UE5.4 Step-by-Step Landscape Material | 12: RUNTIME VIRTUAL TEXTURES

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  • Опубликовано: 24 янв 2025

Комментарии • 34

  • @FOWST
    @FOWST 25 дней назад

    Thank you!
    You can create very convincing dirt effects with this.

  • @madwarbit-w8b
    @madwarbit-w8b 2 месяца назад +2

    Supurb! A month ago i was wishing i could do that. Blending assets. Now i know . As always Thankyou sensei.

  • @EmreAy-v1c
    @EmreAy-v1c Месяц назад

    Personal Note: In diesem Part geht es um: RVT-Texturen und wie man Assets mit der Umgebung blended, damit der Realismusgrad gesteigert wird.
    Besonders wichtig: Ab 42:30 wird gezeigt, wie wir unsere Blend-Funktion in die Asset-Materials einbinden, damit wir den "Verschmelzungsgrad" mit der Umgebung steuern können.

  • @jadetech
    @jadetech 2 месяца назад +1

    Excellent work!

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 2 месяца назад

    You could use a vertex normal/WS node to mask the stretched areas

    • @unrealitybites763
      @unrealitybites763  2 месяца назад +1

      I will be adding that in a future episode. I just wanted to keep it simple to start off with as it was a long video

  • @BoratPitt
    @BoratPitt Месяц назад

    I don't see the textures when I activate the RVT, but just a mixture of colors (blurred textures) can someone tell me why?

  • @WrathInteractive
    @WrathInteractive 2 месяца назад

    Thanks for this. A bad bug in 5.5 where it randomly crashes in the material editor or lags out when previewing the materials and I can't open two material windows up at the same time as the previews seem to crash it. Not sure if it's due to using Virtual Textures from Fab. Anyone else has this issue?

  • @musashidanmcgrath
    @musashidanmcgrath 2 месяца назад

    Sorry, I haven't had a chance to watch all of the series, but what I've seen so far is excellent. I was wondering if what you add in this video blends the surface shading normals or is it just the material? Also, I don't see displacement mentioned on the playlist. Is this planned? Cheers. Fantastic resource for the community.

    • @unrealitybites763
      @unrealitybites763  2 месяца назад +1

      In this video, I just do a simple Normal Blend but in the RVT Part 2 video (coming up), I show a more comprehensive setup where you can use the Object Normal and Normal Space for better blending and appearance.
      And yes, Displacement is coming.

  • @effectsroom
    @effectsroom 2 месяца назад

    I am not using any Master Material or I don't even know if that's a thing. Anyone knows how can I follow this tutorial?

    • @WrathInteractive
      @WrathInteractive 2 месяца назад

      You just plug it into the material you're using that has a master material, if not then just plugin into the colour, normal pins.

  • @LeaSeiler_art
    @LeaSeiler_art Месяц назад

    Do you have any idea on how to implement raoh: roughness, ao, height combined textures into the graph

    • @unrealitybites763
      @unrealitybites763  Месяц назад

      I've just uploaded the Nanite Displacement video, where we will be using the ORDp textures from Quixel (Occlusion, Roughness, Displacement).
      In that video, I use the displacement channel (B) to actually displace the Nanite Landscape, but I also show how you can use this channel for heightmap blending of the tiling variations (better seam removal).
      If you want to use Ambient Occlusion and/or Rougness, just plug the R and G pins into the Material Attributes (although I've found Ambient Occlusion is barely noticeable)

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Месяц назад

    Okay, for some reason my landscape got all black metallicish when I show RVT... the blending works with my assets, but I think something happend when I changed the poolsize, seems like Virtual textures broke :S when I use r.vt.residency.show 1 .. It dosent calculate anything... DXt5 is 1
    pages, 0mb .... Okay, I had to set it at 12 000 for some reason for it to react at all ? My scene barely contains anything... I dont get this pool at all..

    • @OjalaStudios
      @OjalaStudios 4 дня назад +2

      You need to add a transformvector to the normal "transient space -> world space" then use a absolut world position going from the z output to the world height. Use the same approach for the Runtime Virtual Texture Sample to set material attributes. Beware! When it comes to normal on that node you need to add another transformvector to the normal going from world space to transient space..

  • @Peluche070
    @Peluche070 2 месяца назад

    ❤ wonder if we could always use it like a template

  • @Kanered999
    @Kanered999 2 месяца назад

    I'm getting weird artifact on grass foliage now. Some of grass instancess are turning black when up close.
    Also, color taken from virtual texture that is applied/blended on, for example Cube, is much lighter than original background. It's clearly visible cube is much lighter, even if "Blend Distance" is set to 20k

    • @unrealitybites763
      @unrealitybites763  2 месяца назад +1

      The cube was just a simple example. We need to add further refinement to the RVT Blend function with better blend masking and transitions but the video would have been 2 hours long. I will cover all this in a part 2 episode

    • @unrealitybites763
      @unrealitybites763  2 месяца назад +1

      By the way, the reason cube is much lighter is I set the Specular value to 1 instead of 0. I'll address it in the next video

    • @Kanered999
      @Kanered999 2 месяца назад +1

      @@unrealitybites763 Thank you very much for your aswer, I'll wait for the next part. BTW I love your tutorails, best stuff ever!
      Your commentary/reminders about shortcuts you are using are golden! Thank you for what you are doing :)
      Also the pace at which training is conducted is just perfect.

  • @DamienRamirez
    @DamienRamirez 2 месяца назад

    Your distance blends in your landscape material are not set up for RVT?

    • @unrealitybites763
      @unrealitybites763  2 месяца назад

      Yes, I mentioned that in the video. I will address it in a future episode on rvt refinements

  • @dawidwieczorek7425
    @dawidwieczorek7425 2 месяца назад

    Why did you deleted pcg tutorial videos?

    • @unrealitybites763
      @unrealitybites763  2 месяца назад +1

      They were all completely out of date with modern PCG. Good news is I will be doing a new set of PCG videos once I’ve finished this landscape series

    • @dawidwieczorek7425
      @dawidwieczorek7425 2 месяца назад

      @unrealitybites763 that's great, i cant wait

    • @dawidwieczorek7425
      @dawidwieczorek7425 2 месяца назад

      @@unrealitybites763 I still need them, many ideas works

  • @johnfoucha9763
    @johnfoucha9763 2 месяца назад

    Not sure why but the RVT texture on my cube is very blurry, no matter how I adjust the landscape
    tiling.

    • @madwarbit-w8b
      @madwarbit-w8b 2 месяца назад

      If you referring to the grains type? It happened with me also when i was doing other tutorial. I figured, to start every project with VT turned on and then do some work and then switch if off.

    • @unrealitybites763
      @unrealitybites763  2 месяца назад +1

      It is tricky to make it look consistently good. Personally, I use RVTs for the blending but not for the master material. I’ll talk about it again in a later episode

    • @johnfoucha9763
      @johnfoucha9763 2 месяца назад

      @@unrealitybites763 yeah thats how I plan to use it, as well. Even with the texture being blurry on the example cube, it still helps with blending objects into the landscape so I can imagine how nice it will look if I can get the texture to clear up. Thanks again!

    • @WrathInteractive
      @WrathInteractive 2 месяца назад

      @@johnfoucha9763 I'm pretty sure it's to do with the virtual Texture Pool

    • @johnfoucha9763
      @johnfoucha9763 2 месяца назад

      @@WrathInteractive ahhh didn’t even think of that. I’ll definitely take a look. Thanks

  • @揭俊浩
    @揭俊浩 2 месяца назад

    Hello, do you have a discord channel? I can't wait for your tutorial to go!