@@galravid-tal8517 Did you use vertex paint on static mesh with nanite tessellation? Am i right? sry, for bothering you again. We all need more advance brake down so bad
@@AlmazAnimation hi it’s all good 😊 I didn’t used any vertex paint here, I wanted to go fully procedural and non destructive so I used noise masks in the material to determine which layer will be visible (and introduced the height blend in the material itself) This is part of my material system that I’m currently developing so after it will be ready I will post some more in depth details
Love to see a lighting breakdown/tutorial because this is so sophisticated, great job 😄. Also, what were you testing/looking for with the colour checkers and material spheres? Were these used or just in the scene in case you needed them? I'm wanting to learn more accurate colour grading workflows for my environments :)
I studied a lot of references, understanding how light behaves on different materials, The color checker and spheres are helpers to see the color values in different places in the scene, this way I have some ground truth about light intensity levels and colors, This is very common to make sure you have correct lighting that interacts well both with bright and dark materials
Thank you! So I was using light shaft function in the directional light and occlusion too, combining this with a light function (that mimics the clouds) I was able to get some natural god rays, BUT you can always create this god rays on a card and place them in your scene, it will be faster and you will have more control and art direction over the final result! And about the landscape, its big, really big :)
ITS GORGEOUS! ♥ Amazing result, btw did u convert that mash to nanite?
Thank you so much!
And yea, its converted to Nanite
@@galravid-tal8517 Thx for answer. Still rewatching ur making of, very inspiring =)
@@galravid-tal8517 Did you use vertex paint on static mesh with nanite tessellation? Am i right?
sry, for bothering you again. We all need more advance brake down so bad
@@AlmazAnimation hi it’s all good 😊
I didn’t used any vertex paint here, I wanted to go fully procedural and non destructive so I used noise masks in the material to determine which layer will be visible (and introduced the height blend in the material itself)
This is part of my material system that I’m currently developing so after it will be ready I will post some more in depth details
@@galravid-tal8517
Looking forward to it. Thx for your answer.
Love to see a lighting breakdown/tutorial because this is so sophisticated, great job 😄. Also, what were you testing/looking for with the colour checkers and material spheres? Were these used or just in the scene in case you needed them? I'm wanting to learn more accurate colour grading workflows for my environments :)
I studied a lot of references, understanding how light behaves on different materials,
The color checker and spheres are helpers to see the color values in different places in the scene, this way I have some ground truth about light intensity levels and colors,
This is very common to make sure you have correct lighting that interacts well both with bright and dark materials
So beautiful work. Are you using Gaea for terrain creation, etc.?
Thank you so much!
And yes, Im using Gaea for it
The god rays are so good. I always struggle with the height fog in unreal, any tipps? How large is that landscape?
Thank you!
So I was using light shaft function in the directional light and occlusion too, combining this with a light function (that mimics the clouds) I was able to get some natural god rays, BUT
you can always create this god rays on a card and place them in your scene, it will be faster and you will have more control and art direction over the final result!
And about the landscape, its big, really big :)
@@galravid-tal8517Thanks you! Yeah I've used light functions too, Ill check out the light occlusion though thanks
Hii this is amazing will you please share the material of the landscape or make a tutorial on it please
Thank you so much!
This is a material system that I'm working on for UE5 and plan to make it available for sale when I will finish developing it :)
looks great.
Thank you!
i love UE
how you made the shader for these meshes
Looks Awesome, Which light did you use?
Thank you!
I used directional light and HDRI backdrop
Hey Is the light function a simple 2d black and white noise texture?
@@ArthurBaum yep :)
Yep :)
very cool! what weather system are you using?
Thank you!
No weather system is being used here, HDRI Backdrop, directional light and exponential height fog only :)
@@galravid-tal8517 very cool!
the folder for LGT, is it a pluggin for ilumating for unreal?
Its not a plugin, In this folder I have Directional light, HDRI Backdrop and Post process volume :)
Only native UE lighting tools
found it :D
i wish i can have turtorial for this :(
Maybe I will start making some tutorials too :)
weeee neeed a tut
I will try to create some :)