@@gabetandy Hi, thanks for video. Do you think this graphics is possible in a game? Could average PC with lets say budget card be able to run this? thanks
You are a highly respectful content creator and deserve more subs. I don’t necessarily work with unreal engine 5 but wanted to learn about its capabilities and where games are headed. Our future is bright in your hands.
Thank you very much for showing. I Only have the Unreal Engine 5 and starter packs, so thank you for making it easy to follow. I only had 2-3 hours with the engine before watching your video, but I was able to follow your video and make something to show for it. I did however watch it several times, to try and copy some of the effects. Thank you once again.
Do the console variables in the movie render queue work with the path tracer? I mean can I use the same console variable with the same values in both cases?
I think what's a bit clickbaity here is that the created environment is not a real time env that can be used in a game, this is to render a cinematic clip. He mentions that briefly in the end that this wasn't a real time render, as I suspected because path tracing is very slow and you can't prebake that. This was a helpful video to see what's possible to do in a current game engine.
Hey Gabe this is a brilliant tutorial! I would love to see more involving Path Traced renders. Maybe ones that involve more action packed scenes like more intense camera moves? I'm creating an animation and would like to use Path Tracing so there won't be any issues with the foliage.
Thank you for making this awesome tutorial and inside. Coming from C4D and using redshift for the last year's I really have to say unreal engine become a strong competitor, specially when it comes to nature rendering. I tried using world position offset with some grass animation nodes and the setup seems fine with the LIT mode but when switching to pathtracing it becomes strange, did you made some experience with World position offset and path tracing already?
@@gabetandy I am running 2060 super too, but my CPU is quite old. it's 4790 with only 16 gigs of ram. do you think my rig can run UE5 and make a scene like yours? I am currently running UE4 with gpu lightmass
Hey Gabe Tandy, I imported my completed Landscape into UE5, but it appears empty, with no material, and adding materials doesn't work, but I did follow all your steps correctly.
Thank you! This scene is incompatible for real time usage because it uses the path tracer. However you can totally make a real time VR experience, you just need to make sure all your assets are highly optimized.
Good work Gabe. Does Gaea allow importation of google or Gis terrain elevation maps? Also for the grass.. since I’m going to be making suburban neighborhoods .. the grass is cut slick. Is there a way to .. I don’t know trim the grass .. so that it looks like it was cut by a lawnmower??
Hey! I might be late to the party, however I wish to ask if you have found out how to get wind animation to work in Path Tracer, as well as if you have came across culling of small foliages in Path Tracer.
Hey here are some console commands that should help if you are using instanced foliage. r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO r.RayTracing.Geometry.InstancedStaticMeshes.SimulationClusterRadius r.RayTracing.Geometry.InstancedStaticMeshes.SimulationCount I'll also put these in the video description. As for the culling, try r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0 Thanks for watching!
@@gabetandy I had no luck with those three, tried various numbers after them as well. Would you mind if I added you on discord or any other social media?
Please tell me the video settings in path tracing. I set the anti-aliasing to 32*32 - but in the end there is this terrible flickering on the video. how did you get rid of it?
@@Countcho Not everyone can afford hundreds of dollars in third party software. The title makes one believe that it's only using UE. Phucking annoying.
Landscape is created outside of UE, photorealism is achieved by post processing outside of UE... I've seen worse offenders ("Create life-like avatar in UE alone... first we export our meta human and import it into Maya..." tf?), but still misleading.
Thanks for sharing your experience Gabe. Just small details like how to accurately match the size of your landscape are often not mentioned/overlooked by other creators. I would love to see more of your content in the future :)
Hi, there! One doubt regarding the .jpeg sequence. You would loose a lot of latitude while color grading in Resolve. I would suggest using .exr sequence 32 bit float. This will have more information for resolve. Also, you're video is just great!
You render to jpg? Why not Exr. You loose so much detail, and you get clamped colors in davinci resolve. Only Exr gives you full colors for davinci resolve because it’s 16 bit. Jpg’s are only 8 bit low quality.
Question, why didn't you drive that mask through a grass node with some scalar parameters in your material instance? Than you can control your trees while in your cinematic camera
Hey, Really good knowledge sharing! But it would be really nice with some explanation on some skipped steps for those who wish to reproduce your results (myself included): * How did you rename the files that Gaea generated? (e.g. what is "Flow_T7"? - I have 3 different flow textures) * Did you turn on sRGB for all imported textures inside Unreal? * When you "import" the landscape texture, which one are u actually importing? There is no height map, so I think it should be ThermalShaper, but I have never used Gaea before and I'm a bit confused. * Did you have an intermediate step where you converted some of the images to black/white and removed the G and B channels? In Unreal they still show as color images in the video, but the previews in the material editor clearly look black/white. * Did you create a material instance where you did override the 3 color parameters to all be white? * Which Savannah texture did you pick? There are at least 3 out there, all named "Savannah Dry Grass". Probably more questions will come up. Right now I'm stucked at around 6_15, figuring out why my landscape has blue rivers painted on it :P Also, since I haven't bought Gaea yet, I can only export 1009 resolution - so I inserted that number in places where used instead used 4033 - I assume that's okay.. Otherwise, really great stuff.
Lovely piece of work, Gabe. Coming from using redshift GPU rendering I was hesitant about putting the time into beginning to learn Unreal 5. Your video is a smasher and demonstrates the pathtracer can produce excellent renders.
Would it be a friendly workflow to create a ground explosion using C4D then export all datas (Voronoi/Particles,/volume ) in UE5 ? these real time render would allow some crazy scenes and camera setup.
Are you able to do this with the free version of Gaea or did you need the paid version? I'm looking to start learning UE5 but don't want to sink money in just yet.
hello, at 15 minute mark i noticed my material does not have options to change the normals? not even the roughness, how can i fix this? I also have some problems with the hdri material to apply to the sphere, the hdri is black in the node preview? and gives error as well, was able to copy the rest though and looks somewhat realstic already
Hello Gabe, would you recommend buying Gaea Bleeding Edge Pro Version for better results? I am learning it now (thanks to your video), and I really dont know if it would benefit my results (later). My goal is to create hyper-realistic video-sequences in UE5.
The Bleeding Edge build is free when you buy Gaea afaik. It probably wont make your results better unless you are wanting to use it for a new feature in beta testing.
Hi! Can you help me with my winter foliage issue? When I click the 'winter' button in Material Instanse I need all the leaves to dissapear but some of them turn brown and still remain. What should I do so the only bare branches remain on the trees? 😥
hey , when i set up the matterial and apply it to the landscape , it just looks like white marble not yellowy like you showed in the video . what's the problem?
Thanks for the compliment. I am self taught thanks to tutorials like this one. I plan on making more tuts in the future as my way of giving back to the community.
Regrettably I struggled to re-create the Landscape Material - too fast, too little explained, settings lead to completely different result here. That's a brief explanation of how you did it, but not a tutorial.
I didn't understand your lighting settings, the hdri nodes. Could you explain it? Why didn't you use the hdribackdrop, the skylight or the sun and sky tools?
Great video. I am just starting to work with Unreal so this is a bit beyond my skills at the moment. It's amazing how much difference the lighting makes.
PLS PLS PLS... Make a tutorial series on "Third person shooting mobile game" from start to last(Till packaging of game) .... PLSSSS .... I NEVER FOUND IT in detail and I get lost by searching so many VIDEOS ,,,, PLS MAKE IT ...PLSSS !!!!!...I am 16 years old and I really want to learn it ...BTW I really liked the way u explained everything...KUDOS for that...
When it comes to creating the landscape material I am pretty lost, do I just create a new asset? The base colour is driven by 3 what? I can see the 3 colour nodes but I have no idea what I'm trying to add.
great tutorial mate !!! 🔥 i wonder if "photorealistic" landscapes & assets that everyone use to make films/animations...etc especially the way you made it are good for game dev or not like if its gonna kill the FPS in game or it'll just work fine without performance issues ?
I use path tracer a lot of Archviz and some environment stuff. I got tired of having to manually swap between PT and Lumen while building, and dealing with the different way that skylight is handled with HDRI so I made 2 level actors, one for Sunsky, and one for HDRI. They contain all environment stuff, post process, sun light, skybox, skylight, fog, clouds as well as some blueprints that set a big list of Cvars. I have a checkbox to swap between path tracing and lumen, with 2 different quality settings for each, so 4 string arrays containing all the Cvars. Its literally 1 click to swap between rendering modes, and very easy to tweak the Cvars values for more control as they are all exposed. Its all setup in my template so it saves a lot of time starting a new project with all lighting and settings finely tuned and ready to go. I even set up the HDRI version so the skylight gets turned off in PT mode to avoid the doubling of lighting with emissive from the HDRI. The only thing I'm yet to figure out is an auto swap for the glass material between my old RT material for Lumen, and the proper PT glass materials from the same Boolean in the level actor. Maybe I can add a step to my Dataprep recipe that will tag all the objects with that material in a way that the level actor can read, so it can collect them all and swap materials on the toggle, haven't had any success with this yet though.
@@gabetandy I thought about making a video about it, but it takes so long to make video’s, and I don’t have much reach. I’d be happy to upload it somewhere to share it as a basic template file. If you wanted to make a vid about it that would be cool! Its very easy to customise and integrate with projects. RUclips taught me everything I know about Ue since I got into it at 4.23 so more than happy to contribute something back.
@@michaellillis9897 a lot of people would benefit from something like that! I would suggest posting it on ArtStation and sharing it on the Experience Points Discord server.
Thanks for watching! If you have any questions or things you want to discuss feel free to leave a comment (:
What Your Pc Specs?
@@supartwi I'm running an NVIDIA 2060 Super, 64 GB of ram, and an Intel i7-9700 cpu
Why for the path tracer did you do 15x50? obviously comes up to 750, but is there any specific formula?
@@owenb6499 I'm not 100% sure the math behind it. I usually just make sure I have 10 or more spatial samples.
@@gabetandy Hi, thanks for video. Do you think this graphics is possible in a game? Could average PC with lets say budget card be able to run this? thanks
You are a highly respectful content creator and deserve more subs.
I don’t necessarily work with unreal engine 5 but wanted to learn about its capabilities and where games are headed.
Our future is bright in your hands.
Wow I think that's the kindest message I've ever received!
Its your first video on RUclips and it looks super professional and easy to understand. Hope you make more tutorials like this.
Thanks Mainak! I plan too!
not quite, there's a lot of stuff he is skipping and it's hard to find out yourself sometimes
@@4747misty_ yes exactly its going a little too fast
Thank you very much for showing.
I Only have the Unreal Engine 5 and starter packs, so thank you for making it easy to follow.
I only had 2-3 hours with the engine before watching your video, but I was able to follow your video and make something to show for it. I did however watch it several times, to try and copy some of the effects.
Thank you once again.
Absolutely top notch stuff, Gabe! Love seeing more artists using the pathtracer!
Thanks William!
Do the console variables in the movie render queue work with the path tracer? I mean can I use the same console variable with the same values in both cases?
@@fekkakidriss6562 you can!
You know you did a great job when William himself writes a comment
@@lukagogoshvili6787 I confer with Gabe often enough for my own vids, he’s a fantastic artist :)
Shadow of every grass stalk in game will hit hard my PC's performance. But it looks gorgeous!
That's an impressive first upload, very well done. The landscape looks gorgeous.
Well done Gabe, the end result is truly stunning. I learned a lot here, thank you 🤟🏻
Need more videos like this. Thanks to you I have learned many things and completed my animation which look sooooo gooood....
crazy good, can you think how insane games would look like if we could have this type of rendering real time? ❤
5 seconds before you said thats a bit boring I was like dude thats sick
You made it look simple, but the result was amazing, great stuff
Very good start for an amazing youtube channel. Well done Gabe!
I think what's a bit clickbaity here is that the created environment is not a real time env that can be used in a game, this is to render a cinematic clip. He mentions that briefly in the end that this wasn't a real time render, as I suspected because path tracing is very slow and you can't prebake that.
This was a helpful video to see what's possible to do in a current game engine.
Incredible video, also the quality of results are top notch. Just asking how much time took to render each frame?
Hey Gabe this is a brilliant tutorial! I would love to see more involving Path Traced renders. Maybe ones that involve more action packed scenes like more intense camera moves? I'm creating an animation and would like to use Path Tracing so there won't be any issues with the foliage.
There is a small camera jump at 27:40 in your animation. Its subtle, but its still noticable.
Dang it, hoped no one would notice lol
Man the software scares it's terrifying
Great video! Although i can't understand lansdcape material yet. It would be great to see the blueprint in detail. Thanks!
This is sick, nice work Gabe :)
Hey thanks Mathew!
Great video! Hope to see more of this!
ITS REALLY WORKED LOL THANK YOU DUDE
Great tutorial. You can pin the camera’s view to your viewport in the bottom corner, if you’d rather not have to go back and forth.
Thank you!
Very true. Only when I have tried it, my FPS decreases severely.
Hey Gabe this is a brilliant tutorial! I
I was expecting this!
How did you know?!?! lol
@@gabetandy i just sensed :D
Good tempo. Thank you!
Excelente Tutorial! muchas gracias
Almost fell asleep wNice tutorialle listening to Nice tutorials voice
Keep making more
Very beautifull, I wish I could do something like that
This was great! - Thanks
it was really pleasant to Watch your tutorial
You should do more on the future
Thanks for the tips and Good Luck ^^
Instant sub! Keep the videos coming :)
looks really great!
Wow. I've expected for more similar videos at this channel, but this is the only one. Why?
Hey tnx. pls do landscape material tutorials step by step pls
Great tutorial thanks!
Such a incredible tutorial, but when i apply landscape material, its just turn marble white. Not yellow sandy like you, can u explaint for me ?
Thanks for sharing.. where can I find a more detailed explanation for the creation of the landscape material?.. thanks
Thank you for making this awesome tutorial and inside. Coming from C4D and using redshift for the last year's I really have to say unreal engine become a strong competitor, specially when it comes to nature rendering.
I tried using world position offset with some grass animation nodes and the setup seems fine with the LIT mode but when switching to pathtracing it becomes strange, did you made some experience with World position offset and path tracing already?
Glad to hear it! Unfortunately I have not figured anything new about using WPO and foliage with the path tracer.
@@gabetandy Thank you Gabe:) lets see what the future brings:)
Works well!! DANKEEE
We need more tutorials !!
Amazing! What is your PC setup ?
Thank you!
I'm running an NVIDIA 2060 Super, 64GB ram, and a i7 9700.
@@gabetandy I am running 2060 super too, but my CPU is quite old. it's 4790 with only 16 gigs of ram. do you think my rig can run UE5 and make a scene like yours? I am currently running UE4 with gpu lightmass
@@the4cats524 tbh I'm not sure. Only one way to find out lol
Great channel.
Hey Gabe Tandy, I imported my completed Landscape into UE5, but it appears empty, with no material, and adding materials doesn't work, but I did follow all your steps correctly.
Great Video ! How much time this animation took to render out?
Thanks! The animation took around 10-15 hours to render.
top notch!
Great work brother. I am planning to do the same for VR. How easy is it?
Thank you! This scene is incompatible for real time usage because it uses the path tracer. However you can totally make a real time VR experience, you just need to make sure all your assets are highly optimized.
Good work Gabe. Does Gaea allow importation of google or Gis terrain elevation maps? Also for the grass.. since I’m going to be making suburban neighborhoods .. the grass is cut slick. Is there a way to .. I don’t know trim the grass .. so that it looks like it was cut by a lawnmower??
Hey! I might be late to the party, however I wish to ask if you have found out how to get wind animation to work in Path Tracer, as well as if you have came across culling of small foliages in Path Tracer.
Hey here are some console commands that should help if you are using instanced foliage.
r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO
r.RayTracing.Geometry.InstancedStaticMeshes.SimulationClusterRadius
r.RayTracing.Geometry.InstancedStaticMeshes.SimulationCount
I'll also put these in the video description.
As for the culling, try
r.Raytracing.Geometry.InstancedStaticMeshes.Culling 0
Thanks for watching!
@@gabetandy it totally worked for the culling! Thanks Gabe! Oh and has anyone found out how to get the foilage wind to work in Path Tracer yet?
@@danskog Pls refer to the console commands above (:
@@gabetandy I had no luck with those three, tried various numbers after them as well. Would you mind if I added you on discord or any other social media?
Please tell me the video settings in path tracing. I set the anti-aliasing to 32*32 - but in the end there is this terrible flickering on the video. how did you get rid of it?
Nice bro. I Look forward to more content
very helpful, thank you so much😃
Hi How long did it take for you to render this 10 sec clip?
At minute 4:59 why in Z axix you divided by 512?
anyone found a way to get quixel foliage sway to work with the path tracer?
Retitled: "Create a Photorealistic Landscape in Unreal Engine 5 and a whole lotta other software costing hundreds of dollars."
🏴☠️bruh
Too bad. Its a digital asset. Why would it be free. Be grateful not hateful
@@Countcho Not everyone can afford hundreds of dollars in third party software. The title makes one believe that it's only using UE. Phucking annoying.
Gaea has free ver
Landscape is created outside of UE, photorealism is achieved by post processing outside of UE... I've seen worse offenders ("Create life-like avatar in UE alone... first we export our meta human and import it into Maya..." tf?), but still misleading.
Oh wow, this really looks great! At first, I was like "no way, this is a reference photo" then at 18 min mark my mind started blowing off. Kudos, Sir!
Thanks for sharing your experience Gabe. Just small details like how to accurately match the size of your landscape are often not mentioned/overlooked by other creators. I would love to see more of your content in the future :)
Thanks Simon!
Hi, there!
One doubt regarding the .jpeg sequence. You would loose a lot of latitude while color grading in Resolve.
I would suggest using .exr sequence 32 bit float. This will have more information for resolve.
Also, you're video is just great!
You render to jpg? Why not Exr. You loose so much detail, and you get clamped colors in davinci resolve. Only Exr gives you full colors for davinci resolve because it’s 16 bit. Jpg’s are only 8 bit low quality.
Question, why didn't you drive that mask through a grass node with some scalar parameters in your material instance? Than you can control your trees while in your cinematic camera
You could do that! I just prefer working this way :)
How do I export the regular heightmap out? Ive marked the last node for export, and in PNG, exported all masks, but no actual heightfield map?
Hey, Really good knowledge sharing!
But it would be really nice with some explanation on some skipped steps for those who wish to reproduce your results (myself included):
* How did you rename the files that Gaea generated? (e.g. what is "Flow_T7"? - I have 3 different flow textures)
* Did you turn on sRGB for all imported textures inside Unreal?
* When you "import" the landscape texture, which one are u actually importing? There is no height map, so I think it should be ThermalShaper, but I have never used Gaea before and I'm a bit confused.
* Did you have an intermediate step where you converted some of the images to black/white and removed the G and B channels? In Unreal they still show as color images in the video, but the previews in the material editor clearly look black/white.
* Did you create a material instance where you did override the 3 color parameters to all be white?
* Which Savannah texture did you pick? There are at least 3 out there, all named "Savannah Dry Grass".
Probably more questions will come up. Right now I'm stucked at around 6_15, figuring out why my landscape has blue rivers painted on it :P
Also, since I haven't bought Gaea yet, I can only export 1009 resolution - so I inserted that number in places where used instead used 4033 - I assume that's okay..
Otherwise, really great stuff.
It's astonishing ! Can I ask you if Path tracing is similar to Lumen or it's lumen itself? That's still a bit confusing for me
Its not really. Corridor Crew has a great video on how path tracers work. Give it a watch!
You guys should consider getting Caustic 3, it helped understand the basics I tNice tutorialnk it´s even free for PC, on the phone it costs a little.
Love the result! How long did it take to render? I'm exploring Unreal Engine for visualization over blender.
Thank you! Around 20 hours to render
it's realistic, but it's boring... I appreciate the quality of it, don't get me wrong. but it's not memorable.
Hello! Tell me, what hardware you have?
Lovely piece of work, Gabe. Coming from using redshift GPU rendering I was hesitant about putting the time into beginning to learn Unreal 5. Your video is a smasher and demonstrates the pathtracer can produce excellent renders.
Thanks Pete! I wish the path tracer was a thing when I starting learning Unreal. I originally came from Octane and C4D.
SUPER GOOD first tutorial, for a beautiful scene. Congrats ! I can't wait to see what you come with next :)
Would it be a friendly workflow to create a ground explosion using C4D then export all datas (Voronoi/Particles,/volume ) in UE5 ? these real time render would allow some crazy scenes and camera setup.
Are you able to do this with the free version of Gaea or did you need the paid version? I'm looking to start learning UE5 but don't want to sink money in just yet.
You could do this with the free version
hello, at 15 minute mark i noticed my material does not have options to change the normals? not even the roughness, how can i fix this?
I also have some problems with the hdri material to apply to the sphere, the hdri is black in the node preview? and gives error as well, was able to copy the rest though and looks somewhat realstic already
between the normalize and HDRI texture, add a component mask with R and G ticked
Hello Gabe, would you recommend buying Gaea Bleeding Edge Pro Version for better results? I am learning it now (thanks to your video), and I really dont know if it would benefit my results (later). My goal is to create hyper-realistic video-sequences in UE5.
The Bleeding Edge build is free when you buy Gaea afaik. It probably wont make your results better unless you are wanting to use it for a new feature in beta testing.
Hi! Can you help me with my winter foliage issue? When I click the 'winter' button in Material Instanse I need all the leaves to dissapear but some of them turn brown and still remain. What should I do so the only bare branches remain on the trees? 😥
How about we use JUST UE5 as the tool needed to make the big amazing environment?
That would be sweet!
I don' t see the pathtracer in the lit tab. Does anyone have a solution?
Incredible tutorial my dude, the production quality is amazing! Keep it up
hey , when i set up the matterial and apply it to the landscape , it just looks like white marble not yellowy like you showed in the video . what's the problem?
i have a same problem, do u find out something ?
I just got the soft soft , man tNice tutorials tutorial is perfect
great video! Is it possible to have trees and grass animated using path trancing?
Probably, I haven't figured it out yet...
Hi. Where is possible to download the mannequin used in your video please?
I think I found it on TurboSquid
How can you do 4kx4k with a 2060 card, I'm on a 3070, also 64gb of ram and I run out of video memory when applying textures to the environment?
I have lowered the textures of everything. Only a few meshes have 4k textures. Most are 2k and some are 512.
Thank you so much I thought I was losing my mind!@@gabetandy
How did you learn to do all that? Did you go to school or self taught? Awesome work!
Thanks for the compliment. I am self taught thanks to tutorials like this one. I plan on making more tuts in the future as my way of giving back to the community.
I have been searching for the website which you also used in the start? what is it called?
Can you give me a time stamp?
Regrettably I struggled to re-create the Landscape Material - too fast, too little explained, settings lead to completely different result here. That's a brief explanation of how you did it, but not a tutorial.
Great stuff friend,thanks.Subscribed ❤
and just pay more attension. I envy you mate.
Have you used the HDRI Backdrop plugin these ships with unreal? I’m curious as to why you created your own skysphere and material
I didn't understand your lighting settings, the hdri nodes. Could you explain it? Why didn't you use the hdribackdrop, the skylight or the sun and sky tools?
Great video. I am just starting to work with Unreal so this is a bit beyond my skills at the moment. It's amazing how much difference the lighting makes.
Thank you! For sure, lighting is one of the main pillars to making photorealistic renders.
PLS PLS PLS... Make a tutorial series on "Third person shooting mobile game" from start to last(Till packaging of game) .... PLSSSS .... I NEVER FOUND IT in detail and I get lost by searching so many VIDEOS ,,,, PLS MAKE IT ...PLSSS !!!!!...I am 16 years old and I really want to learn it ...BTW I really liked the way u explained everything...KUDOS for that...
When it comes to creating the landscape material I am pretty lost, do I just create a new asset? The base colour is driven by 3 what? I can see the 3 colour nodes but I have no idea what I'm trying to add.
great tutorial mate !!! 🔥
i wonder if "photorealistic" landscapes & assets that everyone use to make films/animations...etc especially the way you made it are good for game dev or not like if its gonna kill the FPS in game or it'll just work fine without performance issues ?
Outstanding work and I was blown away in the lighting segment. Thank you for sharing your knowledge!
You took pre-made foliage to use though. Technically you didn't create it. Only placed it. Still looks great
I use path tracer a lot of Archviz and some environment stuff. I got tired of having to manually swap between PT and Lumen while building, and dealing with the different way that skylight is handled with HDRI so I made 2 level actors, one for Sunsky, and one for HDRI. They contain all environment stuff, post process, sun light, skybox, skylight, fog, clouds as well as some blueprints that set a big list of Cvars. I have a checkbox to swap between path tracing and lumen, with 2 different quality settings for each, so 4 string arrays containing all the Cvars. Its literally 1 click to swap between rendering modes, and very easy to tweak the Cvars values for more control as they are all exposed. Its all setup in my template so it saves a lot of time starting a new project with all lighting and settings finely tuned and ready to go.
I even set up the HDRI version so the skylight gets turned off in PT mode to avoid the doubling of lighting with emissive from the HDRI. The only thing I'm yet to figure out is an auto swap for the glass material between my old RT material for Lumen, and the proper PT glass materials from the same Boolean in the level actor. Maybe I can add a step to my Dataprep recipe that will tag all the objects with that material in a way that the level actor can read, so it can collect them all and swap materials on the toggle, haven't had any success with this yet though.
Geez man! Thats awesome!
@@gabetandy I thought about making a video about it, but it takes so long to make video’s, and I don’t have much reach.
I’d be happy to upload it somewhere to share it as a basic template file. If you wanted to make a vid about it that would be cool! Its very easy to customise and integrate with projects.
RUclips taught me everything I know about Ue since I got into it at 4.23 so more than happy to contribute something back.
@@michaellillis9897 a lot of people would benefit from something like that! I would suggest posting it on ArtStation and sharing it on the Experience Points Discord server.
@@gabetandy those a great ideas, I will post it there over the weekend.
@@michaellillis9897 Let me know!
The video is good, but the material part just is not working
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