Bought this yesterday so great timing on this:) I'm going to test it at work were we are making our whole municipal i Unreal. Wont really use the auto terrain feature as we allerady are making terrains based on real world data, but the materials are great. Have been using "PLE - Procedural Landscape Ecosystem " but testing yours today in my main scene, fingers crossed. Seems like M4 is a bit more advances with tesselation among other things. Also seems a lot easier to modify with my own textures\layers witch is important since we use a lot of masks for foiliage placement among other things. Will have to make my own PFS's to spawn in forests++ but no biggy. Looking forward to dig into the plugin:)
Awesome to finally watch a tutorial with your voice in it haha. If I may ask, can you make a tutorial about using the Pre-Made Terrain Settings a bit more elaborately? For example, I have a landscape done in World Creator and I wanted to maybe add some more randomness with your generator and possibly even apply some better erosion with your sim system here, but as soon as I untick that Combine option, every change I make is sort of irrelevant, so I can't seam to figure it out how to mix both maps efficiently or with easiness, if that makes sense. Thanks again for this pack though. Really awesome stuff and I'm looking forward for those new updates! Cheers
A few things I found that help - mixing polygonal grass blades with texture grass planes helps with performance a lot, this keeps down overdraw. Contact Shadows on the sun light add nice, near zero cost shadowing to each blade. And the secret sauce imo is the world aligned specular mapping (just a static noise texture like off an old TV), to make it look like dew is reflecting on the grass.
@@AaronNeal i know it’s Probably too much to ask can you make a tutorial on how you make that grass pretty sure everybody world enjoy that including myself
I'm sorry, I didn't see the problem about saving the project in the document and video comment section, I use UE5, when I finished editing the save project and closed it, my landscape could not be seen when I opened it again, I suspect the problem is the world partition function, I would like to ask for your help.
Hey, no need to apologize. Yes you're correct, that has to do with the way World Partition works, doesn't really have anything to do specifically with M4. :) What you're going to want to do is go into the "World Partition" tab where it shows a Mini-map of your entire level, then drag a box around your terrain in there. Right click your selected terrain in there and press "Load Selected Cells" and that will load them into memory so you can see them. Cheers
Hello, everything that can be done with this tool is excellent. One question, is the second landscape built with landmass? so I can modify it after generated? Thank you
Yes, the terrains that it generates can be modified and sculpted just like any other landscape. They can even be brought back into the Terrain Generator after being sculpted. Thank you
Sure, here ya go man ruclips.net/video/hz2JUt4sulg/видео.html that's caused by starting a new map and not applying the RVT to your terrain or RVT volume, there's a write up on it in the docs too, under the migrating section. :)
Yeah, the system can be used with World Composition or without it and using a regular nontiled terrain, like in this vid here ruclips.net/video/5-6hnPeMB2Y/видео.html . The TerrainGenerator_Demo map that comes with the pack is set up like that. :)
Btw I have a question: Why on 6:51 you add a terrain generator over a terrain maps that was created in another software which changes that terrain look completly. Is this intended workflow? If yes why if not why did we add terrain generator after we were done setting up the landscape? Was it just for testing?
It was just for testing and to show it working, this is a video on how to set it up. The terrain generator also has a category dedicated to combining pre-made landscapes with all of it's settings, not shown here though. Should have probably done that in the video, completely forgot.
@@AaronNeal great thanks for response. I want to use your plugin both as exclusive solution for terrain work but also sometimes I want to bring in terrains either from Gaea or World Machine, I own both in professional versions and they can produce some awesome terrains :) If you prepare any tutorials focused on that, using your plugin and bring in maps from other standalone software that would be great :)
@@UnchartedWorlds Here ya go man, a quick unlisted video until I can get something a lil more official out. Made this as an answer to a question on Discord, figured it fit this situation too. ruclips.net/video/fmS8e_vCh_g/видео.html
You can use it, but Epic's water system in 4.26 is still super buggy. I'm waiting until they fix a lot of the issues with it before I add it to the 4.26 version of this myself.
@@AaronNeal Ok than i will wait till you show me . i´m solo and worke with ue4 for 6 month and had also issues. I try to get all my other systems ready till you teach me how to Use this and than i start to Build The hole Game. I think i will Make a german tutorial with chargeable assets and this would be Perfect as Map base.
Hey Lorcan, I'm working on a river generator right now that finds the path of least resistance then uses Landmass to carve out the river. So something like this (if I can actually pull it off >.< no promises, it's gotta work good or I ain't adding it) could also be used to generate paths with a little modification - would be cool. Check out the river gen so far, super WIP still ruclips.net/video/Lr_luiRKrsk/видео.html
@@AaronNeal maybe you could have a discord only for people with receipts of your asset, and post WIP files there, essentially have it as a paid open source community. I think discord has the option to send single use links to keep it private.
Hello, sorry about the EXTREMELY late reply, for some reason RUclips didn't feel it necessary to notify me of this comment and just seen it now. Have you figured out this issue, or, how can I help? Make sure you have the Landmass plugin enabled if you're migrating this to a new project :).
@@beditzy9200 You'll need to add the new paint layer to the material, like in any other landscape material. No, you don't need to modify any blueprint. A video going over it can be found here :) ruclips.net/video/Vb5U8GZ7cxE/видео.html
M4 looks awesome. I will most likely be purchasing it today. Just wanted to ask a few quick question, is it possible to do multiple generating on different parts of the whole landscape to make islands, and each island have its own generated landscape and maybe biome? Also can rivers generated on the landscapes? As well can the generation be done at load of a level, so each time a game is started a random level is created, maybe from a seed? Thanks
Hey whats up, yeah you can generate multiple islands, export/import the heightmap, the new islands will need to be on their own Landscape actor tho if you want them each to behave differently in the generator. Yeah M4 has Multi-Biome support. No this doesn't come with a river generator, each landscape allows you to sculpt and build rivers just like on any other terrain. No you cannot create levels at runtime, it is not set up to do that, that's something I'm looking into. Thanks
@@AaronNeal Awesome thanks! I bought it yesterday and have been experimenting. Very impressive! Still trying to figure out how to do multiple islands based on separate landscapes, so they can use separate generators, as when I create a new landscape and drag in a new MMMBP and Prepare New Landscape, it points to previous landscape I already built.
@@StuStar77 Hey man, there's paint layers in the Landscape Paint menu with the MultiBiome stuff on it, so you can paint them on. Basically, you'll want to have one primary biome (whichever one you choose in the BP) then paint on the other biomes to the other landscape. The other biomes that you'll paint on can be controlled through the Material Instance, rather than through the BP, there's settings down near the bottom. Lemme know if this solves this for ya, if not I can make a quick video :)
@@AaronNeal Thanks buddy appreciate that. I will give it a go today and let you know. You should make a discord to house all your information, documentation and videos in one place :)
Sure, the landscapes that the Generator makes are pushed to a standard Unreal Engine Landscape Actor so they can be resized the same way that we do with regular landscapes. :)
This is absolutely awesome! Going to buy it. But I have one question, is it possible to create a large tailed landscape for the open-world game? Or this is on your to-do list?
Thank you, glad you like it :) this currently supports up to 8k x 8k Terrain Generation with World Composition support, for open-world games. The Auto Materials support any sized landscape.
Hey Felipe, you'll need to adjust lighting when using homes, or however you need the lighting to be, that's something that's impossible for me to set up for you or know how you want it. These are using unreal engine's landscape actor to do the final result, so any lighting will work with it - static, dynamic, DFAO, etc.
Awesome stuff man. The landscape tools alone are worth it (hydro errosion, etc.)
Already purchased the pack yesterday.
Bought this yesterday so great timing on this:) I'm going to test it at work were we are making our whole municipal i Unreal. Wont really use the auto terrain feature as we allerady are making terrains based on real world data, but the materials are great. Have been using "PLE - Procedural Landscape Ecosystem
" but testing yours today in my main scene, fingers crossed. Seems like M4 is a bit more advances with tesselation among other things. Also seems a lot easier to modify with my own textures\layers witch is important since we use a lot of masks for foiliage placement among other things. Will have to make my own PFS's to spawn in forests++ but no biggy. Looking forward to dig into the plugin:)
Best foliage pack ever!
Awesome to finally watch a tutorial with your voice in it haha.
If I may ask, can you make a tutorial about using the Pre-Made Terrain Settings a bit more elaborately?
For example, I have a landscape done in World Creator and I wanted to maybe add some more randomness with your generator and possibly even apply some better erosion with your sim system here, but as soon as I untick that Combine option, every change I make is sort of irrelevant, so I can't seam to figure it out how to mix both maps efficiently or with easiness, if that makes sense.
Thanks again for this pack though. Really awesome stuff and I'm looking forward for those new updates!
Cheers
Finally invested in a good mic >.
where to find this interface ?
How do you make your grass look this amazing
A few things I found that help - mixing polygonal grass blades with texture grass planes helps with performance a lot, this keeps down overdraw.
Contact Shadows on the sun light add nice, near zero cost shadowing to each blade.
And the secret sauce imo is the world aligned specular mapping (just a static noise texture like off an old TV), to make it look like dew is reflecting on the grass.
@@AaronNeal i know it’s Probably too much to ask can you make a tutorial on how you make that grass pretty sure everybody world enjoy that including myself
I'm sorry, I didn't see the problem about saving the project in the document and video comment section, I use UE5, when I finished editing the save project and closed it, my landscape could not be seen when I opened it again, I suspect the problem is the world partition function, I would like to ask for your help.
Hey, no need to apologize. Yes you're correct, that has to do with the way World Partition works, doesn't really have anything to do specifically with M4. :)
What you're going to want to do is go into the "World Partition" tab where it shows a Mini-map of your entire level, then drag a box around your terrain in there. Right click your selected terrain in there and press "Load Selected Cells" and that will load them into memory so you can see them. Cheers
Hello, everything that can be done with this tool is excellent. One question, is the second landscape built with landmass? so I can modify it after generated? Thank you
Yes, the terrains that it generates can be modified and sculpted just like any other landscape. They can even be brought back into the Terrain Generator after being sculpted. Thank you
@@AaronNeal Great Thank you
Please do a video about the Virtual Texturing. For me it is only a pink terrain, and I don't know what is the problem.
Sure, here ya go man ruclips.net/video/hz2JUt4sulg/видео.html that's caused by starting a new map and not applying the RVT to your terrain or RVT volume, there's a write up on it in the docs too, under the migrating section. :)
@@AaronNeal Thanks for the quick answer!
@@AaronNeal since I have you, may I suggest to add foam to the beach water? Otherwise great job.
Just a quick question, maybe out of the context. Can you add support for mobile landscape materials? That would be awesome!
Yep, already in the plans trello.com/c/oXuZGIb6 Haven't got an ETA on it yet tho. Will be in the update after this next one. 😊 (Edit: annnd done)
is it possible to use method 2 without using the tiles part? like can i create a landscape 2k 4k 8k..ect then go straight to using the plug-in?
Yeah, the system can be used with World Composition or without it and using a regular nontiled terrain, like in this vid here ruclips.net/video/5-6hnPeMB2Y/видео.html . The TerrainGenerator_Demo map that comes with the pack is set up like that. :)
Btw I have a question: Why on 6:51 you add a terrain generator over a terrain maps that was created in another software which changes that terrain look completly. Is this intended workflow? If yes why if not why did we add terrain generator after we were done setting up the landscape? Was it just for testing?
It was just for testing and to show it working, this is a video on how to set it up. The terrain generator also has a category dedicated to combining pre-made landscapes with all of it's settings, not shown here though. Should have probably done that in the video, completely forgot.
@@AaronNeal great thanks for response. I want to use your plugin both as exclusive solution for terrain work but also sometimes I want to bring in terrains either from Gaea or World Machine, I own both in professional versions and they can produce some awesome terrains :) If you prepare any tutorials focused on that, using your plugin and bring in maps from other standalone software that would be great :)
@@UnchartedWorlds Here ya go man, a quick unlisted video until I can get something a lil more official out. Made this as an answer to a question on Discord, figured it fit this situation too. ruclips.net/video/fmS8e_vCh_g/видео.html
HOW DOES IT WORK IN A CLOSED ENVIRONMENT?
Is it possible to use the water system wich is new from ue 4.26 ore are ther some performence issues?
You can use it, but Epic's water system in 4.26 is still super buggy. I'm waiting until they fix a lot of the issues with it before I add it to the 4.26 version of this myself.
@@AaronNeal Ok than i will wait till you show me . i´m solo and worke with ue4 for 6 month and had also issues. I try to get all my other systems ready till you teach me how to Use this and than i start to Build The hole Game. I think i will Make a german tutorial with chargeable assets and this would be Perfect as Map base.
are you going to add procedural paths
Hey Lorcan, I'm working on a river generator right now that finds the path of least resistance then uses Landmass to carve out the river. So something like this (if I can actually pull it off >.< no promises, it's gotta work good or I ain't adding it) could also be used to generate paths with a little modification - would be cool. Check out the river gen so far, super WIP still ruclips.net/video/Lr_luiRKrsk/видео.html
@@AaronNeal sounds great. Keep up the work bro 💪.
@@AaronNeal maybe you could have a discord only for people with receipts of your asset, and post WIP files there, essentially have it as a paid open source community. I think discord has the option to send single use links to keep it private.
hey awesome tool, available for UE5 ?
good, what is the water you use?
How much bigger world can be generated with World Composition?
Supported landscape sizes are in the description, with 16k generation being planned for the V1.6 update. :)
it will not let me add landmass to scene
Hello, sorry about the EXTREMELY late reply, for some reason RUclips didn't feel it necessary to notify me of this comment and just seen it now. Have you figured out this issue, or, how can I help? Make sure you have the Landmass plugin enabled if you're migrating this to a new project :).
Is possible making multi-biome in one landscape using this?
Yeah, just paint them on from the Landscape Paint Menu.
@@AaronNeal I don't need to modify the blueprints and add layers? If I use this, layers are automatically added and I can select and paint it?
@@beditzy9200 You'll need to add the new paint layer to the material, like in any other landscape material. No, you don't need to modify any blueprint. A video going over it can be found here :) ruclips.net/video/Vb5U8GZ7cxE/видео.html
Oh my god, take my money...
M4 looks awesome. I will most likely be purchasing it today. Just wanted to ask a few quick question, is it possible to do multiple generating on different parts of the whole landscape to make islands, and each island have its own generated landscape and maybe biome? Also can rivers generated on the landscapes? As well can the generation be done at load of a level, so each time a game is started a random level is created, maybe from a seed? Thanks
Hey whats up, yeah you can generate multiple islands, export/import the heightmap, the new islands will need to be on their own Landscape actor tho if you want them each to behave differently in the generator. Yeah M4 has Multi-Biome support. No this doesn't come with a river generator, each landscape allows you to sculpt and build rivers just like on any other terrain. No you cannot create levels at runtime, it is not set up to do that, that's something I'm looking into. Thanks
@@AaronNeal Awesome thanks! I bought it yesterday and have been experimenting. Very impressive! Still trying to figure out how to do multiple islands based on separate landscapes, so they can use separate generators, as when I create a new landscape and drag in a new MMMBP and Prepare New Landscape, it points to previous landscape I already built.
@@StuStar77 Hey man, there's paint layers in the Landscape Paint menu with the MultiBiome stuff on it, so you can paint them on. Basically, you'll want to have one primary biome (whichever one you choose in the BP) then paint on the other biomes to the other landscape. The other biomes that you'll paint on can be controlled through the Material Instance, rather than through the BP, there's settings down near the bottom. Lemme know if this solves this for ya, if not I can make a quick video :)
@@AaronNeal Thanks buddy appreciate that. I will give it a go today and let you know. You should make a discord to house all your information, documentation and videos in one place :)
Is it possible to resize the map?
Sure, the landscapes that the Generator makes are pushed to a standard Unreal Engine Landscape Actor
so they can be resized the same way that we do with regular landscapes. :)
This is absolutely awesome! Going to buy it. But I have one question, is it possible to create a large tailed landscape for the open-world game? Or this is on your to-do list?
Thank you, glad you like it :) this currently supports up to 8k x 8k Terrain Generation with World Composition support, for open-world games. The Auto Materials support any sized landscape.
@@AaronNeal Thanks for your answer.
Das hawt.
SOME CLOSED LOCATION TUTORIALS LIGHTING IS STRANGE WHEN ADDING HOMES
Hey Felipe, you'll need to adjust lighting when using homes, or however you need the lighting to be, that's something that's impossible for me to set up for you or know how you want it. These are using unreal engine's landscape actor to do the final result, so any lighting will work with it - static, dynamic, DFAO, etc.