for the height mesh to update.

    • @Sorarox59
      @Sorarox59 2 года назад

      @@GCVos Yes thanks you very much ! The only remaining problem is the flickering in certain camera angle, but it seems to have no fix for the moment..

    • @GCVos
      @GCVos 2 года назад

      @@Sorarox59 I have found a solution for this. After adding the Absolute World Position mask, also add a constant of 100 at the end, before connecting to worldheight. It elevates the whole heightmesh, and you don't get any flickering. :)

    • @Sorarox59
      @Sorarox59 2 года назад

      @@GCVos Oh thank you I'm going yo try this :o

  • @TechForgeEmmad
    @TechForgeEmmad Год назад +1

    lol it Crashes as soon as I click on Hidden from editor, the VirtualHightfieldmesh instance

  • @caminanubemusiclist2326
    @caminanubemusiclist2326 2 года назад

    mucyhas gracias men, me sirvio muchisimo

  • @nikolasherold
    @nikolasherold 2 года назад +1

    tysm for this

  • @meevotv4762
    @meevotv4762 2 года назад +1

    thanks man.

  • @phoenixstudios7520
    @phoenixstudios7520 2 года назад +1

    Hello there,
    I am following your tutorial to the letter, but I encounter a problem. When I move the camera close to the landscape, the displacement disappears and the original flat texture returns. Is this something you have run across, maybe?
    Thanks!

    • @gudeandi
      @gudeandi Год назад

      That's the downside of Displacement. It's just still a flat texture.

    • @phoenixstudios7520
      @phoenixstudios7520 Год назад

      @@gudeandi Yes, but the displacement (even the virtual one) shouldn't disappear when the camera comes close to the landscape. Should it?

    • @Gerharddej
      @Gerharddej Год назад

      @@phoenixstudios7520 ruclips.net/video/dgitGOpcuPM/видео.html might help, also turn off visibility of the landscape

  • @almondjay5228
    @almondjay5228 2 года назад

    Great tutorial! Thanks for sharing. Does this work on Lumen and in Virtual Production nDisplay?

  • @SooMuchSmokee
    @SooMuchSmokee Год назад

    I'm trying to make hills in some areas of my map but when I switch to my player view, it is gone and back to flat. I can only see it in editor. Can I please get some help?

  • @cosmosunited
    @cosmosunited 2 года назад

    Hi, my Virtual Heightfield Mesh is missing from all classes. i am using the 5.0.2, is this an issue?

  • @xaviermagnus8310
    @xaviermagnus8310 2 года назад

    My hero.

  • @betraid
    @betraid 6 месяцев назад

    Is there a way in UE to convert mesh to landscape? been trying to create heightmaps but the results are awful and inacurate

  • @021shaw
    @021shaw 8 месяцев назад

    folowed it to a t! VHM_Height and VHM_Material are all black after the "Draw in Virtual Textures". This was a workaround try for "enable Nanite" (wich was causing the landscape to disppear). its been two years trying to displace things in Unreal and this nightmare never ends. Epic's gotta be kidding me! wtf

  • @lambe1porco
    @lambe1porco Год назад

    Could this heightfield mesh be exported and then imported as a nanite mesh? Did not test this tut in unreal, that’s why I’m asking 😅

  • @TheOneAndOnlyThumper
    @TheOneAndOnlyThumper Год назад

    The fact this doesn't work for collision means I just wasted 15 minutes of my life trying to get displacement working on my landscape. Dope.

  • @arch1tect962
    @arch1tect962 Год назад

    Hello, i have a question. If i got 3 surface for my landscape (for example rocks, rocks+little bit snow and snow) and i want that the discplacement of the snow will be more higher than rocks, how i can make it?

    • @arch1tect962
      @arch1tect962 Год назад

      In addition, textures start to be very blury, idk why, i cheked it with 2k texures, 4k and 8k, on 2k textures it was good but if your sight look in different angle it start make blur

  • @PikBo100
    @PikBo100 Год назад

    how to paint grass on this displacement, or how to add colision to paint grass on it? i tried but its painting though ground

  • @shivendrapawar9618
    @shivendrapawar9618 2 года назад

    I'm not able to see run time virtual texture option in content browser. what should i do?

  • @thegreatSalu
    @thegreatSalu Год назад +1

    Hey..I'm not where I've went wrong but then the area where I want displacement, is glitching into different colors..Is it just me or has anyone else had this problem?

    • @Act1onJaxxs0n
      @Act1onJaxxs0n Год назад

      The issue may be that the RVTV_Material actor is referencing the VHM_Height instead it should be referencing VHM_Material.

  • @eobet
    @eobet Год назад

    What if you don't want a landscape? What if you want to use the heightfield mesh for something animated, like an ocean that stretches to the horizon?

    • @Daniel_Vital
      @Daniel_Vital Год назад

      Then just use the height map or other tricks for that. This tutorial only exists because landscapes don't actually make displacement work because of the lack of polygons. He explained in the video

  • @tilkymacky
    @tilkymacky 2 года назад

    Hey great tutorial. I tried using your method I'm able to see the displacement in terrain but no displacement in textures. Any suggestions?

  • @shrapnelmaster117
    @shrapnelmaster117 Год назад

    without tesselation and the displacement controls in the material, I end up with lots of cracks in the landscape when doing any kind of displacement, does anyone have any recomendations?

  • @JimmySahlin
    @JimmySahlin 2 года назад +1

    Anyone had their texture colours washed out? The texture samples looks the same, but the output on the HeightFieldMEsh material is washed out, almost like it's Linear.

    • @JimmySahlin
      @JimmySahlin 2 года назад

      Fixed it by setting the Virtual Texture Content to include specular on both the RVT_texture and the Heightfield material, and connecting the outputs.

    • @zizzonedibattipaglia6247
      @zizzonedibattipaglia6247 Год назад

      @@JimmySahlin yeah but still low res compared to before

  • @DatGuyGLK
    @DatGuyGLK 2 года назад

    Why not just use World Position Offset node? Is it not a replacement for displacement ?

    • @buildgameswithjon7641
      @buildgameswithjon7641  2 года назад

      If you use the same setup I have but switch from specular to WPO it doesn't work. WPO is for displacement when the mesh has enough vertices to support the displacement. In this case the landscape is too low poly, that's why we make the virtual mesh (it's tessellated to give us more polys so that displacement looks good).

    • @DatGuyGLK
      @DatGuyGLK 2 года назад

      @@buildgameswithjon7641 I mean you can still just pass it to the virtual mesh trough the WPO node instead of specular.

    • @buildgameswithjon7641
      @buildgameswithjon7641  2 года назад

      @@DatGuyGLK No unfortunately you can't, I tried switching everything from the specular pin to the WPO pin and it doesn't work.

    • @DatGuyGLK
      @DatGuyGLK 2 года назад

      @@buildgameswithjon7641 hmm weird it works on my end

  • @IstyManame
    @IstyManame 9 месяцев назад

    How is it perfomance wise compared to nanite texture displacement

    • @touristhawk
      @touristhawk 8 месяцев назад

      nanite displacement sucks atm. you can't use it large landscapes since you always need to build nanite. every change on landscape, build again.

    • @IstyManame
      @IstyManame 8 месяцев назад

      @@touristhawk weird, i've been using it in my 5.3 project and it doesn't seem like i need to build more than 1 time

    • @touristhawk
      @touristhawk 8 месяцев назад

      @@IstyManame not also performance friendly if you use it for a game since you can't use distance based teselation

  • @red4666
    @red4666 Год назад

    which version of UE 5 is this?

  • @hillbomb808
    @hillbomb808 Год назад

    I'm getting a crash every time I uncheck "hidden in editor" working on a M2 MacBook, anyone else having a similar issue or thoughts on how to fix?

  • @esparafucio
    @esparafucio Год назад

    Building the VHM texture is crashing the editor for me in 5.3. Anyone else having similar issues?

  • @散人寒江
    @散人寒江 2 года назад

    Is VHF landscape without shadow?

  • @alienrenders
    @alienrenders 6 месяцев назад

    None of this worked for me. The virtual height field material was extremely blurry. And there is displacement, but it's very rounded and over very large areas. Nothing looks right.

    • @alienrenders
      @alienrenders 6 месяцев назад

      Figured it out. You can't use virtual textures in your landscape material. You can only use regular textures. It works now.

    • @GamerFollower
      @GamerFollower 3 месяца назад

      @@alienrenders Dange mine relies on virtual textures ugh

    • @alienrenders
      @alienrenders 3 месяца назад

      @@GamerFollower You can't use virtual textures connected in any way to the Runtime Virtual Texture Output. But you can use those virtual textures and other virtual textures for the material output itself. Not sure that helps, but it's a distinction that I thought is worth mentioning.

  • @Voyagerr11
    @Voyagerr11 2 года назад

    My result is black, went through this tutorial several times. It worked the first time and then...

  • @joe-9718
    @joe-9718 Год назад

    Can this generate at runtime??

  • @kristianrabakov8579
    @kristianrabakov8579 Год назад

    Any solution for the blurry textures?

    • @simonxhe
      @simonxhe 5 месяцев назад +1

      You can't use virtual textures in your landscape material.

  • @m.h.kstudio1740
    @m.h.kstudio1740 2 года назад

    I want to see level design fron scratch please
    Beginning with reference

  • @jagdpanzers4406
    @jagdpanzers4406 2 года назад

    Nicely explained, but no way in hell I'm gonna convert all materials like this. Plus it would not work since I'd need to update the height information on runtime for things like snow trails. Not gonna switch to UE5 as long as it is not supported like in UE4

  • @jlawson1172
    @jlawson1172 2 года назад

    How do you calculate the size of the map 9:30?

    • @officialanimode4093
      @officialanimode4093 Год назад

      Assuming his landscape mesh was set to 250x250. He just multiplied those two together for the final resolution.

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 Год назад

    i cant get it to work sadly .

  • @thegreendude2086
    @thegreendude2086 6 месяцев назад

    This is actually quite inetersting, in a VR setting I wont have feet anyway

  • @amirulmukmin4965
    @amirulmukmin4965 2 года назад

    not working for me

  • @marcapouli7805
    @marcapouli7805 2 года назад

    Hm, I've done exactly as you did but the result is really really gross... I'll stick to UE 4 I guess, anyway I can't get more than 10 fps even with an empty scene, when I could have almost 90 with a complex scene in UE4. Maybe they want us to sell eyes and kidneys for rtx

  • @astonyo7544
    @astonyo7544 Год назад

    Epic Games should make it just a little bit more complicated - it`s just not enough ;)

  • @webbeveep2243
    @webbeveep2243 2 года назад

    Feels like no real way to use displacement without heavy drawbacks.

  • @HuseenMurad
    @HuseenMurad 2 года назад +1

    The materials inside the video are too small, we can't see what to do. I hope you can zoom in on the materials so we can understand the video

  • @forsberg_
    @forsberg_ 2 года назад +1

    I miss tessellation

  • @ing_frantisek_mohykan
    @ing_frantisek_mohykan 11 месяцев назад

    do yourself a favor, boost your volume up on the headphones, then start your video

  • @AttiasBarak
    @AttiasBarak Год назад

    WARNING: This is a complete waste of time, as he said at the end of the video that VHM doesn't support collation.
    If you aren't concerned with collation, there are million better ways to achieve the same thing.
    The best option is tesselation, it's way cheaper and much easier to set up.

  • @良い世来いよ
    @良い世来いよ Год назад

    8:00

  • @et1965
    @et1965 2 года назад

    Seems a waste of time in the age of nanite.

  • @nickoftime7937
    @nickoftime7937 Год назад +2

    Jesus, what an extremely badly designed and tedious process, just to get your rocks looking as they are supposed too. Come on UR devs get your **** together and get this process automated.

    • @SolarTara
      @SolarTara Год назад

      it was. back in 4.7. Nanite has messed with all of this. They want us to use million poly assets to get the same look, not materials and landscapes. (Btw that choice completely destroys any game that isn't using realistic 3d scanned models... since I cant just drop in a scanned stylized brick mesh... its always traditionally been a hand painted stylized texture on a flat plane with hand painted black and white mask for hight info. Just look at any brick, stone or basically anything in Genshin impact.) Very sad

  • @Belarus9000
    @Belarus9000 8 месяцев назад

    useless for 5,3

  • @borisstengele5389
    @borisstengele5389 Год назад

    Thx!

  • @schrottiyhd6776
    @schrottiyhd6776 2 года назад

    There is an workaround to this Collision Problem: you can acces the RVT Height in any Blueprint and get all the pixels where the foot is at get a get an average of the Height of those pixels aswell as for the Normal and place the Foot by IK ... This is more work that it is needed to be if they would have just have keept Tesselation in materials