starting with UE was the best decision i have made this year. the power of the engine is so incredible. i have an older pc (8gb ram and 1gb vram) and the graphics i can experience in the editor alone is way better that the games i can still play on max settings. That combined with the incredible amount of quality content (both assets and tutorials) made me fall in love 😍 never thought i could actually do this and the blueprints are really helpful to understand how a game works (cannot code and bad at math)
would be amazing to see videos like this in the current version of the engine. Everything changed with .25... For .25 people: In the Details Window you can find a checkbox to activate your Layers. After this you have to restart the engine again to get the blueprint-icon under the brush-tab.
I loved the part where you explained the Procedural Foliage system. I got my trees and rocks spread looking great in about 20 minutes of dev time. Excellent, precise and informative. Thank you very much.
Got the same problem. I want to try this aswell, but they don't actually reference the video they reference to. I got my Landscape AutoMaterial, but I don't know how to add materials to these kind of layers. This way could be a solution to my problem of having cliffs that have different heights. I can't offset the top material for each cliff, as the Landscape Automaterial sets the height evenly across the landscape.
@@joshua42777 I've already made most of my AutoMaterial using methods taught by Unreal Sensei, Ben Cloward and UNDINI. As I'm trying to look forward, I also want to stick to the new methods UE is creating, ie. the Layer Parameters tab of a Material Instance. In there, I can easily add or remove layers and adjust them as I see fit. I've implemented different options for masking tiling, color/tint adjust, height, slope and edge option (yesterday I managed to get edge blending going using the Normal Map of the textures). Even swap out textures. I have 1 'master' Material Layer and I'm trying to get 1 'master' Material Layer Blend as well (currently have 2, for slope and 1 for height). So I do know how to add layers, just not how to add them specifically for the Blueprint Brushes as shown at 4:26. I've managed to find that you apparantly need it reference by a Layer Blend node. Problem for me is, as I'm using the Layer Parameters as shown in UNDINI part 4 tutorial, I am not able to set that reference, as you create layers in the Layers Parameters tab. So I'm actually trying to figure out and convert 'old' methods to implement them with the new. As shown in my own videos, I got my AutoaMaterial working. It's just the finer details now. And I'm also of opinion I don't want to implement code I don't understand. I don't want to just copy/past someone elses work. And buying tools or plugins won't teach me anything either. Thanks for the reference though, I will look at Joe Garth's tutorials and see if there are other things I can pick up from it. But I also notice his tutorials are generally to promote his 'tool' Brushifiy. While neat, it's not a route I want to go down to. I generally go for tutorials that teach you the stuff that comes standard with the software. I've noticed that with UE5(.1), there a lots of tutorials that are instantly outdated (for example, no more tesselation).
Was waiting for this video, you should make most of the unreal vids, since you explain it very clear and really take your time without giving me a headache :)
These videos are more showcase, and process then they are a tutorial. There is a water material in starter content, and multiple ground textures in the Quxel megascans library.
@@caleb1031 Yeah that's what I used while watching this. Although it seems his material is an array, is there a specific way to do this? I've been googling around and I think I just don't know what I'm looking for.
@@caleb1031 Would you mind providing an example material similar to his Caleb for us beginners? All other tuts I've seen show how to make automatic textures.
@@michelchaman6495 In the material used as landscape material, add a layer blend node in the material editor, click that node and add some slots to it in the details panel. Connect your textures to that. Duplicate the layer blend node and do the same for things like normal maps. Connect the layer blend nodes to the material output. Go to the paint tool in landscape mode and those layers should be listed. Add a LayerInfo to all of them.
UE4 always lacked quality in depth and well organized tutorials on youtube for everyone to see, so to see it come from UE4 people themselves is pretty EPIC (gettit? okay I'll see myself out)
Is there some previous video, that I missed? The presenter mentioned few times, that he previously set some Materials settings and other stuff like virtual texturing settings for Materials. Where can I see a video, how it was done?
@@Zarrar2802 You made no comment, just you just replied to every comment asking about this with the same copy pasta about finding your comment but did nothing else.
at the beginning you explain that you already set up the three landscape materials (snow, rock and mud). i have been looking online for three days, but cant figure out how to do it myself
OH MY GOD D: !!!! This is an absolute gamechanger for me! You have no idea how painful it is for me to make any kind of "ok looking" landmass heightmap with the default brushes by painting the structure and foliage. I usually struggle for a couple of hours to a day and then delete it and go back to using geometry brushes and static meshes to build my landmass first and then paint over it to make a landscape object. This is similar to that workflow but super fast and compatible with all the wonderful features of landscape objects AND it's completely non-destructive. I could make an entire world and add all my level design and then months later come back to make tiny tweaks with splines showing me where my thought process was when I started. I love it!!
Jeez, I remember only 10 years ago when you had to pay hundreds of dollars for pro software like Terragen to achieve this (fractals etc). Now a free game engine can do it! Insane.
1. Where is the M_Landscape material? 2. After enabling landmass plugin, the blueprint brush is not there. 3. There is no 3 because can't get past first 2 minutes.
Select you landscape actor. In the details panel under landscape tick the box that says enable edit layers. The blueprint brush should now be available .
@@joelwynd9233 That box should already be ticked if you ticked the box the video said before hitting the create landscape button. However, you need to restart the engine for blueprint brushes to appear.
Really curious about replicating this video - any chance the project archive or at least some of the assets (especially the water materials) could be shared?
All of you, check out my comment on this video, I figured out how to get those goddamn paint layers working so if you're stuck on it, follow the links i pasted there
Sorry to bug you again.....this is a great tutorial but the painting of the landscape isn't working. Can you send the link to where you created them and make sure I'm doing it correctly? I've created material layers before and "painted" them manually without any issue but I'd love to do what you are doing. For example, you type in Rock. Is that its own material or a layer in the master layer material you created? Thanks for your help.
What kind of computer are you using that it is so smooth and immediate? I tried making a landscape of the same resolution as the tutorial, and making changes to the blueprint brush drops my fps from 100fps to 4 fps.
Everything that is complex in this video was "previously set up" Ok but can we please get a tutorial for those things? Also it would be great if Epic could release an explanation of converting Landscape to interactable static mesh. There doesn't seem to be any good tutorials for that.
StarScream2092 have you seen unreal 5? Unlimited polycount. We should be there with that tech. There are already people in that have made next gen physics based water but unreal needs to have this built in and have their final touches done as they just do it right.
@@TheFlatEarthChannelcom It's not built in because it's useless. Probably the only game genre that'll utilize it are sandbox and simulation games. Furthermore, the fastest fluid simulation algorithm right now still runs at seconds per frame.
There is no blueprint brush or ladscape editor in mine. I have the latest unreal engine. I've come across a few videos now that dont explain anything properly tending to skip over the important stuff.
Maybe I've made the landscape material wrong, but when I try and add my rock layer to my landmass, it just gives me this weird overlay, blending the two textures together rather than the clean look that you're getting. It's totally different than when I just paint by hand. What settings are you using? I'm on 4.25.3
I have similar issue, did you solved that? I solved this overlap issue by setting blending layers to alpha instead of weight in main material settings, but with this setup i cannot make foliage correctly (grass also spawn on rocks and all other materials)...
For anyone who still wondering, I solved this issue by using Material with multiple textures, and drag the material into your Landmass. More details, you can watch this guy's video: ruclips.net/video/GK3KAevUy8E/видео.html&ab_channel=MR3D-Dev
When i add material for mountain. It blend with base grass and look unrealistic. 50% grass, 50% rock. I try a hour but cant make rock pop up entirely. Please help me 😭
I didnt get how to enable paint layer target setting, I type in Rocks, but nothing happen, no texture goes on top of the mountian hm. How to solve that? Something should be set before that?
When I use the foilage tool for landscapes and place my foilage and go into the viewmode for material shaders and the meter is always to the right. I even took out transparency in my leaves and the material shader optimization view mode still said I had a lot of transparent overlapping. It's odd because if I hand place those trees into the scene the optimization material overlapping viewmode is all green.....it's like the foilage tool ignores the material... I don't get it.
Lol I wish, I appreciate all of these tutorials from Devs like this and people just wanting to teach and or grow their channel. However so many of them start with "now to begin let me just grab this thing I made earlier with my years of experience in unreal/blender/maya ect and continue"... Then I'm lost before it begins and looking for another tutorial. However after some time I know I will have enough foundation to follow tuts,-)
Hmm, are you asking how to make materials such as grass, dirt, rock, snow? Or are you asking how to take those materials diffuse, normal, specular and apply them to create materials in Unreal?
I am facing two difficulties first one is when I touch the landscape I get a conical structure whose base is circular and when I use curl noise I get more mountains instead of single one getting deformed.
If i try this the layers i paint on the mountain always shine through the painted one so it looks like my rocks have like a 50% alpha and the grass shines through how can i fix this? If i paint manually its working fine so it has to be the plugin i guess.
you can change the blending of main material to alpha and this helps but later you will encounter issue with foliage, when you want to use it with material that world is filled it's spawning also on other materials...
unreal i need help ;( so, i camera tracked a video on after effects, then passed it to c4d and finally opened it on unreal engine, the camera animation is fine BUT, its moving km, when irl it was a few centimeters, is this because of the camera track or is there a way i can scale down the animation so its the same animation but its only moving cm instead of km
I cant seem to get the painted layers not to mix/blend making the rocks looks bad ie looks like a partially blended rock/grass layer. Id up the tool strength if i could but theres no option and the opacity at full doesnt fix this. No setting does or gets the result you have. Im using a basic layer blend landscape material.
So from my understanding, the runtime virtual texture for water, is affecting all the points at the world height right? So what happens if the water was inside a cave or under a overhang? It wouldn't get those points right?
I love the Unreal Engine team and Quixel for making it so easy for ANYONE to create fantastic looking environments!
OMG! Unreal Engine's RUclips Channel Heart
But doesn't work with world composition which leaves me OUT.
@@tonynealis1165 Fixed.
@Andy TheRandy you don’t understand because you don’t know what your doing
@Andy TheRandy quicker isn’t a guy it’s a company they give away thousands of free photos scanned assets so idk what your talking about
I use to write down and draw out the dreams I had. Now I can literally create those environments. This is awesome!
yoww dude same, i had some really realstic dreams and now i want to create them
I hope people at Epic get blessed forever and ever for giving the chance to anyone to learn and use this sorcery for free!
starting with UE was the best decision i have made this year. the power of the engine is so incredible. i have an older pc (8gb ram and 1gb vram) and the graphics i can experience in the editor alone is way better that the games i can still play on max settings. That combined with the incredible amount of quality content (both assets and tutorials) made me fall in love 😍 never thought i could actually do this and the blueprints are really helpful to understand how a game works (cannot code and bad at math)
would be amazing to see videos like this in the current version of the engine. Everything changed with .25...
For .25 people: In the Details Window you can find a checkbox to activate your Layers. After this you have to restart the engine again to get the blueprint-icon under the brush-tab.
cheers mate, was pulling my hair out trying to find what was going wrong
Thanks so much!
when i save all and restart it keep crashing
Thankyou, yep - pretty confusing atm, I knew there would be a boss here with the answers though!
This needs to be higher up there.
Holy moly where has this video been all my life.
I've been watching creativity videos for years and I have never subscribe to a single channel. I subscribed to yours.
I'm not even a game developer but I'm still watching this.
Same lmao I just like the art / design aspect of it
You can never have too much knowledge
You don't have to be a gamedev to use UE. I use it for environments wholly NOT for use in games.
You can also use it for animated productions.
The real-time reflections at 18:45 ~ 19:00 are amazing
I loved the part where you explained the Procedural Foliage system. I got my trees and rocks spread looking great in about 20 minutes of dev time. Excellent, precise and informative. Thank you very much.
Is there a tutorial on how they made the landscape material? (I found out how to make more landscape layers but can't assign materials to them)
Same
Got the same problem. I want to try this aswell, but they don't actually reference the video they reference to. I got my Landscape AutoMaterial, but I don't know how to add materials to these kind of layers.
This way could be a solution to my problem of having cliffs that have different heights. I can't offset the top material for each cliff, as the Landscape Automaterial sets the height evenly across the landscape.
@@eyeemotion1426 I had a lot of sucess with Joe Garth's auto material, and he explains how to add new materials
@@joshua42777 I've already made most of my AutoMaterial using methods taught by Unreal Sensei, Ben Cloward and UNDINI. As I'm trying to look forward, I also want to stick to the new methods UE is creating, ie. the Layer Parameters tab of a Material Instance. In there, I can easily add or remove layers and adjust them as I see fit. I've implemented different options for masking tiling, color/tint adjust, height, slope and edge option (yesterday I managed to get edge blending going using the Normal Map of the textures). Even swap out textures. I have 1 'master' Material Layer and I'm trying to get 1 'master' Material Layer Blend as well (currently have 2, for slope and 1 for height).
So I do know how to add layers, just not how to add them specifically for the Blueprint Brushes as shown at 4:26. I've managed to find that you apparantly need it reference by a Layer Blend node. Problem for me is, as I'm using the Layer Parameters as shown in UNDINI part 4 tutorial, I am not able to set that reference, as you create layers in the Layers Parameters tab. So I'm actually trying to figure out and convert 'old' methods to implement them with the new.
As shown in my own videos, I got my AutoaMaterial working. It's just the finer details now. And I'm also of opinion I don't want to implement code I don't understand. I don't want to just copy/past someone elses work. And buying tools or plugins won't teach me anything either.
Thanks for the reference though, I will look at Joe Garth's tutorials and see if there are other things I can pick up from it. But I also notice his tutorials are generally to promote his 'tool' Brushifiy. While neat, it's not a route I want to go down to. I generally go for tutorials that teach you the stuff that comes standard with the software.
I've noticed that with UE5(.1), there a lots of tutorials that are instantly outdated (for example, no more tesselation).
Keep up the good work Unreal !
Was waiting for this video, you should make most of the unreal vids, since you explain it very clear and really take your time without giving me a headache :)
The most structured and detailed tutorial i ca across until now. Thank you very much!
This is great....but where are all the things that "we had created earlier"? The water and the ground texture. Can you add these downloads?
These videos are more showcase, and process then they are a tutorial.
There is a water material in starter content, and multiple ground textures in the Quxel megascans library.
@@caleb1031 Yeah that's what I used while watching this. Although it seems his material is an array, is there a specific way to do this? I've been googling around and I think I just don't know what I'm looking for.
@@michelchaman6495 He's using Landscape layers
@@caleb1031 Would you mind providing an example material similar to his Caleb for us beginners? All other tuts I've seen show how to make automatic textures.
@@michelchaman6495 In the material used as landscape material, add a layer blend node in the material editor, click that node and add some slots to it in the details panel. Connect your textures to that. Duplicate the layer blend node and do the same for things like normal maps. Connect the layer blend nodes to the material output. Go to the paint tool in landscape mode and those layers should be listed. Add a LayerInfo to all of them.
Guys - you rock. Thanks for making such awesome stuff and providing the tools for game designers to let them create games we love. Much love!
Quite literally rock.
Quixel intensifies
great video. i love when people zoom through demo's explaining very little and assuming i know everything. /s
...where has this video been all of my life? I'm just sitting here with my jaw dropped...I've been hand sculpting this whole time...
UE4 always lacked quality in depth and well organized tutorials on youtube for everyone to see, so to see it come from UE4 people themselves is pretty EPIC (gettit? okay I'll see myself out)
Great video format- would love to see one like this on the new animation features.
This landscape is an insane, you guys are a rock in this. Congrats!. Greetings from Piura, Peru.
Is there some previous video, that I missed? The presenter mentioned few times, that he previously set some Materials settings and other stuff like virtual texturing settings for Materials. Where can I see a video, how it was done?
in the unreal site there are free courses basics w the theme of materials...
Yep, looks like it's a part of bigger lecture and it would be great to see how landscape and lake materials were made
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
@@Zarrar2802 You made no comment, just you just replied to every comment asking about this with the same copy pasta about finding your comment but did nothing else.
@@oshavlfarms7239 you might want to sort out the comments through "newest first". Try being nice and helpful, for a change.
This is crazy! Wow. Endless worlds at our fingertips.
Quick and simple best kinda of content, great job much love for Epic team
at the beginning you explain that you already set up the three landscape materials (snow, rock and mud). i have been looking online for three days, but cant figure out how to do it myself
OH MY GOD D: !!!!
This is an absolute gamechanger for me! You have no idea how painful it is for me to make any kind of "ok looking" landmass heightmap with the default brushes by painting the structure and foliage. I usually struggle for a couple of hours to a day and then delete it and go back to using geometry brushes and static meshes to build my landmass first and then paint over it to make a landscape object. This is similar to that workflow but super fast and compatible with all the wonderful features of landscape objects AND it's completely non-destructive. I could make an entire world and add all my level design and then months later come back to make tiny tweaks with splines showing me where my thought process was when I started. I love it!!
Jeez, I remember only 10 years ago when you had to pay hundreds of dollars for pro software like Terragen to achieve this (fractals etc). Now a free game engine can do it! Insane.
It's actually way less powerful than Terragen. And 10 years ago, World Machine was already out for cheap.
This reminds me of rpg maker automatically tiling system but more advance. Love this! Makes game designing so much easier!
Interessante ver que há um brasileiro na Epic, trabalhando no Brasil.
Que orgulho de ver um BR 💚💛
Working on a natural environment now! Perfect timing
I am 4 minutes in and I want to buy you a drink all ready. Legend!
I dont even know how to get those various brushes for the level sculpt
1. Where is the M_Landscape material?
2. After enabling landmass plugin, the blueprint brush is not there.
3. There is no 3 because can't get past first 2 minutes.
Select you landscape actor. In the details panel under landscape tick the box that says enable edit layers. The blueprint brush should now be available .
@@joelwynd9233 That box should already be ticked if you ticked the box the video said before hitting the create landscape button. However, you need to restart the engine for blueprint brushes to appear.
Restart the engine and you can go to windows->Load Layout->Default Editor Layout ( this worked for me somehow)
Great! Loving the content that unreal is publishing. 🇧🇷🇧🇷
Can you make the project and materials downloadable?
Really curious about replicating this video - any chance the project archive or at least some of the assets (especially the water materials) could be shared?
Found any solution ?
Continue like that UE !!
Great plug-in and great teacher.. thanks!
Great demo of virtual textures, among other things! Thanks for the insight! :)
Where can I watch the previous lesson?
Loved to hear a representation of UE4 in Brazil. 🇧🇷🇧🇷🇧🇷
In the UK its Shift 2 as Shift 3 beings up Foilage
Great video, is there a link to the project file with the textures set up for us to follow along?
I was hoping for the same thing. Seeing is one thing but doing is a whole other level.
@@aleemmohammed7794 I saw a mention of it in the online course work. I haven't yet run into it.
amazing, but... omg, need like 5 more tutorials just to break down this one...
Saaaaaame
All of you, check out my comment on this video, I figured out how to get those goddamn paint layers working so if you're stuck on it, follow the links i pasted there
they made a live stream for this project in particular: ruclips.net/video/shmMFfBh7FY/видео.html&ab_channel=UnrealEngine
@@zinetx Thank you so much man you're a life saver
Sorry to bug you again.....this is a great tutorial but the painting of the landscape isn't working. Can you send the link to where you created them and make sure I'm doing it correctly? I've created material layers before and "painted" them manually without any issue but I'd love to do what you are doing. For example, you type in Rock. Is that its own material or a layer in the master layer material you created?
Thanks for your help.
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
What kind of computer are you using that it is so smooth and immediate? I tried making a landscape of the same resolution as the tutorial, and making changes to the blueprint brush drops my fps from 100fps to 4 fps.
Wondering if you guys will ever do a workflow related video on creating an open world size map, appropriate optimization and scaling.
True to the name! UNREAL!!
Actually, it would be more true if the name was Real instead of Unreal because it makes real-life looking Animated Productions.
God I want someone to make an aztec game with this engine it will be so badass
Isn't there Red Dead Redem and Gun?
Which video shows how the water material @14:16 was previously created?
Everything that is complex in this video was "previously set up" Ok but can we please get a tutorial for those things? Also it would be great if Epic could release an explanation of converting Landscape to interactable static mesh. There doesn't seem to be any good tutorials for that.
The Unreal engine is fantastic.
The voice crack at 7:28 got me so hard.
This is awesome, but it's obviously part of a larger video...so where's the rest of it?
Obviously not.
Great tutorial! Thanks for your efforts.
any tutorials on how to setup the materials like in this video?
been cracking my head about it, but cant get it to look that crips, please help? :(
We need next generation water in Unreal Engine to complete the look. Maybe Voxel based or something.
real time water quality and simulation is another 5 - 8 years far.
StarScream2092 have you seen unreal 5? Unlimited polycount. We should be there with that tech. There are already people in that have made next gen physics based water but unreal needs to have this built in and have their final touches done as they just do it right.
@@TheFlatEarthChannelcom It's not built in because it's useless. Probably the only game genre that'll utilize it are sandbox and simulation games. Furthermore, the fastest fluid simulation algorithm right now still runs at seconds per frame.
Can you please share the landscape material. It would be a lot easier to follow the tutorial?
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
Would be really nice to have a tutorial on the material..
When you said "Apply water material that we've previously created", does that refer to any other video?
Holy F*ck, Unique and best Engine in the History in the World, Also shaders best too then other engine
Unity is the best engine. bye.
There is no blueprint brush or ladscape editor in mine. I have the latest unreal engine. I've come across a few videos now that dont explain anything properly tending to skip over the important stuff.
Soo good unreal and quixel,mixer Passion !!!
Please add a detailed tutorial where everyone can Follow. Thx
Fun, minus the fact that I don't have the premade thing for the land and mountains, which means I can't do this.
if you can't find the layer editing, you have to enable layer editing in the landscape settings
Maybe I've made the landscape material wrong, but when I try and add my rock layer to my landmass, it just gives me this weird overlay, blending the two textures together rather than the clean look that you're getting. It's totally different than when I just paint by hand. What settings are you using? I'm on 4.25.3
I have similar issue, did you solved that? I solved this overlap issue by setting blending layers to alpha instead of weight in main material settings, but with this setup i cannot make foliage correctly (grass also spawn on rocks and all other materials)...
For anyone who still wondering, I solved this issue by using Material with multiple textures, and drag the material into your Landmass. More details, you can watch this guy's video: ruclips.net/video/GK3KAevUy8E/видео.html&ab_channel=MR3D-Dev
@@znamiyu it still remains, in that video he also have overlay
I'm going to have so much fun with this feature!!
Can’t wait to see what devs will do with UE5
Incrível mano! 🇧🇷♥️
When i add material for mountain. It blend with base grass and look unrealistic. 50% grass, 50% rock. I try a hour but cant make rock pop up entirely. Please help me 😭
@@ethanwasme4307 can you explain futher what weight and non weight mean. Thankyou 😋
RVT is like magic.
I didnt get how to enable paint layer target setting, I type in Rocks, but nothing happen, no texture goes on top of the mountian hm. How to solve that? Something should be set before that?
Did you get an answer for that?
I'm the exact same
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
Me too please help me
i love you guys so much
brilliant ! using spawn foliage w rocks ! smart enlightful ! cheers from Rio
Could please somebody post a link to a previous video where the base M_Lansdscape material was made? Thanks!
Could you please focus on implementing RVT to landscape material?
When I use the foilage tool for landscapes and place my foilage and go into the viewmode for material shaders and the meter is always to the right. I even took out transparency in my leaves and the material shader optimization view mode still said I had a lot of transparent overlapping. It's odd because if I hand place those trees into the scene the optimization material overlapping viewmode is all green.....it's like the foilage tool ignores the material... I don't get it.
on 1:13 he said the the material layer previously he made, can anyone tell me in which video he made this
layer?
Lol I wish, I appreciate all of these tutorials from Devs like this and people just wanting to teach and or grow their channel. However so many of them start with "now to begin let me just grab this thing I made earlier with my years of experience in unreal/blender/maya ect and continue"... Then I'm lost before it begins and looking for another tutorial. However after some time I know I will have enough foundation to follow tuts,-)
Hmm, are you asking how to make materials such as grass, dirt, rock, snow? Or are you asking how to take those materials diffuse, normal, specular and apply them to create materials in Unreal?
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
The blueprint brush option is not available in 4.25
Recommend anyone looking to do a lot of landscape sculpting look into alpha brushes a lot and have a brush palette set up. Makes it a lot easier.
I am facing two difficulties first one is when I touch the landscape I get a conical structure whose base is circular and when I use curl noise I get more mountains instead of single one getting deformed.
what a great tutorial/demo. Very nice.
thanks . its fantastic looking environments!
thanks Paulo Souza!👌🏻
If i try this the layers i paint on the mountain always shine through the painted one so it looks like my rocks have like a 50% alpha and the grass shines through how can i fix this?
If i paint manually its working fine so it has to be the plugin i guess.
Same problem here. If you find a fix plz let me know.
@@yxhuang3239 Still couldnt find any fix but if u pump up the final opacity under the values from the paint material to 1 it gets slightly better
@@TilDrill Thanks a lot!
let me know if you find something
you can change the blending of main material to alpha and this helps but later you will encounter issue with foliage, when you want to use it with material that world is filled it's spawning also on other materials...
unreal i need help ;( so, i camera tracked a video on after effects, then passed it to c4d and finally opened it on unreal engine, the camera animation is fine BUT, its moving km, when irl it was a few centimeters, is this because of the camera track or is there a way i can scale down the animation so its the same animation but its only moving cm instead of km
Thanks for a great video how big of a map could you make in ue 4 and 5
Put link from the previous tutorial or to the project
check out the comment I've posted on the video, follow the links, it should help you create the landscape materials required for this to work
I cant seem to get the painted layers not to mix/blend making the rocks looks bad ie looks like a partially blended rock/grass layer. Id up the tool strength if i could but theres no option and the opacity at full doesnt fix this. No setting does or gets the result you have. Im using a basic layer blend landscape material.
Got the same exact issue, no idea how to fix it
Spatagnollen phew! It’s not just me being crap! If you work it out let me know!
Did you find a way to fix this? Im getting the same problem!
Joel Wynd no- let me know if you work it out! I gave up. Seems it’s a bit new and buggy maybe.
Unreal Engine is Unreal
This Vids awsome
This is mind blowing! I just don't get one point, where do you get these custom brushes? Or do you have to make it from scratch? It's amazing!!
Is this a part of any playlist, If yes please share it to me it would be a great help
Can't find videos mentioned "we already created those materials..." Like when? Where? Where are links?
Well, this just saved me a butt load of time and guessing. Thank you!
Awesome video, is there a project download maybe?
So from my understanding, the runtime virtual texture for water, is affecting all the points at the world height right? So what happens if the water was inside a cave or under a overhang? It wouldn't get those points right?
This is an amazing tutorial!
Buenos días Paulo genial el video, te pregunto tendrías algún canal sobre los temas en español o portugues?