You are now doing stuff that I benefit from greatly! I make cinematics in Unreal Engine, and I took a gamble a while back and decided to work in Unreal Engine for my film stuff as opposed to Blender. For some reason I've had an easier time working in Unreal than I did in Blender. But it has limitations. But as Unreal keeps getting more and more updates, I have noticed that those limitations are decreasing. I just joined you on Patreon, fingers crossed you consider putting some stuff on there for filmmakers =D
6:35 I get all the way to this point but when i go to look at my layers they don't show up, I am positive i have done the setup step by step but i just see the message saying There are no currently target layers, I've tried diagnosing this and other people seem to have this issue but I cant find a fix.
You have to press the "create layers from assigned materials" button. I had to remove the landscape material and apply it again before it worked properly.
Hey, thanks a lot for the great vids man. I got a question though. Would nanite displacement be considerably more performance heavy compared to normal texturing with, say, 4k textures? I am thinking of building my 1kx1k level with one of these but wanted to ask you.
When i make my layers weighted (Normal) the map texture doesnt change from that black hole color for some reason and im trying to figure out how to add these layers into the auto material, do i just add that under an asset in the auto material? because in your example you are just putting the paint onto the entire landscape but i want to use my auto material and still be able to paint nanite materials around the landscape. by the way amazing videos im new and trying to learn and you have helped a lot. thank you!
Well the AutoMaterial paint layers function is available for my supporters at patreon.com/CGDealers You have Paint Layers, RVT function, Footsteps sounds based on surface and Displacement in my last upload there. I didn't have time to record videos on how to add all of those to my master material. Maybe I'll have some in the near future. Otherwise if you deep dive into my Master Material you can do those functions yourself with a bit of research and time put into it.
How can we add to control the displacement of all single Layers with multipliers into you’re awesome Landscape auto material from you’re Patreon Channel? Will it updated soon?
Still displacement is controlled in the overall material setting. Did not found a way to control it per layer at the moment. For the moment I did not found an option to do it. The only option is to play around with the texture itself with color node that can control black/white which represent the tessellation. This could work tho.
what nodes should i use if i want to control the displacement for an individual material within my landscape material? For example my rock material I want to have a displacement of 2, but for all the other materials the nanite displacement of .1 looks good. Any suggestions would be appreciated!
ruclips.net/video/rw8qDmFGsRo/видео.html&lc=Ugy-XI3FM-pi6H5XSdl4AaABAg Watch this video and what you need to do is add paint layers to the mater material. I already did that for my patreon members. If you want to get the material itself with the paint option just download it via patreon.com/CGDealers
(1)Bro i do the nanite displacement but there is problem of camera clipping after that and also there are some glitches like landscapes flickering plz cover these problems And i have rtx 4050 with i5 13th gen hx and it works on 45 degree celcius max upto 61 (2)and also if i scale up a nanite object way too much ro put it in a landscape for example a small stone is used as a mountain the collision doesnot work properly these are some major issues i'm facing plz consider solving them
@@CGDealers Oh yeah, I watched that entire video. I think when I posted my comment it was when I was actually trying to figure out how to automatically use PCGs for different biomes based on the terrain material. When using an auto material it doesn't recognize the individual materials that make it up. I believe that may be one of the reasons you're creating all the different masks in your 3 hour long video? Is that video still up to date with 5.3 methods? I'm not sure if it being a year old matters. My end goal is to not be using 3rd party software such as Gaea and to have many biomes that don't appear at a glance like a splattering of perlin noise (Like Valheim, Factorio, etc.), and to randomly generate without having to manually paint anything. Thanks for the response and great tutorial.
They wanted documents to verify my bank account. I sent them 10 times the documents, talk with the support multiple times. They just dont approve them. Its a kind of AI behind… idk. That is why i switched to patreon to keep the channel alive and grow.
Is material displacement still working on 5.3? I feel like since 5.4 droped with the "new" discplacement I cant get it to work anymore in 5.3. Was is it removed or Im just to stupid to set it up ? Anyone can confirm please , thanks !
Because ORD textures containing 3 type of textures in 3 different channels and you need to separate them and plug them. Check my YT channel for more videos.
@@CGDealersok, I though you did that to prevent some weird blending. I would personally use BreakOutNode and single blending node, as its easier if you got more textures to plug in :D
nice video! But seriously, to use materials in the landscape, one has to DRAG and connect each and every of possible 25 and changing materials in a blueprint? This is both tedious and error prone.... and barely useful for large libraries of mats hmhm
Once again, a huge thank you for sharing this extremely powerful method this with us. All the best for 2024.
My pleasure! All the best in 2024 for you and your family!
More videos are coming this year :)
You are now doing stuff that I benefit from greatly! I make cinematics in Unreal Engine, and I took a gamble a while back and decided to work in Unreal Engine for my film stuff as opposed to Blender. For some reason I've had an easier time working in Unreal than I did in Blender. But it has limitations. But as Unreal keeps getting more and more updates, I have noticed that those limitations are decreasing. I just joined you on Patreon, fingers crossed you consider putting some stuff on there for filmmakers =D
I will! Thanks!
how can i adjust the height of one material? for example i want to make tall stones. Thanks for tutorial
6:35 I get all the way to this point but when i go to look at my layers they don't show up, I am positive i have done the setup step by step but i just see the message saying There are no currently target layers, I've tried diagnosing this and other people seem to have this issue but I cant find a fix.
same issue
You have to press the "create layers from assigned materials" button. I had to remove the landscape material and apply it again before it worked properly.
I will support u on petron, i m creating a game and your videos make me understand many things that I can improve and learn, thank you
Happy to hear that!
Thank You for this great Tutorial it's so Simple and easy method for creating landscape material 😊
Glad it was helpful!
Thank you so much. You really make the hard things in Unreal Engine so easy and simple to understand and implement. Cheers!
Glad to help!
Hey, thanks a lot for the great vids man. I got a question though. Would nanite displacement be considerably more performance heavy compared to normal texturing with, say, 4k textures? I am thinking of building my 1kx1k level with one of these but wanted to ask you.
Yes, nanite displacement is still not good enough. You will face performance hiccups.
Displacement on landscape always has cracks across seams. It works best painted in areas on a layer.
When i make my layers weighted (Normal) the map texture doesnt change from that black hole color for some reason and im trying to figure out how to add these layers into the auto material, do i just add that under an asset in the auto material?
because in your example you are just putting the paint onto the entire landscape but i want to use my auto material and still be able to paint nanite materials around the landscape.
by the way amazing videos im new and trying to learn and you have helped a lot. thank you!
Well the AutoMaterial paint layers function is available for my supporters at patreon.com/CGDealers
You have Paint Layers, RVT function, Footsteps sounds based on surface and Displacement in my last upload there.
I didn't have time to record videos on how to add all of those to my master material. Maybe I'll have some in the near future. Otherwise if you deep dive into my Master Material you can do those functions yourself with a bit of research and time put into it.
how do you get displacement to work with rvt when rvt is enabled there is no displacement?
How can we add to control the displacement of all single Layers with multipliers into you’re awesome Landscape auto material from you’re Patreon Channel? Will it updated soon?
Still displacement is controlled in the overall material setting. Did not found a way to control it per layer at the moment. For the moment I did not found an option to do it. The only option is to play around with the texture itself with color node that can control black/white which represent the tessellation. This could work tho.
Thanks for this! I have a problem, the "Displacement" option is not showin up in the material node :(
Check my other video on how to enable displacement!
can't find the video of making landscape auto material, the link in description is not working :/, where can I find this video?
It's copyright stroke. I've take legal actions to get it back.
Another great video, joined the Patreon :)
Thanks for the support!
it is possible to merge it with the other automaterial
Yes
would you consider revisiting your auto material to include displacement? And maybe also Roughess and Occlusion?
Displacement will be added when 5.4 is released. It's too buggy and not working on .exe build with 5.3
is it mandatory to use nanite to have tessellation in ue5?
Well ye, it will be better.
i can get the displacement, but it takes away my grasses roughness, please help
what nodes should i use if i want to control the displacement for an individual material within my landscape material? For example my rock material I want to have a displacement of 2, but for all the other materials the nanite displacement of .1 looks good. Any suggestions would be appreciated!
You can use different Texture Coordinate fior different material (texture samples)
Have you tryed to build it? I have transparent triangles on my landscape in the builded version with UE 5.3
If you have transparent triangles it means that the displacement is buggy. Update to 5.4 as in 5.3 it was still experimental and early.
Does this work with UE 5.2 as well as 5.3?
Yes
I’ll give it a shot! Thank you 🙏
I have a error, when i apply the third texture dissapear and i can't resolve when y activate nanite, please Help :(
Thanks for this video. Just a question. How can I reduce the terrain shininess? It looks like it was made with plastic
Tweak the specular/rughness values
Nice video! so i created landscape material from your tutorial but i want to paint on it. Do you know hot do it?
ruclips.net/video/rw8qDmFGsRo/видео.html&lc=Ugy-XI3FM-pi6H5XSdl4AaABAg
Watch this video and what you need to do is add paint layers to the mater material. I already did that for my patreon members. If you want to get the material itself with the paint option just download it via patreon.com/CGDealers
@@CGDealersyeah i found it, so that tut. helps me thanks😁
(1)Bro i do the nanite displacement but there is problem of camera clipping after that and also there are some glitches like landscapes flickering plz cover these problems
And i have rtx 4050 with i5 13th gen hx and it works on 45 degree celcius max upto 61
(2)and also if i scale up a nanite object way too much ro put it in a landscape for example a small stone is used as a mountain the collision doesnot work properly these are some major issues i'm facing plz consider solving them
to fix the problem with the flickering, change the u tiling from the .3 to anything else, then swap back and disable nanite and renable
i dont have displacement in my material tab why ?
You need to enable it in the engine.ini file it works only for Unreal 5.3 and up
how can i add this to your auto material ?
Displacement in 5.3 was not working good. As now Unreal is dropping 5.4 I will integrate it into my auto material.
How do I do this with auto landscape painting?
I have full video on how to do that: ruclips.net/video/rw8qDmFGsRo/видео.html&lc=UgyIfYJ8IuZpA-t2IRl4AaABAg
@@CGDealers Oh yeah, I watched that entire video. I think when I posted my comment it was when I was actually trying to figure out how to automatically use PCGs for different biomes based on the terrain material. When using an auto material it doesn't recognize the individual materials that make it up. I believe that may be one of the reasons you're creating all the different masks in your 3 hour long video?
Is that video still up to date with 5.3 methods? I'm not sure if it being a year old matters.
My end goal is to not be using 3rd party software such as Gaea and to have many biomes that don't appear at a glance like a splattering of perlin noise (Like Valheim, Factorio, etc.), and to randomly generate without having to manually paint anything.
Thanks for the response and great tutorial.
How does a channel teaching Unreal get demonetized?!
They wanted documents to verify my bank account. I sent them 10 times the documents, talk with the support multiple times. They just dont approve them. Its a kind of AI behind… idk. That is why i switched to patreon to keep the channel alive and grow.
@@CGDealers And I'm paying for RUclips.. Absolutely RIDICULOUS !
@CGDealers yes it's very hard to get to human.write a ticket daily,and keep trying support.
I did that for 3 weeks. Called them over the phone and so on. Zero result. At this point I just gave up and moved on to Patreon.@@tevx9670
@@CGDealersreally? There’s literally like 80 ads per video. Ridiculous
Is material displacement still working on 5.3? I feel like since 5.4 droped with the "new" discplacement I cant get it to work anymore in 5.3. Was is it removed or Im just to stupid to set it up ? Anyone can confirm please , thanks !
It's not removed and it should work.
Join our discord the community will help you out there: discord.gg/E2vZwGSxdS
Why you blend each channel separately?? But normals you do not?
And where is that other video? I don't see link 🙃
Because ORD textures containing 3 type of textures in 3 different channels and you need to separate them and plug them. Check my YT channel for more videos.
@@CGDealersok, I though you did that to prevent some weird blending. I would personally use BreakOutNode and single blending node, as its easier if you got more textures to plug in :D
i can't see the video How To Create The Landscape Auto Material :( just 20 minutes left to complete the video :(
Video is copyright stroke. I took legal actions to take it back. We will see if I will succeed.
Very good video. Thanx
Glad you liked it!
tyyy
nice video!
But seriously, to use materials in the landscape, one has to DRAG and connect each and every of possible 25 and changing materials in a blueprint?
This is both tedious and error prone.... and barely useful for large libraries of mats hmhm
Hi can you make a game and publish it
This is the last game I've made :)
play.google.com/store/apps/details?id=com.SevenBulls.CounterAttackShooter
❤❤❤😊