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How to create an auto material for landscape - Unreal Engine 5 Tutorial
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- Опубликовано: 18 авг 2024
Комментарии • 18
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FANTASTIC, can you continue this series? maybe whit the trick for the tile size and to add water?
Thank you! I'll Try
Adding water isn't too hard, you simply have to enable the plugin called water, water extras and go to the add icon (this looks like a box with a plus icon) then go to classes and type water and drag and drop a certain kind of water like water body ocean into your scene and at first it might seem like the water has ruined your landscape. There's a quick solution to this, simply go to the outliner select the water class and head over to the details panel and untick a checkbox called "Affects Landscape". And voilà you got water in your scene, there's more to customizing water though, so I would recommend Virtus Learning Hubs water system tutorial for that.
I have just started learning too, but most videos on youtube are kinda weird. They don't guide on adding and creating textures. Your tutorial is very handy and i can follow it easily in real time. Thanks.
Thank you!
EXCELLENT! Thanks for building such a simply explained video. This helped me a lot!
Thank you! I'm glad to hear that!
EXCELLENT! , Shame tho everybody does landscape Materials that are NOT great for islands, I have a number of landscape materials BUT I have to hand paint seabed's and beach's I can not just adjust the seabed beach height and get the sand just at the sea level. I wonder if that snow fuction could be reperposed to do the seabed/beach layers
Enjoyed this video! Great presentation. Appreciate your time.
Thank you!
Im smashing that like and sub button, thank you!
Thank you!
very good tutorial thank you.
Ficou Muito bom
I followed step by step this video in combination with the gaea tutorial, everything ok but I have problems with the tiling. I have watched the gamedev academy video to fix this problem but I can't solve it. Could you give me some guidance?
How can I detect what kind of landscape texture is there if I'm using an auto-material? It's only discovering my auto material in my inspector and not the individual textures.
By using an auto-material like this you basically can not detect the texture with the layers, thats why I will create a video showing how you can create texture maps on GAEA and then import in Unreal so you can take advantage of the landscape layers system and endeed detect the textures!
@@NoWhereSharp So basically you're saying I need a mask for each material layer and then I can use that to generate my PCGs on?
Hmm.. I'm just wondering now how I would do that with a procedurally generated landscape as well. Gaea is amazing and all, but I'm looking to generate the landscape in runtime.