Hello Lucas, I think is one of the best tutorials of the Unreal Engine, I Look for a long time a tutorial like this, and Finally you did it, man you nailed, Thanks for this big help, you are a master!!
This tutorial still kicks ass. You give so many explanations, I learned a lot more than by your usual "here is what you need to do, don't ask why" style of tutorials.
This is a profound tutorial. Dense with proficiency, yet thorough and laid-back enough that someone new to the game like me can understand. Solved several issues I was having with landscape tessellation. Thank you.
Hi men. How do you resolved the tessellation blueprint issues? I use the 4.25 ver. I of UE4 and I've made the same step to build the tessellation node but nothing change. What I missed up?
Really love your videos man even 3 years later! If you where to come out with some paid tutorials, classes, or maybe even got on as a teacher at CGMA I would certainly be in.
Thank you so much for this entire landscape material tutorial series, I was going absolutely insane for a few days, trying loads of different ways to create a landscape, All I wanted to do was carry on with my artwork without all this techincal work but you made it so much easier. I hope in the future Unreal puts some "Plug and Play" landscape instead of having to create these complex materials
This has been one of the best tutorial series I have seen by far, I sincerely hope you choose to continue more tutorials tips and tricks in the future. Even though it's been a few years.
@@LukasKoelz That would be amazing, I totally get the real-life needs, you deserve more subscribers. I have been tinkering around with material a lot to see where I can optimize and achieve different effects. Finally got down the material function aspect of material authoring, still trying to grasp the concept of what nodes do what to which normals in the tangent and world spaces.
@@LukasKoelz Please, please start uploading tutorials, maybe even just do longform process creations while explaining what you're doing and trying to execute. Your techniques are really, really hard to find and teach so much about the engine.
Really great in-depth tutorial and smart techniques, well done. I see people use the Clamp node a lot, which is fine, but if you're clamping between 0 and 1 like in your example (and in many cases), you can use the Saturate node, which does the same thing, but slightly faster, since it's parameterless and has the 0 .. 1 min / max boundaries embedded in it. Also, the saturate() function is a standalone HLSL low-level API and it's not a wrapper on Clamp with 0 and 1, but a function of its own. Also, instead of using Lerp and OneMinus to bring the gray height values from [0 .. 1] interval to [-Height .. +Height] interval, you could take the gray height value, subtract 0.5 (which brings it in the [-0.5 .. +0.5] interval), multiply it by 2 (which brings it in the [-1 .. +1] interval) and finally multiply it by Height (the * 2 multiplication can be skipped). Doing this will cost a subtraction and a multiplication instead of a subtraction, lerp (1 addition, 1 subtraction and 1 multiplication), so you basically save 1 addition and 1 subtraction operation.
Awesome - thanks. Really useful - as noted in a couple of other comments I also removed the 'do not use' layer from the layer blend and it worked great :)
This tutorial is great, and it still works in 4.22. I do have to ask though, how would I go about "blending" two of these in a layered material for use with landscapes?
If you're getting a black landscape, make sure the Result of the Puddles_ML node is hooked up to the new BreakMaterialAttributes. That was messing me up for a while. Amazing tutorial btw!
Lucas and all, while this might be obvious to most of you I thought I'd mention that in order for Tessellation to work properly you need to turn off flag in Details of Landscape 2c Great stuff! Cheers G
Your videos are amazing thank you so much for your helpful tutorials! Would always love to see more, also been sharing them with my friends in my class. cheers :)
For anyone viewing it in 2020 here's a quote from unreal documentation on landscape tessellation: "The Landscape will also only render hardware tessellation on the highest level-of-detail(LOD) which will fade out as the Landscape approaches the second LOD. Subsequent LODs will no longer have tessellation enabled, which will significantly improve performance when enabling tessellation for displacement on your Landscape Terrain." So you don't need to do anything fancy, just apply tessellation to landscape and only the closest section will have tessellation enabled. docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html
Fantastic material and tutorial series. Thank you so much for sharing your knowledge. When I get around to implementing this into my series I'll ensure to give you credit and try to push some of my subs your way. Keep it up my friend!
Hi Lukas, Thanks for all your tutorials, Just wanted to know, If i want to add height base cliff to the Landscape which will work with by sculpt brush pressure , then how should i go with it.
Hey! Thank you so much for this awesome tutorial mini-series dude! I legit learned so much from it, the way you explain stuff is awesome! I wish you luck with your channel and the game you are creating! I wonder if you are still active though? you have not posted for over 3 years now..
Have you tested your method with larger landscapes? I have a 4k heightmap terrain and when applying your tesselation technique FPS drop from 60 to 15 and worse.
I have a question. When I tried to add world displacement I notice that it doesn't change the collision to match. Do you know how to handle that or is that something you don't worry about?
@@confligerene This can happen if you are plugging in a Float3 or Float4 value (aka the RGB output from a texture sample). If, instead, you grab from the "red channel" and try to plug it in to the input @ 10:52 - Play around with using just a single channel as your input as opposed to RGB.
Very very interesting: just watched the three parts and I have to say you have blown me! Great work. Seriously! Just a fast question: how can I access the parameter value on runtime with a blueprint? I mean: if it's raining puddle should increase: any idea on how I can do that? Thanks again for the video and your time
hi, awesome tutorial. i didnt get one thing. why we are using camera position and wasting the most tesselated place direclty beneath us, which we NEVER see :O or am i understood is wrong?
Hey love the video, but one question. I have more than one heightmap, because i have a layer blend for multiple materials. The materials tesselate properly it seems, but there are also gaps in the tesselations...
Thanks for the tutorial. I have a problem tho: because I use several tiles for my landscape, I'm getting cracks right where both tiles converge. How can I fix this seam? I have the crack free displacement box checked, but I guess this doesn't apply to tiles. Any lead on how to fix this is welcomed.
This series has been AMAZING, thank you from the bottom of my heart. I have masks for Sediment Flow, Cliff Angles, Low Land, etc. from World Machine, I was able (in a test material) to use a really simple lerp between two textures and plug one of those World Machine maps into the mask of the lerp and get the results I was looking for. But I don't know if it's possible to do the same thing with this layered material. I was just wondering if I might be able to use a mask for each layer of this layered material, and still be able to paint some details? It would look so beautiful if I could pull it off, any advice at all would be pure gold.
Try right clicking on the target layer and selecting import from file,you'll overwrite any existing info on the layer though. Thanks for the 8bit mask tip BTW that one got me too.
Ooh good tip thank you Aaron! Also I figured out how to paint using those masks I was talking about above, all I had to do was to use one of those masks with the paint tool, and fidget with the paint options (there was one box called something like 'world size' or something like that to check mark), then just find the right scale for the mask, and when I moved the brush around the map I could see that it lined up perfectly and I could start painting away!
Hey! Loved the series. The textures im working with have some bigger rock shapes on them and I'm experiencing stretching and the tessellation is just noise and no rocks pop up. :\ I'm not sure what else to do, any help would be greatly appreciated!
At 12.48 i have an error with this lerp where you put the height in the alpha, it says: " coercion failed : materialfloat3 ... ; float3 -> float What i put in the alpha is the layer blend node with 3 displace textures Im using the 4.24 version of ue4
Hey Lucas I hope all going very well for you :) I have a Quick question, is possible add wave movement into the roughness texture for the puddles? Thanks!!
hi Lucas, i have watched each and every tutorial of yours your explanation is good , can you please help me , can you please make a video on how to tile texture or eliminate tiling in mountain like landscapes in unreal engine 4
Hi, great tutorial. I was wondering one thing, how do you fix that tessellated surface doesnt offset the texture up tht much so the character ends up glitching in it? I mean i can offset character too, but the character ignores bumpy surfaces completely and falls in the texture. Any idea how to workaround this, to make character collide with the tessellated material properly? thanks
I think that's why he adds an offset to eliminate the tesellation near the camera, so it's flat near the character's feet... if the camera is positioned far from the character I don't think it'll work, you might need extra math for that... Or just create a sort of ring around the character using the offset parameter, so there is only tessellation around the character.
Actualy ,,, there is an Asset named "Landscape Auto material" You should see it .. you will get the idea .. i hope you'll be able to do it .. and believe me it iz too good :) you'll get thousands of sub .. for doing a tutorial on auto material .. it will be easy for you :)
can you differentiate different height map per layer blend for example you will only enable height map in those mud and other will not get affected is that possible? edit: I find a problem - your character doesn't recognize the height of the displacement and just ignore it.
Wow, this is some pretty advanced stuff! Where did you learn all this? I guess you've been into game development for quite some time eh? Thanks for the rundown;)
Hi, once I did the linear interpolate for the displacement map at around 11:30 , an error showed up, SM5 node linear interpolation Any idea what might be causing this? I'm doing this to a material with worldalignblend if that makes a difference. My alpha for the lerp is the vertex normal node off the worldalignblend. Thanks for any help provided! :)
hi ive run into some trouble adding in an additional layer. when i apply it to my landscape its not affected by tessellation or any of the puddle height information but all the other layers are. is there an easy fix for this?
Great tutorial dude. I have a question: When I increase my height, the material turns to its default material which is the one with checkerboxes. What am I doing wrong? :D
Thanks for the tutorial series! I'm getting weird white shinethrough at the edge of my frame (bottom edge of screen) in a thirdperson project I'm working on. Any ideas?
Google doesn't make it easy to do so but what's happening is that as the component parts of the terrain start to become tessellated, the seams are fracturing and I see the white of infinite space/the sky sphere through them. I've reduced the landscape tessellation to reduce the issue but it still happens. Also, any grass types I apply to the tessellated terrain do not adjust so I have lots of tufts of floating grass.
Hm, a screenshot would be very benefical, could you upload it to imigur and link it or something? Sound like your going too far with your displacement. The effect should be subtle, the foliage wont be affected by it and should not be.
Hi, great video series. I have spent a few hours doing this and I have gone wrong somewhere. Could you or someone else send me the finished material so I can compare and see where I went wrong please? It was going so well and looked great until the last video :-) I can replace missing materials with my own Thanks Ryan
I followed along entire tutorial and everything works for me perfectly! Thank you for sharing knowledge! However i wanted to add 3rd material to this and at this point it didn't end up well. I can paint with this material like with the others but it remains flat and because of that i also see no puddles on it. (I connected third material in HeightMask part - by using third lerp and connected this one to Height in Puddles_ML) Anyone know where I could have made a mistake?
Solution found: Ok so if anybody have problem like this - just make sure that you properly named your nodes everywhere. I made a mistake and i named ,,Sample" node differently and this was the reason for me. Now i have 5 different materials + puddles and everything works fine.
@@cepryn8222 Hi @Cepryn I ve a similar issues with the hight setting. When i increase or decrease his valor the entire landscape move up and down. Just the Y valor has effect. I cant reach that the ground strech. Any Idea?
@@carlossuarez9272 I think that it's not enough information to help you out with this. What i would advise you to do is to check every node, parameter etc. just to be sure that everything is properly connected and named. Especially if this occurs on your 3rd material while others works fine.
Hey man, great tutorials, really appreciate it! I have a bugging issue though: My Tessellation doesn't seem to work. It doesn't show in the Wireframe view neither do any of the settings we set, change anything about the polycount. I've done everything correctly and checked it over 3 times. Cheers
After 3 intense hours of searching, I figured it out by simply clicking on Landscape in the outliner, and dissabling the checkbox; "Use Default Falloff" under Tessellation. Jesus Christ
Hi, great tutorials by the way - I am having an issue with the 'Interpolate Lerp' in 4.22, its giving an error 'Ceorcion Failed: Float3>float' - any ideas on what i'm doing wrong please?
Why is my tessellation radius is too small? FadeDistance value does not help, no it works, but only if i change value to 0, but when i change it to 2000 or higher nothing is changing...
Mine didn't seem to work it just lifts the entire map, or lowers it, it doesn't displace. I think it's because of the textures I've used. I really wish this series did not use that "magic" texture with specific RGB channels where you pull specific ones. It caused a lot of issues earlier on as I don't have a material like that (using Megascans) so I've just used R channel for stuff, but this doesn't seem to be working at all... Other than that the tutorial is very nice.
cool thank you sou match this helped me i am trying to top down game but i am going to use tessellation only for snow,mud. thank you again have nice day cheers
Hi men. How do you resolved the tessellation blueprint issues? I use the 4.25 ver. I ve made the same step to build the tessellation node but nothing change. What I missed?
@@carlossuarez9272 I used 4.20 follow the tutorial exactly do not forget to put some polygons in yor 3d modeling app I used blender it is easy just be shure your plane has some subdivision on it for tesselation to work.and if you get some flicker the mesh despairing.just go to the mesh the plane you imported and in bounds options give it 50 in negative and positive this will adjust the mesh bounds. hope I helped.
@@carlossuarez9272 Durrr123 posted in the comments just under mine post hi sed to disable crack free tessellation in material it is bug for new versions.check his comment for more info.
Not sure what's gone wrong but the terrain turns black, or checkered when I try to paint on it. I followed everything but created 3 layers instead of 2 (with puddles 4 layers). Everything works as long as I don't use tessellation.
Oops never mind I figured it out, changed all the 'masks' (ao, height, rough) from 16 bit to 8 bit and packed them into the RGB channels of a single file, shared wrap, etc and now everything's working. Oh thank heavens.
bzw. ich habe keine ahnung wie ich dass jetzt so mache, dass ich die 4 texturen da in dieses gebilde rein kriege. mit dem was ich da jetzt habm kann ich eine textur verbinden, den rest aber nicht. ich kenn mich null aus und weis überhaupt nicht was/wie ich die jetzt zusammen da rein geknallt bekomme.
Hi, unreal caps the near tessellation at something like 8 I think. You can tweak the inis to change that slightly but I cant recommend it, your pc is going to start burning :D I recommend adjusting your hightmap so that it focuses on the bigger details and has nice gradients.
How i could use Alpha from a Layer Blend node, wich only output float 3 ? I can't find any convert to alpha node or anything that can blend alpha layer
I'm adding tesselation information now, what if I only have the layer blend? where I blended my three material functions? Because i did not do the puddles
hi, I have a question. At 10:14 , the offset is not really working is it? I tried to make this myself and saw that my landscape near the camera is still tessellated even if I give an offset value of 300. I was thinking that till 300 there would be no tessellation and there will be tessellation "from" 300 to fade distance value (say 3000). Did I get it wrong?
The offset is supposed to offset the location the tessellation starts happening depending on the position of the camera. So its effect is basically the same as the fade distance just without any fading. I hope this explains it a bit better, sorry for the confusion!
Oww! alright, thanks for making it clear...Yeah I see it now, I get what's happening. By any chance, do you have any idea on how to get that effect though? I believe it should solve the "my character's feet goes into my terrain" problem. haha!
Hm, removing tessellation close to the camera is going to remove the whole point of the effect is it not? You could make another radius around the camera just like the one we create here but smaller, invert it and subtract it from the orinial radius. That should get you the effect you want.
Hello Lucas,
I think is one of the best tutorials of the Unreal Engine, I Look for a long time a tutorial like this, and Finally you did it, man you nailed, Thanks for this big help, you are a master!!
This tutorial still kicks ass. You give so many explanations, I learned a lot more than by your usual "here is what you need to do, don't ask why" style of tutorials.
One of the best tutorials for UE4 in youtube.
Danke!
Thank you man!
This is a profound tutorial. Dense with proficiency, yet thorough and laid-back enough that someone new to the game like me can understand. Solved several issues I was having with landscape tessellation. Thank you.
Hi men. How do you resolved the tessellation blueprint issues? I use the 4.25 ver. I of UE4 and I've made the same step to build the tessellation node but nothing change. What I missed up?
Thank you so much for this. You made distance based tesselation easy.. Fps on my map just went up from 40_45 to 90_120
Really love your videos man even 3 years later! If you where to come out with some paid tutorials, classes, or maybe even got on as a teacher at CGMA I would certainly be in.
Wow, it took a minute to get through but well worth it. Works in 4.25.
Thank you so much for this entire landscape material tutorial series, I was going absolutely insane for a few days, trying loads of different ways to create a landscape, All I wanted to do was carry on with my artwork without all this techincal work but you made it so much easier. I hope in the future Unreal puts some "Plug and Play" landscape instead of having to create these complex materials
This has been one of the best tutorial series I have seen by far, I sincerely hope you choose to continue more tutorials tips and tricks in the future. Even though it's been a few years.
Thank you so much dude, sorry for not uploading anything in years I was busy with life but I might start again soon :D
@@LukasKoelz That would be amazing, I totally get the real-life needs, you deserve more subscribers. I have been tinkering around with material a lot to see where I can optimize and achieve different effects. Finally got down the material function aspect of material authoring, still trying to grasp the concept of what nodes do what to which normals in the tangent and world spaces.
@@LukasKoelz Please, please start uploading tutorials, maybe even just do longform process creations while explaining what you're doing and trying to execute. Your techniques are really, really hard to find and teach so much about the engine.
Really great in-depth tutorial and smart techniques, well done.
I see people use the Clamp node a lot, which is fine, but if you're clamping between 0 and 1 like in your example (and in many cases), you can use the Saturate node, which does the same thing, but slightly faster, since it's parameterless and has the 0 .. 1 min / max boundaries embedded in it. Also, the saturate() function is a standalone HLSL low-level API and it's not a wrapper on Clamp with 0 and 1, but a function of its own.
Also, instead of using Lerp and OneMinus to bring the gray height values from [0 .. 1] interval to [-Height .. +Height] interval, you could take the gray height value, subtract 0.5 (which brings it in the [-0.5 .. +0.5] interval), multiply it by 2 (which brings it in the [-1 .. +1] interval) and finally multiply it by Height (the * 2 multiplication can be skipped). Doing this will cost a subtraction and a multiplication instead of a subtraction, lerp (1 addition, 1 subtraction and 1 multiplication), so you basically save 1 addition and 1 subtraction operation.
Wow, vielen Dank für dieses Tutorial. Alles läuft wie gehofft, einfach genial!
Gerne mehr von Euch.. Super Arbeit! .
Awesome - thanks. Really useful - as noted in a couple of other comments I also removed the 'do not use' layer from the layer blend and it worked great :)
This tutorial is great, and it still works in 4.22. I do have to ask though, how would I go about "blending" two of these in a layered material for use with landscapes?
This set of videos was beyond helpful. Thank you for taking the time to put this together!
Thank you so much for this tutorial series guys. Made making terrain material not as daunting as I perceived it.
If you're getting a black landscape, make sure the Result of the Puddles_ML node is hooked up to the new BreakMaterialAttributes. That was messing me up for a while. Amazing tutorial btw!
Wirklich starkes Tutorial! Sehr hilfreich 👍🏼
Lucas and all,
while this might be obvious to most of you I thought I'd mention that in order for Tessellation to work properly you need to turn off flag in Details of Landscape
2c
Great stuff!
Cheers
G
Actually, this was not obvious! Thanks :)
Epic has included their own solution to distance based tiling since the release of this video tutorial.
@@ethanwasme4307 damn i was hoping i would get a performance boost.
Well,I don't know,This is actually a GREAT tutorial!Thx sooooo much.
Your videos are amazing thank you so much for your helpful tutorials! Would always love to see more, also been sharing them with my friends in my class. cheers :)
It was a simple and clear explanation. Thank you !!
For anyone viewing it in 2020 here's a quote from unreal documentation on landscape tessellation: "The Landscape will also only render hardware tessellation on the highest level-of-detail(LOD) which will fade out as the Landscape approaches the second LOD. Subsequent LODs will no longer have tessellation enabled, which will significantly improve performance when enabling tessellation for displacement on your Landscape Terrain."
So you don't need to do anything fancy, just apply tessellation to landscape and only the closest section will have tessellation enabled.
docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html
Bravo man, bravo! Excellent tutorial! Learned a lot thanks!
Your tutorials are amazing, thank you very much !
Thanks, glad they are useful!
Fantastic material and tutorial series. Thank you so much for sharing your knowledge. When I get around to implementing this into my series I'll ensure to give you credit and try to push some of my subs your way. Keep it up my friend!
Thanks a lot! Looking forward to seeing what you do with it :)
Thank you very much , Sir ♥ .
Best Tutorial on Landscape ever.
Hi Lukas, Thanks for all your tutorials, Just wanted to know, If i want to add height base cliff to the Landscape which will work with by sculpt brush pressure , then how should i go with it.
Hey! Thank you so much for this awesome tutorial mini-series dude!
I legit learned so much from it, the way you explain stuff is awesome!
I wish you luck with your channel and the game you are creating!
I wonder if you are still active though? you have not posted for over 3 years now..
brilliant tutorial! exactly what i tried to figure out! thank you very much.
Have you tested your method with larger landscapes? I have a 4k heightmap terrain and when applying your tesselation technique FPS drop from 60 to 15 and worse.
Thank you for this tutorial. You are good at clearly explaining so much in a short amount of time. Are you still working in UE4 at all?
Like x 100 . More of these kinds of tech tutorials pls. Thanks!
I have a question. When I tried to add world displacement I notice that it doesn't change the collision to match. Do you know how to handle that or is that something you don't worry about?
perfect tutorials .... thanks for your time
When I attach the Displacement section to World Displacement, my materials revert to default grey checkers...
Same
@@confligerene This can happen if you are plugging in a Float3 or Float4 value (aka the RGB output from a texture sample). If, instead, you grab from the "red channel" and try to plug it in to the input @ 10:52 - Play around with using just a single channel as your input as opposed to RGB.
I have UE 4 --> [4.23]. Everything works.
Amazing tutorial!
Thank you so much! This was so valuable to me!
gold series really
Very very interesting: just watched the three parts and I have to say you have blown me! Great work. Seriously!
Just a fast question: how can I access the parameter value on runtime with a blueprint?
I mean: if it's raining puddle should increase: any idea on how I can do that?
Thanks again for the video and your time
hi, awesome tutorial. i didnt get one thing. why we are using camera position and wasting the most tesselated place direclty beneath us, which we NEVER see :O or am i understood is wrong?
Amazing..oo .. Hats off to you sir!
Hey love the video, but one question. I have more than one heightmap, because i have a layer blend for multiple materials. The materials tesselate properly it seems, but there are also gaps in the tesselations...
Thanks for the tutorial. I have a problem tho: because I use several tiles for my landscape, I'm getting cracks right where both tiles converge. How can I fix this seam? I have the crack free displacement box checked, but I guess this doesn't apply to tiles. Any lead on how to fix this is welcomed.
This series has been AMAZING, thank you from the bottom of my heart. I have masks for Sediment Flow, Cliff Angles, Low Land, etc. from World Machine, I was able (in a test material) to use a really simple lerp between two textures and plug one of those World Machine maps into the mask of the lerp and get the results I was looking for. But I don't know if it's possible to do the same thing with this layered material. I was just wondering if I might be able to use a mask for each layer of this layered material, and still be able to paint some details? It would look so beautiful if I could pull it off, any advice at all would be pure gold.
Try right clicking on the target layer and selecting import from file,you'll overwrite any existing info on the layer though.
Thanks for the 8bit mask tip BTW that one got me too.
Ooh good tip thank you Aaron! Also I figured out how to paint using those masks I was talking about above, all I had to do was to use one of those masks with the paint tool, and fidget with the paint options (there was one box called something like 'world size' or something like that to check mark), then just find the right scale for the mask, and when I moved the brush around the map I could see that it lined up perfectly and I could start painting away!
Hey! Loved the series. The textures im working with have some bigger rock shapes on them and I'm experiencing stretching and the tessellation is just noise and no rocks pop up. :\ I'm not sure what else to do, any help would be greatly appreciated!
Nice tutorial!
At 12.48 i have an error with this lerp where you put the height in the alpha, it says: " coercion failed : materialfloat3 ... ; float3 -> float
What i put in the alpha is the layer blend node with 3 displace textures
Im using the 4.24 version of ue4
Same issue :/
Hey Lucas I hope all going very well for you :)
I have a Quick question, is possible add wave movement into the roughness texture for the puddles? Thanks!!
hi Lucas, i have watched each and every tutorial of yours your explanation is good , can you please help me , can you please make a video on how to tile texture or eliminate tiling in mountain like landscapes in unreal engine 4
Hi how do you resolved the tessellation blueprint issues? I maded the same step but don't change anything else. What I miss? Please helpme
this is amazing, thank you !
Hi, great tutorial. I was wondering one thing, how do you fix that tessellated surface doesnt offset the texture up tht much so the character ends up glitching in it? I mean i can offset character too, but the character ignores bumpy surfaces completely and falls in the texture. Any idea how to workaround this, to make character collide with the tessellated material properly? thanks
I think that's why he adds an offset to eliminate the tesellation near the camera, so it's flat near the character's feet... if the camera is positioned far from the character I don't think it'll work, you might need extra math for that...
Or just create a sort of ring around the character using the offset parameter, so there is only tessellation around the character.
Will this material system you made work with different heights of landscape?
finally .. i found this tutorial ... i was looking for it ,, thank you ... you got a sub :)
Thank you! :D
Actualy ,,, there is an Asset named "Landscape Auto material" You should see it .. you will get the idea .. i hope you'll be able to do it .. and believe me it iz too good :) you'll get thousands of sub .. for doing a tutorial on auto material .. it will be easy for you :)
Would bigger tiling in the textures at a given distance work with these material functions?
Your voice is so soothing.
lol, thanks :D
Could you do a tutorial on procedural planet? I was impressed by your tutorial.
Great tutorial.
But this kills performance too much?
if there was a bigger like button i would've pressed it :D Thanks a lot
can you differentiate different height map per layer blend for example you will only enable height map in those mud and other will not get affected is that possible?
edit: I find a problem - your character doesn't recognize the height of the displacement and just ignore it.
Maybe you know how to make more polygons in tessellation in UE 4.25 ?
Brilliant!
Thank you!
Thank you so much! Best!
its really good tutorial, thanks a lot!
Thank you, glad you like it!
Wow, this is some pretty advanced stuff! Where did you learn all this? I guess you've been into game development for quite some time eh? Thanks for the rundown;)
well explained very helpful! Thanks a lot! :)
I am using this setup and can't get the tessellation to go farther no matter what I put in Offset and Distance. I'm on 4.19
Found it. Landscape>Tesselation Component
Hi, once I did the linear interpolate for the displacement map at around 11:30 , an error showed up, SM5 node linear interpolation
Any idea what might be causing this? I'm doing this to a material with worldalignblend if that makes a difference. My alpha for the lerp is the vertex normal node off the worldalignblend.
Thanks for any help provided! :)
hi ive run into some trouble adding in an additional layer. when i apply it to my landscape its not affected by tessellation or any of the puddle height information but all the other layers are. is there an easy fix for this?
Great tutorial dude. I have a question: When I increase my height, the material turns to its default material which is the one with checkerboxes. What am I doing wrong? :D
same here
Add breakoutfloat3 component after lerp in Height Mask options in landscape material
if i have multiple materials and if i want Displacement in all my material how i should do that?
Thanks for the tutorial series! I'm getting weird white shinethrough at the edge of my frame (bottom edge of screen) in a thirdperson project I'm working on. Any ideas?
hm, could you share a screenshot of the problem?
Google doesn't make it easy to do so but what's happening is that as the component parts of the terrain start to become tessellated, the seams are fracturing and I see the white of infinite space/the sky sphere through them. I've reduced the landscape tessellation to reduce the issue but it still happens. Also, any grass types I apply to the tessellated terrain do not adjust so I have lots of tufts of floating grass.
Hm, a screenshot would be very benefical, could you upload it to imigur and link it or something?
Sound like your going too far with your displacement. The effect should be subtle, the foliage wont be affected by it and should not be.
awesome video!
i am having an issue with my however :(, its called a SM5 error due to an RGB or some kind??
the Error has to do something with the lerp and the main material
Hi, great video series. I have spent a few hours doing this and I have gone wrong somewhere. Could you or someone else send me the finished material so I can compare and see where I went wrong please?
It was going so well and looked great until the last video :-)
I can replace missing materials with my own
Thanks
Ryan
Crashes my editor when applying or saving tessellation to my landscape material.
Glad everyone's happy with it, I tried making it three times, spent a lot of time and got nothing(
If you are on new versions disable crack free in material for tessellation
Just check Durrr 123 in the comments just below me cheers.I hope I helped you.
good stuff
I followed along entire tutorial and everything works for me perfectly! Thank you for sharing knowledge!
However i wanted to add 3rd material to this and at this point it didn't end up well. I can paint with this material like with the others but it remains flat and because of that i also see no puddles on it. (I connected third material in HeightMask part - by using third lerp and connected this one to Height in Puddles_ML)
Anyone know where I could have made a mistake?
Solution found: Ok so if anybody have problem like this - just make sure that you properly named your nodes everywhere. I made a mistake and i named ,,Sample" node differently and this was the reason for me. Now i have 5 different materials + puddles and everything works fine.
@@cepryn8222 Hi @Cepryn I ve a similar issues with the hight setting. When i increase or decrease his valor the entire landscape move up and down. Just the Y valor has effect. I cant reach that the ground strech. Any Idea?
@@carlossuarez9272 I think that it's not enough information to help you out with this. What i would advise you to do is to check every node, parameter etc. just to be sure that everything is properly connected and named. Especially if this occurs on your 3rd material while others works fine.
Hey man, great tutorials, really appreciate it! I have a bugging issue though: My Tessellation doesn't seem to work. It doesn't show in the Wireframe view neither do any of the settings we set, change anything about the polycount. I've done everything correctly and checked it over 3 times. Cheers
After 3 intense hours of searching, I figured it out by simply clicking on Landscape in the outliner, and dissabling the checkbox; "Use Default Falloff" under Tessellation. Jesus Christ
@@mathiasasmark1798 THANK YOUUUUUUUUUUUU. you saved me. i've been bugging with this for about 2 days. thank you very much.!
You simple rock men. Thanks for share the solution. You made my day.
Hi, great tutorials by the way - I am having an issue with the 'Interpolate Lerp' in 4.22, its giving an error 'Ceorcion Failed: Float3>float' - any ideas on what i'm doing wrong please?
Use only one channel from your displacement mask. Like just the red channel for example
Thank you!
for some reason, mine wont work when i use the lerp to even out the height map, have to use an add modifier to lower it instead.
Why is my tessellation radius is too small? FadeDistance value does not help, no it works, but only if i change value to 0, but when i change it to 2000 or higher nothing is changing...
Great thank you!!!!!
Mine didn't seem to work it just lifts the entire map, or lowers it, it doesn't displace. I think it's because of the textures I've used. I really wish this series did not use that "magic" texture with specific RGB channels where you pull specific ones. It caused a lot of issues earlier on as I don't have a material like that (using Megascans) so I've just used R channel for stuff, but this doesn't seem to be working at all... Other than that the tutorial is very nice.
my tessellated plane keeps flickering. (quickly dissappearing and reappearing Any help?
just stumbled upon this and would like to side with everyone who appreciates this quality tut. instasub
Thank you very much!
cool thank you sou match this helped me i am trying to top down game but i am going to use tessellation only for snow,mud. thank you again have nice day cheers
Hi men. How do you resolved the tessellation blueprint issues? I use the 4.25 ver. I ve made the same step to build the tessellation node but nothing change. What I missed?
@@carlossuarez9272 I used 4.20 follow the tutorial exactly do not forget to put some polygons in yor 3d modeling app I used blender it is easy just be shure your plane has some subdivision on it for tesselation to work.and if you get some flicker the mesh despairing.just go to the mesh the plane you imported and in bounds options give it 50 in negative and positive this will adjust the mesh bounds. hope I helped.
@@carlossuarez9272 Durrr123 posted in the comments just under mine post hi sed to disable crack free tessellation in material it is bug for new versions.check his comment for more info.
Hi, where are the textures you area using in this tutorial? are they in Unreal ?
We are using them in unreal, yes. We created them in external programs (photoshop, substance).
Not sure what's gone wrong but the terrain turns black, or checkered when I try to paint on it. I followed everything but created 3 layers instead of 2 (with puddles 4 layers). Everything works as long as I don't use tessellation.
Oops never mind I figured it out, changed all the 'masks' (ao, height, rough) from 16 bit to 8 bit and packed them into the RGB channels of a single file, shared wrap, etc and now everything's working. Oh thank heavens.
Hmm, I was just looking in my Brushify Tesselation and it is exact to this.
My Landscape is not compiling or showing anything
Need more videoss!!!
wie mach ich denn die tesselation für meine 4 texturen wenn ich da keinen mud processing drinnen habe..?
bzw. ich habe keine ahnung wie ich dass jetzt so mache, dass ich die 4 texturen da in dieses gebilde rein kriege. mit dem was ich da jetzt habm kann ich eine textur verbinden, den rest aber nicht. ich kenn mich null aus und weis überhaupt nicht was/wie ich die jetzt zusammen da rein geknallt bekomme.
thank you!
Hello, I have a problem, the tessellation system with the camera distance doesn't work in a material function, can someone helmp me please ?
My near tessellation resolution seems to max out at a certain value and I cannot get more details. Is there a way around this?
Hi, unreal caps the near tessellation at something like 8 I think. You can tweak the inis to change that slightly but I cant recommend it, your pc is going to start burning :D
I recommend adjusting your hightmap so that it focuses on the bigger details and has nice gradients.
You rock!
How i could use Alpha from a Layer Blend node, wich only output float 3 ? I can't find any convert to alpha node or anything that can blend alpha layer
Finaly i just used the R channel of my disp texture
I'm adding tesselation information now, what if I only have the layer blend? where I blended my three material functions? Because i did not do the puddles
Its basically the same thing, just use the height from the manual layer blend :)
hi, I have a question. At 10:14 , the offset is not really working is it? I tried to make this myself and saw that my landscape near the camera is still tessellated even if I give an offset value of 300. I was thinking that till 300 there would be no tessellation and there will be tessellation "from" 300 to fade distance value (say 3000). Did I get it wrong?
The offset is supposed to offset the location the tessellation starts happening depending on the position of the camera. So its effect is basically the same as the fade distance just without any fading.
I hope this explains it a bit better, sorry for the confusion!
Oww! alright, thanks for making it clear...Yeah I see it now, I get what's happening. By any chance, do you have any idea on how to get that effect though? I believe it should solve the "my character's feet goes into my terrain" problem. haha!
Hm, removing tessellation close to the camera is going to remove the whole point of the effect is it not?
You could make another radius around the camera just like the one we create here but smaller, invert it and subtract it from the orinial radius. That should get you the effect you want.