second one ~ Two Sided. No. DO NOT DO THAT. Use that for something like Glass or cloth or hair cards where the physical geometry is consistent from both sides!! Do not use it for something like the wall asset as the "wood plank" part bulging out will now bulge in. Instead, Select the placed object, go to properties, and "shadow Two Sided" after searching for "two". This will cause the shadow to work without giving you an inaccurate view of the facings. Your ground trick (if not set to nanite) will also very quickly overload the project. Yikes!
Is almost like this set of tricks should never be used in actual production for a good reason. It's that youtube trap of making something look (not really) good for thumbnails alone.
don't make it two sided, it costs rendering. instead there is an option in that asset that allows shadows regardless of normals pointing to camera or not.
Video Notes: Height Maps Setting Material as Two-Sided (material property/instance) Modeling Tools Editor Mode to adjust meshes, set arrays, etc In modeling tools, apply material to plane-(in remesh) raise # of triangles-(in displace) texture to 2d and apply displacement map which would be the Blue ARD texture. Adjust subdivision if too spiky Blueprint Class-DefaultCameraShake. Track the new class in sequencer’s camera actor(camera shake option)
hi, can you tell me how add/ paint textures to a building in UE5 i made using sketchup pro? i imported the model into UE but whenever i change the wall to some concrete texture from quixel bridge, i looks like a plain color (or the textures are tooo small that it looks like one plain color,idk)
I always pass by “5 magic tricks” videos because I was disappointed so many times with clickbait titles. But this one.. man, I’m glad I haven’t missed this one! That’s a real helpful piece.
Really? I thought many of these were against best practices. 2 sided wall materials? Why not 2 sided shadows! And the SHEER NUMBER of vertices for the sand "technique"... People are going to run into serious optimization issues using tips like these!
@@kaingagame4351 Yeah, I felt really uncomfortable watching some of these ! Since we have Nanite, there's a much more performance friendly way to add displacement within any Static Mesh's parameter under Nanite where you can add one or displacement maps, specify the magnitude and height mid range. Nanite will manage the tesselation on its own. It takes less steps and gives a better result overall so why not teach this as a "tip" ?
These tips are incredible! It's not my first time using 3D software, but I did just started learning Unreal. Height maps are definitely something I wish I knew about sooner. I think I'll be getting a lot of mileage out of these five tricks, especially the modeling plugin. Also, tip number 4 did indeed blow my mind! Might be too resource intense for a game, but for a movie I can see it adding a lot of life to a scene.
Thank you!! Ive been looking for 'pattern' tool but i didn't know what it was called, so couldn't find it. Also height map tutorials were always 'create a height map' without really explaining how or why. Really appreciate this vid.
6:05: Scattering Patterns All Over The Place 6:55-7:20: How to make PBR materials with Unreal Engine 5 8:10: The Final PBR Result! 😯😯😊😊 That's so awesome!! Mr. Cinecom! I like it so much! 😯😯😊😊
cool tips, I think the best advice/trick of all for anyone that is struggling to reach high cinematic quality is to learn the basics first. Understand composition, lighting, color theory and how these 3 interact with each other, those are the most valuable "tricks" in creating art regardless of software
In Unreal Engine 5.2 the displacement is brought back. One note though - you need to apply it in the original mesh, not in the material. But that means that this fake displacement method is no longer needed.
I went into this thinking I'd learn nothing of value, but I honestly had no clue there was a modelling plugin in-engine. Although I'm not entirely sure how performance friendly it would be when used as you did.(20000 faces is insane for a small detail like the floor [at that point just use normal maps and manually place rocks where it looks like it should overlap])
6 месяцев назад
excellent explanation but I have to admit that I was more enchanted with the laptop!😊
Instead of displacement you should use Bump offset or Parallax occlusion mapping for most cases, but for big rocks or highly detailed geometry its mix of real geo and bump map, but probably parallax work as well on quixel assets IDK.
The height map tip is very powerful. I'm from Iceland and the geological office has extremely detailed height maps that I can use for extraordinary results.
Definitely the height map!! Having a hard time sculpting too, but wow man, I didn’t know you could create an entire landscape with just painting randomly😂love it!
The model deformation is the one I was missing, others I have already worked with. I do modular lvl design so my geo is generally perfect and fits like glove (especially for procedural level generation) but it is nice that I do not have to make a separate model for some details. Also, if you see this, the fuq is the correct name for the infinite materials in Unreal? They are the equivalent to Blenders procedural materials with mapping nodes, I need it as a base to cover some walls so I do not have to bake in blender or make them out of segments since I have a huge room and would prefer not to do it in segments. I am a new sub so I have no idea if you went over it by now... Thanks!
I am 100% using the skyline height map tool. I just saw a video about using nanite to displace in 5.2, without remesh. Is that really a thing or am I mistaken? Also, when you use the pattern tool does it create more objects or just the appearance of them?
Just keep in mind if you use a 2-sided material, you're doubling the geometry of that mesh, so while it's easy to turn it on, it's expensive to use. A better method is to use CSG geometry to fill in the backs.
I would have gone easy layering the high density plane around. It would be more effective if you switched to landscape and used custom meshes to fill the gaps. Unless youre just doing something quick like filming. Those displacements can be high performance and paralax can do it better.
I've had a ROG laptop before and the batteries burn out really fast. They're basically a condensed rig because you'll be stuck plugging them in constantly. The 4070 WILL NOT be enough memory for modern graphics and gaming. It is a strong choice but if you want the most bang for your buck, just wait until batteries get better or get a traditional rig.
Can you use displacement texture with Voxel landscape? Been trying to get Voxel textures to not be tiled and have more of a natural blend from grass to stone aswell as painting other textures onto it for different biomes
Thank you for a useful lessons! I would like to see a lesson on how to competently make a realistic landscape with a high-quality texture of earth with dirt with displacement. Usually in lessons they create a landscape and throw a grass texture on it, but it looks ugly, blurry and flat, probably because the landscape is too big for such textures. Perhaps it is better to create small highly polygonal rectangles and already throw textures on them so that they look detailed and unstretched. I'm sorry for my English, I hope I was able to convey the essence of the question)
isn't the 4th one going to be really heavy to render? isn't better to use the duplication tool on the remesh plugin so the engine uses already baked data to copy it?
like always, you guys kill it with teaching! seriously, been a big fan two years ago and since then i have also encountered much other helpful inspiring youtubers (for video and now virtual production) but none offer top quality balance of information and entertainment like y'all; and yes, I've learned so much with y'all so big thank you guys 🙏 keep up the awesome balance!! P.S. height maps is my fav
But when i want to make lets say an island, and i want 3d ground textures. Do i have to copy paste that one tile to make it the whole map. Or is there a better and quicker way? I made one nice looking island, put ocean there etc, then i put the surface, and its 2d. Can i make it 3?
Why must you make me jealous with that crazy laptop of yours 😫- I recently bought a gaming laptop for game dev and it has a Ryzen 9 5900HX, RTX 3060 6gb and 32gb RAM. Well I was on a budget tbh…
Unreal Engine is starting to look better and better the more I check into it. I may just drop Godot and try it out. Though I think it maybe too much power for my simple project. I wonder how all the new tech in the laptop is not catching on fire. PC's need heavy duty cooling, wether it be liquid or air or a combination of both. How is the lap top keeping cool? Certainly a tiny flat fan aint doing it. Laptops are meant for simple business; not gaming, nor video editing, nor any other heavy duty things. Also that sort of tech needs a lot of power. How is that flat tiny laptop providing it? Yea I am not buying the hype; when PC's need a lot of heavy shit to run properly.
I tried using the heightmap image tip in UEFN but constantly get an error message about the grayscale. After the first error looked up all the proper settings, downloaded GIMP and changed the image to be Grayscale and 16 - bit, but the grayscale error keeps popping up. I can load the heightmap but its unusable. I searched online and found the same issue on the Epic Games dev community, I used all of the same information they suggested for exporting/importing the image, but it is not working for me in UEFN and they've closed that discussion. I've posted on the dev community page but wonder if anyone here has suggestions? Thanks for the tips!
second one ~ Two Sided. No. DO NOT DO THAT. Use that for something like Glass or cloth or hair cards where the physical geometry is consistent from both sides!! Do not use it for something like the wall asset as the "wood plank" part bulging out will now bulge in.
Instead, Select the placed object, go to properties, and "shadow Two Sided" after searching for "two".
This will cause the shadow to work without giving you an inaccurate view of the facings.
Your ground trick (if not set to nanite) will also very quickly overload the project. Yikes!
this
OMG Was about to comment this too.
Is almost like this set of tricks should never be used in actual production for a good reason. It's that youtube trap of making something look (not really) good for thumbnails alone.
You have saved multiple Projects with this comment lol, I would break my pc if one more project crashed on me :")
I don't think it's intentional sabotage or anything on the part of the poster but... woah.... Ehh.
don't make it two sided, it costs rendering. instead there is an option in that asset that allows shadows regardless of normals pointing to camera or not.
Video Notes:
Height Maps
Setting Material as Two-Sided (material property/instance)
Modeling Tools Editor Mode to adjust meshes, set arrays, etc
In modeling tools, apply material to plane-(in remesh) raise # of triangles-(in displace) texture to 2d and apply displacement map which would be the Blue ARD texture. Adjust subdivision if too spiky
Blueprint Class-DefaultCameraShake. Track the new class in sequencer’s camera actor(camera shake option)
hi, can you tell me how add/ paint textures to a building in UE5 i made using sketchup pro?
i imported the model into UE but whenever i change the wall to some concrete texture from quixel bridge, i looks like a plain color (or the textures are tooo small that it looks like one plain color,idk)
All tips were useful. I have just started using Unreal Engine and I am most amazed at the rendering speed.
I always pass by “5 magic tricks” videos because I was disappointed so many times with clickbait titles. But this one.. man, I’m glad I haven’t missed this one! That’s a real helpful piece.
Really? I thought many of these were against best practices. 2 sided wall materials? Why not 2 sided shadows! And the SHEER NUMBER of vertices for the sand "technique"... People are going to run into serious optimization issues using tips like these!
@@kaingagame4351 Yeah, I felt really uncomfortable watching some of these !
Since we have Nanite, there's a much more performance friendly way to add displacement within any Static Mesh's parameter under Nanite where you can add one or displacement maps, specify the magnitude and height mid range. Nanite will manage the tesselation on its own. It takes less steps and gives a better result overall so why not teach this as a "tip" ?
lies
@@SpasmAtaKtrue, and teaching this as a technique for better blending of some asset is also ridiculous, since there are runtime virtual textures
You’re joking right? This was an ad for the laptop
The most important thing in the modelling section for me is the pivot. You can change the origin point permanently without using other tools
Unreal Engine looks so crisp.
Love it to bits!
This is soo useful, I'm a spanish student learning Unreal 5 this year, and you are saving my life with these videoss ❤❤❤ Thanksss!!!
You guys are my inspiration. Thanks a lot for making amazing contents, You Guys ROCK!!!
Wow. Very useful these tips! Almost all of them where on my mind the last 1.5 years trying to learn UE5, no kidding.
These videos are a goldmine for someone like me, thankyou sir.
QUESTION: Does your unreal 5 course, well is it outdated with 5.2 or would it be fairly compatible? Thanks.
Compatible, every single update on UE5 is for adding now stuff on it. Not an other "final version" of UE5.
These tips are incredible! It's not my first time using 3D software, but I did just started learning Unreal. Height maps are definitely something I wish I knew about sooner.
I think I'll be getting a lot of mileage out of these five tricks, especially the modeling plugin. Also, tip number 4 did indeed blow my mind! Might be too resource intense for a game, but for a movie I can see it adding a lot of life to a scene.
What the am I watching? Tricks about UE5 but 50% is paid promotion about MSI Pen and a laptop.
Yea almost all of these videos are just grimy ad segments
And what‘s the problem?
@@AeroGaming_and_Planes it’s not providing real and valuable information just trying to get you to buy products?
The man gotta eat
nah its a video about msi pen and laptop but 50% is tricks about ue5
Thank you!! Ive been looking for 'pattern' tool but i didn't know what it was called, so couldn't find it. Also height map tutorials were always 'create a height map' without really explaining how or why. Really appreciate this vid.
6:05: Scattering Patterns All Over The Place
6:55-7:20: How to make PBR materials with Unreal Engine 5
8:10: The Final PBR Result! 😯😯😊😊
That's so awesome!! Mr. Cinecom! I like it so much! 😯😯😊😊
Quick tip for the camera shake. If you set the duration value to 0.0 it will be continuous to your timeline.
Awesome content! Thanks a lot for sharing!🎉
Muchas Gracias amigo! Excelentes Tips 🎉🎉🎉
Ways to make you project non game ready and really tank performance while setting fire to your PC.
xD Every unreal engine game ever
True@@hereticstanlyhalo6916
cool tips, I think the best advice/trick of all for anyone that is struggling to reach high cinematic quality is to learn the basics first. Understand composition, lighting, color theory and how these 3 interact with each other, those are the most valuable "tricks" in creating art regardless of software
youve definitely earned your follow bro. Super helpful videos!!
that displace thing is amazing
thank you Pal you have save me time and effort!
Great tips sick laptop. I already have a msi laptop now and it’s only like two years old.
In Unreal Engine 5.2 the displacement is brought back. One note though - you need to apply it in the original mesh, not in the material. But that means that this fake displacement method is no longer needed.
hey my lovely, the two sided tip was 1000 times the best tip ive have needed, so thank you 🧸
Even a pro Unreal Engine like myself user learn from these videos.
I went into this thinking I'd learn nothing of value, but I honestly had no clue there was a modelling plugin in-engine. Although I'm not entirely sure how performance friendly it would be when used as you did.(20000 faces is insane for a small detail like the floor [at that point just use normal maps and manually place rocks where it looks like it should overlap])
excellent explanation but I have to admit that I was more enchanted with the laptop!😊
Loved this video. Very informative ✌️and tip 4 really blowed my mind 🧠🤯💥
Instead of displacement you should use Bump offset or Parallax occlusion mapping for most cases, but for big rocks or highly detailed geometry its mix of real geo and bump map, but probably parallax work as well on quixel assets IDK.
I love the rest, quite handy, specially deforming the assets, been wanting to look into that
Such as great information!, thanks.
Which of these 5 tips is your favorite? Do you have any other must know tips & tricks for Unreal Engine? 😅🔥
The height map tip is very powerful. I'm from Iceland and the geological office has extremely detailed height maps that I can use for extraordinary results.
Definitely the height map!! Having a hard time sculpting too, but wow man, I didn’t know you could create an entire landscape with just painting randomly😂love it!
Height map 🔥
The model deformation is the one I was missing, others I have already worked with. I do modular lvl design so my geo is generally perfect and fits like glove (especially for procedural level generation) but it is nice that I do not have to make a separate model for some details. Also, if you see this, the fuq is the correct name for the infinite materials in Unreal? They are the equivalent to Blenders procedural materials with mapping nodes, I need it as a base to cover some walls so I do not have to bake in blender or make them out of segments since I have a huge room and would prefer not to do it in segments. I am a new sub so I have no idea if you went over it by now... Thanks!
I am 100% using the skyline height map tool. I just saw a video about using nanite to displace in 5.2, without remesh. Is that really a thing or am I mistaken? Also, when you use the pattern tool does it create more objects or just the appearance of them?
I am blown away by trick 4
Just keep in mind if you use a 2-sided material, you're doubling the geometry of that mesh, so while it's easy to turn it on, it's expensive to use. A better method is to use CSG geometry to fill in the backs.
I would have gone easy layering the high density plane around. It would be more effective if you switched to landscape and used custom meshes to fill the gaps. Unless youre just doing something quick like filming. Those displacements can be high performance and paralax can do it better.
I love your tut much and you're really a good professor.
Can't you show us how to animate tears ? 😭
wow great tricks jordy we would love to see more of these
Woah watch out! There's a video in your sponsor advertisement!
Man, I wish this laptop was around back when I bought my XPS 17. It's like my laptop but with a killer GPU.
Damn I want that laptop. 🙃
It's better than my custom-built PC. Is that laptop like 4k?
Not seeing the "Pattern" in the Create Modeling section. I'm using UE 5.0.3 - is this only higher versions?
Thank you thank you thank you thank you I was looking for this
you were right. #4 is awesome
That was stupid helpful. Thanks!
bro amazing work thx
amazing! Thank you!
Did I hear well you are from Belgium? Where is this dream laptop available here best with querty keyboard 😊 great video and tips !
thanks for useful tips. can i use this method for applying dispacement to a brick??? i mean how can i reach to correct remesh for a brick?
I've had a ROG laptop before and the batteries burn out really fast. They're basically a condensed rig because you'll be stuck plugging them in constantly. The 4070 WILL NOT be enough memory for modern graphics and gaming. It is a strong choice but if you want the most bang for your buck, just wait until batteries get better or get a traditional rig.
Thanks seth
Tip 4 was nice.
Not me having a great nostalgia of swooping the subdivision slider in blender while he adds the displacement maps.. 😶
your a major pro
thank you
Thanks bro, pro content
Dude, search for 5.3 nanite tessellation. Itssssssss commmmmmming!!!
Coming from unity dan decided to learn unreal.
wonder about trick number 4. is the trick will affect the performance ?
I also really would love to know thst.
It does heavily affect performance if nanite is disabled.
Awesome. Thanks!. And this horse in the gras field is you project or something on Marketplace please?
You should do more
you're a genius man...
All i Care about is…how Did he make the little mountain looks so good
Does the re-mesh affect the UV mapping of an object?
thank you
8:00
Can you use displacement texture with Voxel landscape? Been trying to get Voxel textures to not be tiled and have more of a natural blend from grass to stone aswell as painting other textures onto it for different biomes
even that rtx 4070 and i9 gen 13th laptop still feels laggy... 2:05
Beatiful Channel !👋
useful thanks :D
Thank you for a useful lessons! I would like to see a lesson on how to competently make a realistic landscape with a high-quality texture of earth with dirt with displacement. Usually in lessons they create a landscape and throw a grass texture on it, but it looks ugly, blurry and flat, probably because the landscape is too big for such textures. Perhaps it is better to create small highly polygonal rectangles and already throw textures on them so that they look detailed and unstretched. I'm sorry for my English, I hope I was able to convey the essence of the question)
thnx a lot💝💝
isn't the 4th one going to be really heavy to render? isn't better to use the duplication tool on the remesh plugin so the engine uses already baked data to copy it?
ue 5.2 is out !!
like always, you guys kill it with teaching! seriously, been a big fan two years ago and since then i have also encountered much other helpful inspiring youtubers (for video and now virtual production) but none offer top quality balance of information and entertainment like y'all; and yes, I've learned so much with y'all so big thank you guys 🙏 keep up the awesome balance!! P.S. height maps is my fav
is this video about the laptop or the damn tricks
both
nice laptop ad
But when i want to make lets say an island, and i want 3d ground textures. Do i have to copy paste that one tile to make it the whole map. Or is there a better and quicker way? I made one nice looking island, put ocean there etc, then i put the surface, and its 2d. Can i make it 3?
Your videos are my favorite. Always super entertaining, great way of teaching things and I always learn so much. Keep up the great work fellas!
Can we please get some blender tutorials too?
yo this laptop is so nice
what is the asset pack you are using?
Why must you make me jealous with that crazy laptop of yours 😫- I recently bought a gaming laptop for game dev and it has a Ryzen 9 5900HX, RTX 3060 6gb and 32gb RAM. Well I was on a budget tbh…
You get my like, just for the first 3 sec of the intro
Interesting tricks, although I noticed a lot of corrections too.
useful!
How much ram do I need on my core i5 to install UE
Unreal Engine is starting to look better and better the more I check into it. I may just drop Godot and try it out. Though I think it maybe too much power for my simple project.
I wonder how all the new tech in the laptop is not catching on fire. PC's need heavy duty cooling, wether it be liquid or air or a combination of both. How is the lap top keeping cool? Certainly a tiny flat fan aint doing it. Laptops are meant for simple business; not gaming, nor video editing, nor any other heavy duty things. Also that sort of tech needs a lot of power. How is that flat tiny laptop providing it? Yea I am not buying the hype; when PC's need a lot of heavy shit to run properly.
Awesome
why displace the mesh when you can do the same non destructively in material. it's called tesselation!
Two Sided Material check box has been in Unreal Engine since at least 2.5.... How is this worthy?
Which version of Unreal 5 is this, I'm not able to find the pattern option in the modelling toolkit?
I'm using 5.0.3
same question
thanks but how di i make more landscapes?
i wish they would support dissplacement same way as it was on ue4.
Great
I tried using the heightmap image tip in UEFN but constantly get an error message about the grayscale. After the first error looked up all the proper settings, downloaded GIMP and changed the image to be Grayscale and 16 - bit, but the grayscale error keeps popping up. I can load the heightmap but its unusable. I searched online and found the same issue on the Epic Games dev community, I used all of the same information they suggested for exporting/importing the image, but it is not working for me in UEFN and they've closed that discussion. I've posted on the dev community page but wonder if anyone here has suggestions?
Thanks for the tips!
nvidia rtx 4070 in a laptop...
YOU HAVE BLOWN MY MIND! YOU OWE ME SOME MONEY!
I tried to import a height map but got a “16 actors need to be rebuilt” error. And after rebuilding the landscape, still not working😔. Please help?
You have no idea how helpful some of the tips of put in this video are for newbies like myself. Thank you guys SO much for this video!
Hey , a class on ue and afrer effects