Awesome tutorial and a great help, new to Gaea so this has really helped me. One question for ya, I have exported a Normal Texture for high detail but not sure where to implement it in unreal, is it part of the landscape material. Thanks again and peace from Scotland
Hey bro, glad the videos are doing you good. The issue there is UE has auto converted your mask > a normal map. Double click on the normal map, in the right hand side change the texture type from "normal map" To "Mask". If you need more help jump on my discord.
for the Zscale. According to the UE document you shown. Isn't that easier to just put 5000x100/512 instead of memorizing that of 0.001953125? And I still wonder why is the landscape always being dropped so low. Like you have to move everything else including the height fog down.
Yeah you can divide by the height map resolution. That still works well, but I believe your eyes work better than the numbers. If it looks right for what you want it will be fine. With regards to the world height I'm not sure why this happens. My belief is the height texture needs to be pushed down below world height zero. I'm not 100%
I have followed your steps exactly. However, when attempting to import my height map file in to UE 5.0, I receive a that damned error "File 'mapname-Sediments' doesn't have proper pattern(ex: _x0_y0.raw) Please keep in mind I dd NOT select the sediments file. I chose my heightmap file ONLY and yet Unreal is automatically attempting to grab this sediments file. If I remove the sediments file and import, nothing imports at all. Can you please help me learn to avoid this in the future? Cheers
HI, thank you for the video ! I just have a problem with the height fog, when I put it lower, my Landscape is not appearing at all. Do you have an Idea what the problem could be ?
Hi, could you please do a tutorial on converting a large FBX landscape into a heightmap or landscape for unreal...I so new and I don't understand how to do this using their new node
@@KIRKS it's a track/location and texturing it etc is harder than it being a landscape/heightmap as well as the mesh having some issues/holes so to have a height map/landscape from gaea seems like a logical and usable workflow. I already put the FBX into unreal is by no means straightforward
The Z scale from Gaea has to match exactly if you are using a 3rd party 3d software like Terragen with Unreal. I will have to try out the calculations to see if I can get the same camera frustrum to align all of the mountain silhouettes in a Terragen render and Unreal engine.. I am currently using C4d and redshift to render the polyobjects but its taking forever at 4k resolution to do 200-450 frame cinematic sequences.. the mountain silohuettes would need to match to create proper vdb clouds intersecting the terrain -so both (TG and UNREAL) render AOVs are going to align in comp..
The Z scale doesn't have to match. When working with cinematic scene's then maybe the argument could have fruition. With regards to a game world (what we are working on) it doesn't need to be. Also each 3rd party software handles information differently. In this case it is a height map. Thank you for your observations though.
@@ElpredatorGYRO Haha. Oh right, didn't look like that tbh. I would take some time to explain that process in text form so I will do a video on this topic. Thank you 😁
Really useful video thanks a lot, but for some reason i dont get the world partition grid size option in the landscape settings even tho my project was started as a 3rd person game Edit: nvm just activated it manually after
32:05 best part
Lmfao. Must of missed that while editing. Mate I'm Belly laughing right now. 😂😂
lmfao
😆
Thumbs up as always Kirk mate.
Thanks bro 🙏🙏
Awesome tutorial and a great help, new to Gaea so this has really helped me. One question for ya, I have exported a Normal Texture for high detail but not sure where to implement it in unreal, is it part of the landscape material. Thanks again and peace from Scotland
Hey bro, glad the videos are doing you good. The issue there is UE has auto converted your mask > a normal map. Double click on the normal map, in the right hand side change the texture type from "normal map" To "Mask". If you need more help jump on my discord.
Cheers for the quick reply, didn't even think of that, thanks a lot @@KIRKS
for the Zscale. According to the UE document you shown. Isn't that easier to just put 5000x100/512 instead of memorizing that of 0.001953125? And I still wonder why is the landscape always being dropped so low. Like you have to move everything else including the height fog down.
Yeah you can divide by the height map resolution. That still works well, but I believe your eyes work better than the numbers. If it looks right for what you want it will be fine. With regards to the world height I'm not sure why this happens. My belief is the height texture needs to be pushed down below world height zero. I'm not 100%
may I ask which license do you use? pro or personal?
I have followed your steps exactly. However, when attempting to import my height map file in to UE 5.0, I receive a that damned error "File 'mapname-Sediments' doesn't have proper pattern(ex: _x0_y0.raw) Please keep in mind I dd NOT select the sediments file. I chose my heightmap file ONLY and yet Unreal is automatically attempting to grab this sediments file. If I remove the sediments file and import, nothing imports at all.
Can you please help me learn to avoid this in the future?
Cheers
A workaround is to rename the heightmap and add a letter or number while in the pop-up window, then click the heightmap again and import
HI, thank you for the video ! I just have a problem with the height fog, when I put it lower, my Landscape is not appearing at all. Do you have an Idea what the problem could be ?
Hey dude.
Have you loaded all the landscape proxy meshes in? If not you could do this. If you have, try deleting the heightfog from the outliner.
Hi, could you please do a tutorial on converting a large FBX landscape into a heightmap or landscape for unreal...I so new and I don't understand how to do this using their new node
You would need to import the fbx into unreal engine.
And place it in your scene.
@@KIRKS it's a track/location and texturing it etc is harder than it being a landscape/heightmap as well as the mesh having some issues/holes so to have a height map/landscape from gaea seems like a logical and usable workflow. I already put the FBX into unreal is by no means straightforward
Thanks for the video.
Somehow my raw file has a bit depth problem and UE refuses to work with them...
Does anyone know what caused this?
Change you height map to a PNG mate. Not RAW
The Z scale from Gaea has to match exactly if you are using a 3rd party 3d software like Terragen with Unreal. I will have to try out the calculations to see if I can get the same camera frustrum to align all of the mountain silhouettes in a Terragen render and Unreal engine.. I am currently using C4d and redshift to render the polyobjects but its taking forever at 4k resolution to do 200-450 frame cinematic sequences.. the mountain silohuettes would need to match to create proper vdb clouds intersecting the terrain -so both (TG and UNREAL) render AOVs are going to align in comp..
The Z scale doesn't have to match.
When working with cinematic scene's then maybe the argument could have fruition. With regards to a game world (what we are working on) it doesn't need to be. Also each 3rd party software handles information differently. In this case it is a height map. Thank you for your observations though.
Roads are splines added into UE ?
What?
@@KIRKS i am asking how you process roads in a landscape like this.
@@ElpredatorGYRO Haha. Oh right, didn't look like that tbh.
I would take some time to explain that process in text form so I will do a video on this topic. Thank you 😁
Really useful video thanks a lot, but for some reason i dont get the world partition grid size option in the landscape settings even tho my project was started as a 3rd person game
Edit: nvm just activated it manually after
Thanks mate. When you created a new level did you use the open world level or basic?
@@KIRKS probably basic
@@Machine_in_pain Yeah. If you use the open world level. You should see world partition. 👍