Brushify - Beginner Tutorial for Unreal Engine 5 (Full Environment in 1 Hour)
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- Опубликовано: 23 июл 2024
- Brushify - Forest Pack: www.unrealengine.com/marketpl...
Brushify - Cliffs Pack: www.unrealengine.com/marketpl...
Brushify - SmartBrush System: www.unrealengine.com/marketpl...
All Brushify Products: www.unrealengine.com/marketpl...
Create a Full Environment in Unreal Engine 5 using Brushify!
Get started with Brushify in Unreal Engine 5 with this free tutorial. We'll create a complete forest environment in Unreal Engine. You'll learn how to install unreal engine, add brushify packs to a new project, setup the landscape automaterial, use alpha sculpting brushes, use distance background meshes, set dressing using painting and procedural generation, and even light your scene to give it that finishing touch.
Find out more at www.brushify.io
In-depth documentation www.brushify.io/docs
Email Support: support@brushify.io
0:00 - Intro
1:31 - Installing Unreal Engine 5
2:47 - Adding Brushify Packs
4:55 - Landscape Auto-Material
10:58 - Sculpting Brushes
22:35 - SmartBrush System
23:10 - Distance Meshes
30:10 - Set Dressing Overview
34:15 - Procedural Foliage
48:22 - Lighting
49:10 - Thankyou and Please subscribe!
Music:
Interplanetary Forest by Meydän is licensed under a Attribution License, Creative Commons - CC BY
Pure Water by Meydän is licensed under a Attribution License, Creative Commons - CC BY
Insignifiant by Meydän is licensed under a Attribution License, Creative Commons - CC BY Развлечения
Hi guys! I hope you find this video useful, a lot of work and time has gone into creating a streamlined workflow video like this, that covers all the essential parts of UE5 environment creation, in under 1 hour of time! I've attempted to create a very high Signal to Noise ratio. This of course means a lot of time spent planning, recording multiple takes and editing to make it as time-optimized as possible. There is little to no fluff here! just pure value and information.
If you find these refined tutorials useful please remember to like and share the video!
Cheers
Joe
It is a so helpful tutorial for environment building 👏👏👏👏👏.what a work !keep going .cant wait for the next tutorial or some new projects👏👏
This is such a great toolset!
I'm new to the product, but do you cover how to use your landscape material with imported heightmaps and layer ID maps? I have a ton of content created in Houdini, and I'd like to buy this to use your automaterial and props.
Also, do I need the full Brushify add on for that usecase, or could I buy the forest or plains pack for instance?
I've purchased at least 4 of these packs, and my workflow has never been easier. Great Job Joe.
For someone who just got into UE5 this will be very helpful. Thank you, Joe.
Thanks for creating this video. I bought Brushify a while back and really needed an updated video like this.
As a new UE developer and musician involved in music production, I can really appreciate the time and effort that went into this video. Great audio/ video quality and content !
I found this video a few days ago in hopes of creating the biggest landscape for my game, with all the other tutorials not working correctly, this video and forest pack was a huge game changer. Thank you for this tutorial.
10/10 tutorial. Thanks so much for these tools and showing us how to fully utilize them.
Absolutely amazing creation here! Love this tool. I am new to UE5, and the amount of work this saves is massive. Thank you so much for the awesome work you do. Looking forward to more tutorials, so I hit the subscribe! Great work!
Great tutorial Joe, so happy you made this!!
As a new sub just starting my UE5 'journey', this is a great start, I eagerly await your forthcoming tutorials, and thanks for the awesome tools!
So good to have news about you and your amazing products !
Amazing...! I shall look into all you offer and will surely become a Brushify afficionado!
Thanks so much Joe for creating this excellent tutorial 👍
I have just bought the forest package and started my first attempts. I am absolutely thrilled.
I'll probably get the path pack as well. A water pack with an underwater landscape would be brilliant
Thank you
I was literally just watching your old tutorials thinking these are a bit dated but still decent. Perfect timing Joe!
most of them can still be followed along, just gotta account for UI changes in UE5. However getting new UE5 tutorials out is a priority for me.
Atleast covering all the basic features.
This one tries to cover a lot of ground in a short space of time.
the old tutorials aernt really tutorials though are they...
@@timmayvnsnot sure what you mean, there’s hundreds of hours of tutorials on my channel going back to 2018.
Some videos are 1-2 hrs long where I show the entire workflow and process.
I appreciate you making this tutorial and for making this tool. its a god send when working by yourself on a game. thanks mate
I have been using this product dor a year and it is fantastic
Exactly what I was looking for. I have been using it with UE5 but following older tutorials and I can't wait to see this in full.
The plan this year is to redo as many tutorials as possible in UE5. Starting with the essentials.
@@HavokSage great to hear, I’ve still never managed to get RVT working in UE5, landscape is in the red, but performance wise it does okay, I just like my scene green haha.
@@MankindFilm if you have the brushify env shaders package it comes with an RVT example map that's already setup.
@@HavokSage I do have that, I’ll check it out!
Thanks a lot! It looks really cool considering how little time was spent!
Amazing work as always!
Super awesome Packages for every Game!
Very cool, just brought the Forest Pack will try it soon.
Thankyou so much and God bless you joe
Thank You Joe!
Hey Joe! Great to see you again here! We are talked on artstation, let me know what you planned (Bartosz Titkin - Gravity Worlds)
YO JOE, YOU THE MAN
Muito obrigado pelo seu trabalho e ensinamentos seu conteúdo está me ajudando bastante a construir o cenário de meu jogo, Obrigado
Thank you very much! Great Stuff! With this Brushify Packs UE get more near VUE who i have leave because Subscription only, and it renders additionaly faster UE than Vue 😃
Thank you!
amazing video
21:16 - usefull grass variables. Thanks :)
thank you kind sir!
Hey Joe! Do you have any resources for rendering and your CVars for culling foliage? Love your content but I have found the scene files get really heavy at render time.
Your packs are fantastic Joe, thank you so much for the amazing work. Quick question, and I hope I didn’t miss this like a dummy, but how do you make the grass interact with skeletal mesh actor in the scene?
i love the video, however, i would love it if you covered your urban city pack and show us how you would use that to make massive cities, that would be amazing.
I’m planning to redo a lot of the old ue4 tutorial and showcase videos in ue5
thank you, this is awesome news@@HavokSage
Almost every developer seem to focus on the country side or jungle environments. The real world city and urban environments are really what most film makers desire,
Thank you for this new tutorial. Absolutely helpful!
I have a question though, I own multiple Brushify packs and for the Landscape option is MI_Landscape_1017 encompassing only the Forest pack or does it encompass the other biome packs as well?
Great packs, I have 2 of them, but cant figure out how to remove grass from some spots. Even when I paint over as desert, it seems to still have grass?
Hi, this is very simple. use the RemoveProcedural paint layer. Make sure to set it to non weight blended layer, otherwise it will paint black.
Tutorial here: ruclips.net/video/AGgzAaAk7vI/видео.htmlsi=dWYp_M816_F7NFsc
Amazing tools! but can I change the auto grass and rocks and replace a new?
Hey I'm kinda new to the mapping stuff but you're tutorial will help me out pretty good i think. Got a question
i wanna make a map for a game (mod map) so is there any option where you can change the size of the map because it feel so small when u scuplted it ^^. Or is this a normal sized game map stuff?
More Important Question is there a way to add collision to trees and rocks etcs?
Hi Joe, I have some of your packs. They are great ! Now I'm working with architectural projects. As this kind of projects needs more realistic meshes and materials, I would like to know if your packs delivers the Photorealistic effect the ArchViz works need. Thanks
It usually comes down to the skill of the person doing the renders. When combined with Hemisphere skies , and good cinematography, attention to set dressing, brushify assets can produce photorealistic results.
Nice tutorial. One question though? the landscape auto materials support displacement? so that i do not get that linear flat look? Thanks
Hi, yes, in fact they support Nanite displacement (although that’s an experimental feature that requires a custom console variable to enable it).
The also support POM as well, which is a shader based option.
I’ll be making videos on both in the future. For now you can lookup the old POM ue4 video, that’s still relevant:
ruclips.net/video/PqMZl7wFX7I/видео.htmlsi=fkqlCbTivtkLNLsw
Nice plugin! I want to buy it but I have a question please : If I create a road with Bp, can I exclude road from grass material!? thanks
I purchased one of your packs to get started (beach) but honestly it’s a little overwhelming with so many packs and options, would love a simple video talking about what one should purchase. I’m happy to get everything, maybe you can bundle it all ?
Like smart brush system etc,
I mean, at the end of the day. It depends on the user: what are you trying to build or make? If you have beach pack you already have assets required to make beaches, like the one shown in the showcase video.
It’s as simple as that.
everyone’s needs are different, that’s why there are different packs.
A combined pack containing everything is coming in the future.
@@HavokSageI’m looking to build open world procedurally generated islands with forest, desert and tundra biomes.
I’m more than happy to buy all the packs, I think I was confused with smart brush, maybe a different thumbnail for that would help it stand out from the packs. Looking forward to the bundle. Happy to support you. Excited to see how the performance is when used for a game.
hi Joe! Great & useful stuf! May I ask your current hardware configuration ? or the minimum you'd recommend for your UE5 Brushify assests to run smoothly? thanx
Hi, Depends if you mean for actually running the compiled game, or for development. They are two very different concepts.
For running the actual assets in a compiled build, target spec doesn't need to be that high. Would usually be something like a RTX 3060, combined with a CPU/Memory that doesn't bottleneck it. With that most Unreal games will run decently.
For actual development spec however, I'd recommend a beefier multi-core system with a lot of ram though. My current development PC is an absolute powerhouse. i9 13900k, 128GB Ram, RTX 4090.
That's certainly overkill for most developers though. But I'm a poweruser that handles complex tasks like photogrammetry processing, and shader compilation work.
Very nice and clear video. Thank you. What about nanite compatibility?
I’ll have a video on Nanite soon. It’s actually very easy to enable on both static meshes and landscape, just a tickbox! :)
Thanks for the detailed tutorial! :) But I have when previewing a level in VR on Meta Quest 3 - the grass shaders are somehow not translated correctly if you look at it. Black highlights appear. Is there any way to fix it? Unreal 5.4.2.
Great tutorial, thanks! Can you maybe make a video on how to change the default landscape materials on your autolandecape material, for example putting megascans materials?
Hi, yes that’s coming up soon :) for now please refer to the UE4 version, the workflow is identical:
ruclips.net/video/cewUcdO89J8/видео.htmlsi=5e4ozKUXvTD993zh
Great, thanks!! @@HavokSage
hi,Joe Garth, If I want to modify the color, roughness, normal strength, and other parameters of a landscape layer's material, for example, I want to increase the color saturation of the grass material's texture, but they are not exposed to the landscape material's parameters, is there any way to do so? I hope the updated version can add these parameters for users to adjust. Thank you.
22:28 The grass. Is there a way to adjust the grass shadow distance falloff? Right now when walking the shadows create a very noticeable edge. I'd like to smoothly reduce the shadows in the grass as it reaches towards culling distance.
@43:07 you talk about diving in to the settings of the procedural spawner of foilage. Could you please do that because as of now, the FPS in my landscape is super poor after adding your PCG and I have a good computer with 4070
Can you do a voxel pro legacy tutorial for adding all the foliage and how you did the meteor to carve a hole?
Hello Joe, one question, I bought the Forest Pack and what I noticed is that far away the trees disappear like there is nothing there. Is there a way to fix this? I am pretty sure this comes from the static mesh of the trees and not any other of the Unreal settings because when I am using the static meshes of trees from another package they seem to be rendered just fine. Any thoughts?
@HavokSage Greetings. Great lesson! I purchased Brushify - Forest Pack to render movies in Unreal, but the procedurally generated rocks are not showing up for me when rendering. When I turn on the game or simulation mode everything is fine, but when I start rendering movies, all the stones disappear and are not visible in my camera....
Hi, usually the grasstypes take some time to load in. Try to set a warmup time before the cinematic captures
hi, good day. i just want to ask whats the minimum gpu for unreal engine? i have rx 6650 xt gpu. cant work coz of memory problem. it only has 8gb vram. do you have any tip on what to do or do i need to upgrade?
Question, I have applied the auto material to my terrain, and set up the layers with the included LayerInfo files. I can paint the different layers, but the procedural foliage is not showing up. What am I doing wrong? UE 5.2. Its working in the demo levels.
I'm looking for an auto-material solution. How do you handle varying and getting the physics material on different surfaces? (for things like changing footstep sounds and hit effects?)
You'd need to implement something like this:
ruclips.net/video/TwWDT5zCnLg/видео.html
@@HavokSage Thanks! I saw that and wrote a system.
Thanks a lot, amazing tutorial, I just wished you would cover the road spline tool, as for beginners it’s a bit confusing…. Could you please follow up this tutorial with another that explains the road splines.
Thanks again.
An updated roads tutorial is definitely on the list!
@@HavokSage Thanks, can't wait
Thank you for tutorial, I have purchased grasslands pack, added it to my project, but when creating landscape in material slot I type MI_Landscape, and there is only 2 variants of MI_Landscape available, located in different folders. I can't find MI_Landscape_1017 as shown in tutorial
The folder containing the presets is here:
Content/Brushify/Materials/Landscape/Presets
Thank you for help!
I had some troubles creating a forest, I can't find out, why there its no collission with the trees (they have their collision capsule set). Any ideas?. BTW amazing tools.
Is collision enabled in the procedural foliage spawners, the foliage types? Usually it’s always on by default
Great tutorial.. I have a few of your products, how do I create a large map that has beaches, desert and forests using Brushify?
I'll create a more advanced tutorial where we build an Tropical island soon.
@@HavokSage Thanks! Would be really helpful to many of us. Btw, I assume in the tutorial would you also show us how we can use multiple of your Brushify products together in a single landscape right? 😊
are the setting for the landscape good for making video games? I need a large landscape
that's what this is designed for.
Any free assets for learning? To follow along.
So if i buy the 200$ smart brush do i get all of the packs with it or do i still have to buy the other packs
Please read the product description as it’s explained there.
Hello teacher, I bought all your packages, they are great, I would like to ask you two questions:
1. How can the LOD of mountain vegetation be kept in the most perfect state without refreshing
2. I tried all UE versions, and after turning on path tracing, all the vegetation and stones disappeared
Sorry if this has been covered somewhere and I missed it. new to UE so very possibly a noob question here.
I would like to use two of the packs together in the same project, I tried installing the two packs to my project and it seemed to break some nodes in the brushify blueprints.. I have since deleted it and just added the main pack I am planning to use, I apologize I didn't record which nodes broke. I assume that I am just going about it wrong and is 100% lack of knowledge on my part.
Is there somewhere you cover how to use 2 packs in a single project, or if not could someone point me in the right direction to info where I can understand how to do this?
Hi, please read our FAQ: www.brushify.io/faq
Brushify packs share certain assets/shaders, they are designed to be overwritten/merged and to work together.
Is there a built-in way within your materials to create a height blend, like limiting the snow material to higher elevations (snow on top of mountains only). I can do it manually, but it never looks as good as a procedural blend.
It can be done in the actual shader, but then it won't work for gameplay as the landscape physics will still register as 1 paint layer. (snow capped mountains will still have grass footstep and impacts etc..
I'll investigate this soon, but for now i think you'd be better to paint down real paint layers using a weightmap.
Brushify attempts to add as many features as possible without requiring any external code plugins. From what i've seen any other landscape materials resort to a custom code plugin to make this possible, though I may be wrong.
Thanks Joe. Your auto-material is about 99% what I need, the ability to control/limit height distribution would be the cherry on top. @@HavokSage
I'm curious as a beginner of Unreal (and landscaping in game engines). Would this work with something like the Voxel Plugin? The thought is if I want to do a survival game and let players dig, voxels help there.
I guess you missed this: ruclips.net/video/bvcBBa3X4js/видео.html
Brushify works very well with Voxel plugin in UE5. :)
@@HavokSage Definitely did, thanks for the heads up and brilliant work!
One thing im always curious about is how to take assets like these, and then modify their style ever so slightly so that not every game ends up looking the same if that makes sense. Would what im talking about be more likely to be done in some sort of post processing effect? I think its beautiful but im struggling to conceptualize how to avoid making a game that looks just like another game using brushify if that makes sense.
Anythoughts? FYI im just getting into Unreal Engine and its been great so far but theres so much to learn lol
Many projects start off with Brushify as a basis. Then they gradually replace assets with their own, for instance textures and swapping meshes, or diving into the materials and making changes. It all depends on your level of expertise and how much time you have on a project. It's also very easy to overlook the use of brushify simply because the environments are so generic. Once gameplay characters or actors are added to the scene, it's less easy to notice the use of generic assets.
Is there a maximum landscape size? and is displacement supported?
Please check the documentation for massive worlds:
www.brushify.io/post/massive-worlds-workflow
Nanite Displacement is supported:
ruclips.net/video/ZokkH4_eCPI/видео.html
Greetings, does it include the new landscape displacement maps with nanite and foliage with nanite?
Hi, the Landscape Automaterial and Distance Meshes support nanite, Foliage also supports nanite. I'll have a video coming on Enabling Nanite soon.
Nanite video: ruclips.net/video/ZokkH4_eCPI/видео.html
Hey Joe. Thank you for the effort you put not only creating assets but making sure everything is cristal clear for us. I have a question, may be not releated with brusify or may be releated.
I am using RVT with brushify, created custom sand material but used RVT settings from your material funsctions. The problem is, no matter what, my landscape most of the time looks blurry. I checked streaming pool, adjusted distance settings in instance, adjusted RVT tile scale and e.t.c. Blur only goes away if I look to the ground for the few seconds from very close range, and when I walk about 10m, landscape become blurry again. I tested on standalone version too. Same problem. Do you know what can cause it? I checked google for 1 week, nothing helped.
What's your streaming pool size? It could be that you're reaching the memory limit. If that happens sometimes textures will show up blurry. Try:
r.Streaming.PoolSize=9999
@@HavokSage thank you for answer. I have rtx3080ti. I even typed 12000 didnt help. The thing is, when i disable rvt by taking off the checkbox from landscape material instance, all textures become normal. No blurry texture anymore. I think it is related with rvt somehow 🤔
@@turalmemmedov3648 I had the same issue in my VR project recently, ending up not using RVT at all. I couldn't find any solutions to mitigate the blurry landscape materials.
@@turalmemmedov3648did you ever find a solution?
@HavokSage Great tutorial and a very powerfull tool. A few questions that come to mind: Can you reduce the number of rocks that get spawned automatically at the slopes? Can you switch out those rocks? Can you switch out the gras that gets spawned automatically?
how can i set the dissappearing distance of the grass on the ground to infinity?
I used the forest pack and inputted the grass onto the landscape. The issue I am having is that the grass looks great when I’m next to it but a few steps away it doesn’t look good. I changed the call distance in the foliage but these were painted on and don’t know how to make it look good from far
Please send along an email to my customer support:
support@brushify.io
Usually it's down to lighting settings. But without seeing a screenshot or video it's difficult to make a recommendation.
Are brushify materials ready for substrate conversion?
Substrate is still an experimental work in progress feature. It's not ready for shipping a game yet. When substrate is finally stabilized, I will be investigating re-authoring my materials to align with the system, depending on whether or not there are any performance or feature level advantages to be had. In general though, it doesn't look like the system would benefit landscape materials too much to be honest. It's more for improving Archviz/automotive , realistic surfaces and reflective/refractive materials.
when trying to use to auto material after creating my landscape i get this loading bar in the bottom right of my screen saying "waiting for texture resources to be ready for landscape named: landscape" and it doesnt allow me to apply brushify auto materials onto my landscape
Hi, Go to your landscape and make sure to Uncheck 'Enable Edit Layers'.
This can sometimes cause this issue.
What if i want small terrain size - 64x64, there is no MI_landscape_64
I'm using UE5.3 and plan to keep upgrading my project and I used to be able to add custom paint layers in UE4 but when I try in UE5.3 I find crashes, I noticed that the material setup was slightly updated since then and I'm sure with time I can map out what I'm doing wrong but I'm just curious if there are plans for an update video for custom paint layers I know I can't be the only one looking to add Asphalt to the landscape
Hi, the process hasn't really changed. When are you experiencing a crash? is it while compiling shaders?
@HavokSage I migrated everything to a new project amd it's working fine I'm not too sure what was wrong with the project but it seems to be resolved. Keep up the great work!
Great tutorial my only problem is the first step of adding the landscape material there is no tall grass just a flat 2D material.
Never mind I figured it out.
Sometimes it takes a bit of time for it to load. Try moving the camera closer :) Good to hear you got it figured
Hey man just bought your canyons pack and its awesome. However there is a strange panther shadow texture that is on the canyons static meshes. From far away the canyons look normal but as you get closer the panther shades show. The patterns will shift depending on how far away you are from that point. I didn't mess with the the meshes before that just how they acted when i dropped them in. The canyons in the demo map work fine and its clearly not just normal shadow.
Might be something with your lighting settings? Please contact our customer support : support@brushify.io
@@HavokSage Alright I sent a video to that email hopefully it can be fixed. I am also interested in purchasing the grasslands pack. I noticed there is a grass material in the canyon pack but its to noisy to use. Is this the same grass material in the grasslands pack? I want to know before I buy it.
Is it possible use a similar tool for Voxel based games?
Yes, actually I want to do another voxel plugin tutorial soon. Check my brushify voxel videos on my channel.
Please make other tools for film making.
Explosions.
Destruction
Debris.
Vehicle movement/rigging.
Resize particle plugin (imagine that)
can you please create short tutorial for the underworld pack - bp_lavaspline?
Hi, I’ll try to get that out ASAP
Thank you so much it will be super helpful
I have this, and I have just notice that I only have Generic Erosion 1, I don't seem to have the trees too, where these removed for some update?
Hi, did you buy Forest Pack? Thats the one that comes with the trees.
If you bought Environment shaders pack, that will not contain those.
@@HavokSage Hi, I got the Forest Pack it says trees on it, on the information on the Unreal Market.
Its not a drama for me. just notice it when you started adding distance mountains and I only had the first one. and no tree. I'm happy with the rest I'll just use trees from my own collection. I'll be getting your beach one next.
@@waterdragonstudios7167 have you tried loading the forest example map? You should see everything is included
I'm getting Landscape 1 Actor with physical materials needs to be rebuilt error. How to fix it?
Try this:
Build > Build Landscape
Go to Play In Selected viewport
Usually that clears it.
The warning message is actually a bug with 5.3 that epic haven't fixed yet. You can just ignore it, it doesn't really affect anything. If nothing else works, just go to console and type 'disablescreenmessages'
can we use the same method to brush a full Mars planet?
Yes! Same exact techniques, Automaterial, sculpting brushes, distance meshes etc.
The only thing that changes per pack is the subject matter.
Does Brushify have any scenery with turquoise blue waters, beaches with white sand, scenery, like the Maldives?
Maybe take a look at the Brushify - Tropical Pack
www.unrealengine.com/marketplace/en-US/product/brushify-tropical-pack
I think these scenes are very beautiful, this vegetation is very dark green, it had to be a lighter green, it adds more life to the environment, thank you!@@HavokSage
@@jnswarrior you could try tweaking the foliage materials. they're very easily adjustable.
@@HavokSage Muito obrigado.
How powerful of a pc do u need to run this I'm intrigued
It used to run on my 2200g with 16gb ram and 8gb amd gpu
Any idea why I'd be getting so many packaging errors and they mostly refer to brushify? I'm using the tropical island and the two road packs. I get errors from other developers apps packaging for android but only yours for win10
What are the errors? You can contact our support email: support@brushify.io
@@HavokSageI did
@@coystt7233 Hi, I took a look, looks like your errors are caused by landmass plugin being disabled :)
@@HavokSageThanks will take a look
Hi. Your material for tais version 5.3.1 the unreal isn't update displacement for using with nanite, be tesselation and no work.
Hi Nanite with brushify material is quite simple setup. I’ll make a tutorial and update the docs on that in the future.
@@HavokSage Hi. Thanks for support. I'm wait for upgrade.👊. Nice Job.
@@HavokSage For texture puddle, how to make in photoshop? Normal map invert, where you paint?
Can brushify work with PCG?
yes it can. however you'd need to set the meshes up yourself.
The details are only visible when you zoom in close. Is it possible to make it so that you can see the details from further away? Otherwise it always looks extremely empty in the distance.
At 21:10 I discuss some of the console variables that can be used to increase quality at a distance. You need to be careful to find a good balance of performance / quality though. The default settings are optimised for low/mid range hardware. But if your game is just environments without much else going on you can also increase much higher.
Brushify added the texture at 7:11 but it did not add any details such as grass or flowers? Followed the tutorial exactly, what did i do wrong?
Maybe try saving and reloading the level? Sometimes it takes time for the grass to spawn in.
@@HavokSage could you do a tutorial on how to prepare a level made with brushify for packaging/cooking? Your support said it cannot be packaged in the configuration it comes in, but didn’t provide any more details.
Is there a way to make the foliage appear in the distance? It keeps culling.
Easy way is to use console commands.
foliage.LODDistanceScale
grass.CullDistanceScale
More permanent way is to edit Grasstype and Foliagetype files. :)
@@HavokSage thanks!!
I have another question: is it possible to add collision to the grass?@@HavokSage
Why does scene look so much better than mine with the same actions! Colors are more vivid, less washed out.
Check the part at 4:40 and 48:22. that's the only lighting setup I did.
What's the difference between say, duplicating a tree in a scene several times and draging and dropping the same tree into the scene several times.
I'd love to see a personal license for this just to use for basically "3D painting" where you just make worlds to de-stress and enjoy yourself rather than doing it for commercial purposes. But the prices aren't that bad tbh, I might pick some up just for fun.
Can this plug-in be used on mobile devices?
unfortunately not, the shader is not compatible with mobile. Basically the landscape layer blend node is limited on mobile, so Brushify wouldn't be possible without massive restrictions.
@@HavokSage thank you so much
anything Similar to brushify at a more friendly beginner price point?
The most basic brushify pack is priced at only $10.
@@HavokSage cheers dude
So Brushify still uses LODs and not Nanite?
Nanite video will be uploaded soon. Brushify is already nanite compatible, just need to teach how to enable it.
Not all projects need Nanite, and it does affect performance. It’s more for high spec systems than the low and medium spec that brushify is aimed at.