It's a lot less work if you simply put the sample layer node on the other instead of in the middle. Additionally, it really depends on the project. Sure, this has a great deal of potential. However, it has it's drawbacks and limitations just like anything else. I have no issues giving it another go but it was far more difficult to set up the physical material output node, which makes things MUCH easier when trying to do things such as different footsteps and particle effects depending on the layer. So, it's not a work smarter not harder scenario. It's a work for what's best in your project.
This is ghe first time I see someone succesfully using the Material Layers system for landscapes in a way you can still paint those layers. Thank you! Brilliant
wooh I used layered materials on landscape to be able to use masks generated from world creator because it is the easiest way but I never found a way on how to add a the manual paint functionality. Bravo !!
Hey, thank you for this material works really well on my landscape! Could be cool to have an in depth tutorial of your landscape material. for example on how to use the triplanar projection, how to add puddles, displacement, how to use Virtual texture on quixel assets etc... Thank you !
My landscape displacement you mean this is for 5.3, correct? Definatly add that to the title if so, it's very useful! Great video, thanks for being generous with the download so we can get to making scenes faster.
Yeah, for 5.3. Wasn't really the selling point for me because I always get weird noisy artifacts when using it. But the option is there in the material
Wow - GREAT Tutorial. Thank you! I am a beginner so I downloaded your porject. Under 5.3 the mountain looks beautiful - but in 5.4 the image is really not the same (less details and structure looks like "washed"). Even I migrate your 5.3-project to 5.4 ..... very unhappy. Do you have any idea what's the problem?
Could you do a video breaking down ho two use the Landscape material you shared? I've tried figuring it out my self but somethings missing and I'm getting mixed results.
Your material is truly stunning and comprehensive. I've never seen anything like this before! The only thing I can’t overcome is the lack of Brush Falloff and Tool Strength in paintblend mode (with any settings of these parameters, the brush draws with a strength of 100 and Brush Falloff 0; all lines are hard and the layers have no transparency). I just can't find where I made a mistake
It seems to be working fine for me. Make sure you create weight blended layer infos and also make sure that only one paint layer is selected under "A - Landscape Layer" in the blend asset parameters
When I open the project you provided there is nothing showing in the content window. The files are all there though in the content folder. I have looked and I do not have any search view settings on. Any idea why that is?
Hey! I found an error while trying to apply this to materials with displacement/tessellation. Any idea how to bypass the engine preventing me from doing the slope layer?
How can you blend a smart material like you just did using slope, and blend it with painted materials. So you have smart materials and you can paint areas you want to change
In all honesty, I just copied it from one of quixel's materials. My guess is that it maybe fixes artifacts that may appear when using raytracing. I think they left a comment on it in the reference I used. Search for all material functions in the megascans presets folder with displacement in their names and you'll should find it.
Displacement is hidden by default you have to enable it for your project using the ini file. Lots of tutorials on that: just search 'landscape displacement ue 5.3'
To get the "portal nodes", right click and search for "add named reroute declaration node". You could merge your material with mine. I don't really have time to do it for you though and I'm not an expert in materials.
It's a lot less work if you simply put the sample layer node on the other instead of in the middle. Additionally, it really depends on the project. Sure, this has a great deal of potential. However, it has it's drawbacks and limitations just like anything else. I have no issues giving it another go but it was far more difficult to set up the physical material output node, which makes things MUCH easier when trying to do things such as different footsteps and particle effects depending on the layer. So, it's not a work smarter not harder scenario. It's a work for what's best in your project.
elaborate brother whats up with the physical materials>?
This is ghe first time I see someone succesfully using the Material Layers system for landscapes in a way you can still paint those layers. Thank you! Brilliant
never been before called out as whimp by a tutorial. The activate Windows adds to the flair. Im subbed
What a hidden gem! hopefully, your channel will explode!
wooh I used layered materials on landscape to be able to use masks generated from world creator because it is the easiest way but I never found a way on how to add a the manual paint functionality. Bravo !!
Hey, thank you for this material works really well on my landscape! Could be cool to have an in depth tutorial of your landscape material. for example on how to use the triplanar projection, how to add puddles, displacement, how to use Virtual texture on quixel assets etc... Thank you !
My landscape displacement you mean this is for 5.3, correct? Definatly add that to the title if so, it's very useful! Great video, thanks for being generous with the download so we can get to making scenes faster.
Yeah, for 5.3. Wasn't really the selling point for me because I always get weird noisy artifacts when using it. But the option is there in the material
I hope they can get Material Layers working with the new Substrate stuff...
Wow - GREAT Tutorial. Thank you! I am a beginner so I downloaded your porject. Under 5.3 the mountain looks beautiful - but in 5.4 the image is really not the same (less details and structure looks like "washed"). Even I migrate your 5.3-project to 5.4 ..... very unhappy. Do you have any idea what's the problem?
good job mate, very informative and loved the dry humour!
How would you go about addaing more Materials/Layers to the slope? so adding snow on mountain tops for example?
Yo great walkthrough, the info and how easy to understand made me subscribe, will try it out either today or tomorrow.
Very good tutorial! And also good material!
Great video! Thanks for sharing the asset too!
How would you add or set one of these layers as a height adjustable layer for seabeds and beach's when making island please?
Could you do a video breaking down ho two use the Landscape material you shared? I've tried figuring it out my self but somethings missing and I'm getting mixed results.
Your material is very exspensive.
Quite. It has many features. Disable some things like cell bombing to reduce complexity. Also, each new layer adds a fair bit of complexity.
Background audio is a little high, tnx for the useful tips
Appreciate the feedback
Your material is truly stunning and comprehensive. I've never seen anything like this before! The only thing I can’t overcome is the lack of Brush Falloff and Tool Strength in paintblend mode (with any settings of these parameters, the brush draws with a strength of 100 and Brush Falloff 0; all lines are hard and the layers have no transparency). I just can't find where I made a mistake
It seems to be working fine for me. Make sure you create weight blended layer infos and also make sure that only one paint layer is selected under "A - Landscape Layer" in the blend asset parameters
@@BraulrGames My bad, create weight blended layer info for heightblendedBase solved the problem, thanks!
thanks friend, could you tell me how to add snow elements?
When I open the project you provided there is nothing showing in the content window. The files are all there though in the content folder. I have looked and I do not have any search view settings on. Any idea why that is?
Hey! I found an error while trying to apply this to materials with displacement/tessellation. Any idea how to bypass the engine preventing me from doing the slope layer?
This help me a lot, Thanks
Excellent work, it will be very helpful. Thanks.
How can you blend a smart material like you just did using slope, and blend it with painted materials. So you have smart materials and you can paint areas you want to change
Hello Paul, are you available for q quick freelance project regarding editing this landscape material?
Thanks!
Send me an email at paulogabe1@gmail.com
This is awesome!!
Great work and i learned good stuff here.❤
@Paul Gabriel or Anyone have time to help explain how to use this and how to add texture/layers to auto fill and paint with ..? Im at a loss still ..?
hi how do you achieve that runtime virtual support like what you did on 10:30? please help explain. Im still new to this. Many thanks
It's too a long process to explain here. There are tons of videos about it on youtube. Just search "how to blend using runtime virtual texturing"
Liked and subscribed - Great work.
Great shader!
What is the use for the RTX safe switch? (I am using RTX enabled in my project) I can see a complexity difference...
In all honesty, I just copied it from one of quixel's materials. My guess is that it maybe fixes artifacts that may appear when using raytracing. I think they left a comment on it in the reference I used. Search for all material functions in the megascans presets folder with displacement in their names and you'll should find it.
Brilliant , thank you man
Good stuff! Thank you for the great content! This is so helpful to me. Subbed.
I'm sorry but it doesn't work for me... I have errors inside the blue prints and unexpected functions as well... I can't use the material...
nice thanks dude
Awesome work!!!
Yeah great. Work smart. Use stupid unoptimized unreal layers that killing your perfomance. Great advise man.
Material layer system doesn't work with Path Tracer unfortunately - and that is not documented.
I am unable to get the "Displacement" for the step in ~ minute: 2:17-2:19 (Can someone give me some advise?)
I am using unreal engine 5.2
Displacement is hidden by default you have to enable it for your project using the ini file. Lots of tutorials on that: just search 'landscape displacement ue 5.3'
Is there anyway to go about this for mobile devices without costing so much performance?
That's the downside to using this. Nanite landscapes seem to mitigate the shader cost but it can't beat the normal setup
is that possible to work with RVT?
how do you fix texture tiling? i'm a newbie
in the distance blend category, there's a "tiling near" float
Liked and subbed, More info on youtube, More knowleadge to be obtained.
Lose the music. It's always a distraction.
Then, unfortunately, my friend game development is not for you if you can’t focus
@@murphy1934like a boss
i dont get this material the splatter just destryo´s the entire world paint with some strange cell pattern
Hey mate, the download page seems to be down!
Sorry about that. Fixed!
hey is there a way i can give you a heightmap and and I want to show you something in my material I'm trying to understand the blueprint ? lol
Not sure I understand you.
@@BraulrGames I want to send you a material is there a way to merge yours with my own and how do you make the portal nodes
To get the "portal nodes", right click and search for "add named reroute declaration node". You could merge your material with mine. I don't really have time to do it for you though and I'm not an expert in materials.
85% of the video: "it's easy, don't be a whimp". 💪🥺
The last 15% of it: "oh, also you could do this"; 85 wild notes appear. 🖐️😭
some reason even normal material failed on me and miraculasly this auto material works
Cool content, materials are attached, like and subscribe, you're doing a great job!
i am the 1000th like :)
THXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
this shi is some high quality material
damn if only he activated his windows...
Haha. I'll get on it
Why are people still putting loud ass music in tutorial videos? Why?
nice thumbnail 🤣
bad idea, too expensive.
Still a good idea for cinematics and prototyping