the landscape size's are changing on you because UE use's a wird size setting, the need to be 505x505 1009x1009 2017x2017 4033x4033 to fit the engine's calculations if that helps
the different resolutions that unreal uses are very important for how their terrain system works, this video timestamp here explains it very well. ruclips.net/video/8n7EZSLWNVQ/видео.html
Yeah it's actually pretty ridiculous the hoops you have to jump through to get proper scale in Unreal, you think they would have come up with an internal solution so when you select export "Unreal" it takes care of everything
A lot of potential here. I'm just starting to learn Unreal, but I've got plans to use a generator like Gaea to recreate fantasy maps as well as environments of my own for more cinematic/storytelling purposes. Thanks for this overview.
hi, I'm trying to make landscapes for the first time. do you know if terresculptor is compatible with unreal engine 5? on their website it only says compatible to UE 4
Which tutorial / videos exactly are you talking about at 9:08? I really want to use that materials but I don't know where you talk about it / create it. Would appreciate a link to the tutorial for the landscape material because there is nothing in the description.
12:30 What is this in scale to a character? And can you import multiple maps for building out to larger worlds with multiple biomes? I'm trying to nail down a Forbidden West sized map workflow. 24x24km sized world thereabouts.
I get an odd error in UE5 when I try to use my .raw heightmap file from Gaea: "doesn't have proper pattern(ex: _X0_Y0.png). Same when trying a .png file. Halp??
Hello, thanks for making these amazing videos. I am trying to use landscapes with the quixel megascans plugin in ue5 but I am struggling on making a master material for it with displacement etc. Will you be able to show us how its done. I am asking because some plugins and displacement/tessalaction is deprecated in UE5. Thanks
At 9:09 you mention how to do textures and landscape layering and said the link is in the description but it isn't. How do you add the grass and rocks and stuff?
Is it possible to map splines to the crevices in the map to generate rivers and water flow dynamically across the landscape without having to manually create each one? That’d be sick.
This seems to be missing steps. How has your imported files from Gaea automatically populated all the layers within the UE Editor despite you saying it only had one? That's where I'm getting stuck. I can only assign one material but the editor gives me a "Hint" to assign more without actually telling me how. Also, UE 5.3 doesn't like .raw anymore and you have to use .r16. If you use .raw it complains about the resolution and doesn't import properly.
When I try to walk on the landscape, I just fall through the map and when I add a collision, there character floats sometimes. Can you somebody help me ?
Thanks for share friend... I hace a question.... How yo add grass.. foliage... Flowers and trees un ue5 .. with the gaea mask exported ??? Thanks for hoy help...
Hi man, can you help me? I've imported the Gaea terrain to Unreal, but i can't place foliage with the brush, it says that the terrain has no collision. The only way to place foliage is to place one by one dragging into the map. How can i solve this?
Love the video and it makes alot of sense, but I'm having an issue where I import the heightmap from Gaea (or any heightmap really) and it ends up being located -21000 location below the playable area. Any ideas why this would be happening?
Does anyone have any clue why UE5 says "file type not recognized" when importing the masks/splatmaps? I've tried 8/16/32 bit png and .raw but still errors. It's incredibly frustrating, been at it all day. Thanks!
Please, could you make a tutorial on how to make world partition work with continent/country sized maps (1000km x 1000km or more) in UE5 ? This seems to be a sticking point for a lot of people on the forums.
Spikey is the telltale sign that the raw file has been imported in a different Endian format than it was exported - often described as PC vs Mac raw files. UE expects PC format, so make sure you're exporting them as PC, or little Endian, format.
@@Simon-iq1yl Is there a wwy to determine which file it is being imported as within unreal or exported within gaea? I followed the procedure of the video afaik. Thanks for helping.
@@DezorianGuy I know UE imports little endian format (aka PC or Intel), gaea I don't use. To check gaea's, open raw file say at photopea.com and choosing 1 channel, 16 bit and byte order 34-12 (= Photoshop's IBM PC) should show a smooth greyscale image rather than squiggly lines. If 8-bit or byte 12-34 order is needed to make it smooth, then UE4 will be spikey.
@@DezorianGuy Another thing to check - if your terrain is quite flat instead of mountainous, UE4's default Z scale will massively amplify it which could also cause spikiness.. You can quickly try lowering the Z-scale on the landscape to see if that could be the issue too.
The Gaea license is pretty user friendly. It's perpetual, meaning you pay the fee and you are done. That is at least the case for professional, as I understand it. don't know about enterprise. I am not a lawyer, this is not legal advice.
Does Nanite actually work correctly with an entire mesh terrain? I think I remember reading that lumen won't work correctly yet in that case and will not bounce lights, as well as other issues.
@@Kholaslittlespot1 honestly I tried to start developing in ue5 but making everything myself when ue4 lighting, blueprint, and backend systems are free and widely available is a huge problem. If only epic thought to make compatibility easier.
I can make only 1024x1024 maps for free..... And if I want bigger, 99$ would be only about 4000x4000 (which is just fine, nothing special) and if I want 8k that's gonna be really painful in my pocket
honestly this is only good gor cutscenes. If you want to create open world game then this is useless because you will be looking at ground at 4 feet distance instead of miles away.
the landscape size's are changing on you because UE use's a wird size setting, the need to be 505x505 1009x1009 2017x2017 4033x4033 to fit the engine's calculations if that helps
@Kyler M Your welcome
@@KiwiHawk-downunder-nz I just noticed there are actually presets in Gaea for Unreal's weird sizes
the different resolutions that unreal uses are very important for how their terrain system works, this video timestamp here explains it very well.
ruclips.net/video/8n7EZSLWNVQ/видео.html
@@Rhen5656 thanks for sharing. I was wondering why its not the usual resolution
Yeah it's actually pretty ridiculous the hoops you have to jump through to get proper scale in Unreal, you think they would have come up with an internal solution so when you select export "Unreal" it takes care of everything
A lot of potential here. I'm just starting to learn Unreal, but I've got plans to use a generator like Gaea to recreate fantasy maps as well as environments of my own for more cinematic/storytelling purposes. Thanks for this overview.
Sounds like we have alike interests. I'd like to hear more.
Would love some more videos on this dude. Thanks for this one. I’m
Particularly interested in how we can recreate real locations!
Your fall dudes and cyberpunk vidoes were hilarious, also thanks for the multiplayer tutorials, really cool content
Awesome!! I knew about Gaea and will have to explore it some more. Thanks for the tutorial!!
Been doing this for a bit now, glad to see someone else found out about it too!
Gaia, is similar to World Machine, but is much deeper. It has many unique tools and more a sophisticated, efficient engine.
can you do procedural terrain tutorial? its something ive struggled with for a while now
So it is similar to Unreal Engine 5 scripting language blueprints for logic but for creating landscape scripting language in real-time. Thats cool 😎.
Where is the tutorial about landscape material wich you say in description? Thank you.
I think terresculptor is still the best and it's free
hi, I'm trying to make landscapes for the first time. do you know if terresculptor is compatible with unreal engine 5? on their website it only says compatible to UE 4
@@thomasguerrini7285 Yes it works UE5!
Thanks for the tip off. I always find the in engine tools for terrain a bit lacking.
Gaea has a free version
Love it, the erosion map it crazy good.
Gaea is wonderful, great vid, always looking at different ways to improve the Gaea > Unreal workflow, especially for open world games.
This is great but you skip quite a bit. Would love a full breakdown start to finish for your final Mountain biome there.
Gaea is a great app. We use a mix of this + houdini at work and the results are amazing.
Great intro to Gaea!
Btw, WM also offers 1025x1025 resolution with it's free version, so a correction may be needed at the 2 minute mark.
Nice. Don't found your blend material creation tutorial ?
Which tutorial / videos exactly are you talking about at 9:08? I really want to use that materials but I don't know where you talk about it / create it. Would appreciate a link to the tutorial for the landscape material because there is nothing in the description.
please help! 10:44 the erosion how do i save them for the material? the output is off and builds other stuff
12:30 What is this in scale to a character? And can you import multiple maps for building out to larger worlds with multiple biomes? I'm trying to nail down a Forbidden West sized map workflow. 24x24km sized world thereabouts.
Thanks, I had bought Gaea months ago, finally some time to use it now with unreal lol :)
Where did you put the link for the tutorial about your auto-material?
Yeah, I'm still looking for this.
Here: ruclips.net/video/UVTzVtxxgE0/видео.html
how do you export to unreal? did i just miss it? didnt you say"i went ahead and it it"? but how do you do it?
Which map should be a .raw and which should be .png? I didn't quite get that. Thanks..Oh and how do you get an inverted texture of your heightmap?
I think heightmap needs to be raw. And the textures as png. Good luck!
I get an odd error in UE5 when I try to use my .raw heightmap file from Gaea: "doesn't have proper pattern(ex: _X0_Y0.png).
Same when trying a .png file. Halp??
Same for me! I was wondering the same thing!
@@Ezkanohra Still not resolved? Might as well go back to UE4
@@Preirin You ever figure out the solution?
@@jonasanez Not yet - but in fairness I've been focusing on a project in 4.27 at the moment...
great little tutorial. thank you.
Hello, thanks for making these amazing videos. I am trying to use landscapes with the quixel megascans plugin in ue5 but I am struggling on making a master material for it with displacement etc. Will you be able to show us how its done. I am asking because some plugins and displacement/tessalaction is deprecated in UE5. Thanks
look into Virtual Height Field mesh for terrain :)
At 9:09 you mention how to do textures and landscape layering and said the link is in the description but it isn't. How do you add the grass and rocks and stuff?
Hey could you explain how you have such crisp textures? My landscape looks really blurry/low-res...thanks!
Is it possible to map splines to the crevices in the map to generate rivers and water flow dynamically across the landscape without having to manually create each one? That’d be sick.
This seems to be missing steps. How has your imported files from Gaea automatically populated all the layers within the UE Editor despite you saying it only had one? That's where I'm getting stuck. I can only assign one material but the editor gives me a "Hint" to assign more without actually telling me how.
Also, UE 5.3 doesn't like .raw anymore and you have to use .r16. If you use .raw it complains about the resolution and doesn't import properly.
exporting to raw simply does not work for me. the map ends up with a ton of sharp edges and noise.
Can you link the tutorial where you explain how you made the landscape material? Thanks!
ruclips.net/video/UVTzVtxxgE0/видео.html
When I try to walk on the landscape, I just fall through the map and when I add a collision, there character floats sometimes. Can you somebody help me ?
Thanks for share friend... I hace a question.... How yo add grass.. foliage... Flowers and trees un ue5 .. with the gaea mask exported ??? Thanks for hoy help...
Hi man, can you help me? I've imported the Gaea terrain to Unreal, but i can't place foliage with the brush, it says that the terrain has no collision. The only way to place foliage is to place one by one dragging into the map. How can i solve this?
First you say you're not sponsored by them but then you say you are right after that haha.
How to re dock viewport? I accidentally undocked it and I can’t redock it
Hey could you explain how you have such crisp textures? My landscape looks really blurry/low-res...thanks!
Love the video and it makes alot of sense, but I'm having an issue where I import the heightmap from Gaea (or any heightmap really) and it ends up being located -21000 location below the playable area. Any ideas why this would be happening?
Got the same thing happening. Can't seem to move or manipulate it at all to change the height, location, rotation, etc.
When I import it the landscape is in these slot kinda form. Meaning it’s not in one solid landscape it’s all chopped up. How do i fix this
Does anyone have any clue why UE5 says "file type not recognized" when importing the masks/splatmaps? I've tried 8/16/32 bit png and .raw but still errors. It's incredibly frustrating, been at it all day. Thanks!
I have the same problem((
Please, could you make a tutorial on how to make world partition work with continent/country sized maps (1000km x 1000km or more) in UE5 ? This seems to be a sticking point for a lot of people on the forums.
Try using OWS
@@aeryes2806 OWhat now ?
how could you implement different footprint sounds like for sand or water?
Still kinda new to this. How did you add the extra layers?
where can I find this node > Coast< ?
Does somebody know why I get spiky landscapes when importing into the Unreal Engine?
Spikey is the telltale sign that the raw file has been imported in a different Endian format than it was exported - often described as PC vs Mac raw files. UE expects PC format, so make sure you're exporting them as PC, or little Endian, format.
@@Simon-iq1yl Is there a wwy to determine which file it is being imported as within unreal or exported within gaea? I followed the procedure of the video afaik. Thanks for helping.
@@DezorianGuy I know UE imports little endian format (aka PC or Intel), gaea I don't use. To check gaea's, open raw file say at photopea.com and choosing 1 channel, 16 bit and byte order 34-12 (= Photoshop's IBM PC) should show a smooth greyscale image rather than squiggly lines. If 8-bit or byte 12-34 order is needed to make it smooth, then UE4 will be spikey.
@@DezorianGuy Another thing to check - if your terrain is quite flat instead of mountainous, UE4's default Z scale will massively amplify it which could also cause spikiness.. You can quickly try lowering the Z-scale on the landscape to see if that could be the issue too.
Hey! tell me, if export in tiles, how do you combine everything in archive format for UE5 ??
Can I import terrain mesh from Blender as FBX and modify erosion in Gaea?
Hi
- Smart Poly - you have something about daz g8 + Cloth to Unreal?
i tried to import and it made my canyon spikey all over. didnt translate over very well. following this to a T and it keeps messing up haha.
Why the terrain in GAEA is so small?
Is it even possible to make a planet on this?? I trust World machine.
hello, I'm unable to save the file, is it not available for free version?
are those prices monthly or a one time payment?
It is a one time payment.
The Gaea license is pretty user friendly. It's perpetual, meaning you pay the fee and you are done. That is at least the case for professional, as I understand it. don't know about enterprise. I am not a lawyer, this is not legal advice.
thanks to both for the info
cooooooooooool!!! thanks for this!
importing masks doesnt seem to work anymore. on 5.2.1, anyone else have this issue?
4 components = 3 welded vertices = 1021 instead of 1024
no nanite terrain
Does Nanite actually work correctly with an entire mesh terrain? I think I remember reading that lumen won't work correctly yet in that case and will not bounce lights, as well as other issues.
@@Kholaslittlespot1 nah nanite kinda sucks rn. That’s why the demo is made up of like 1 mil static mesh
@@ZanoxyPotHead yeah I've had mixed results testing it.
@@Kholaslittlespot1 honestly I tried to start developing in ue5 but making everything myself when ue4 lighting, blueprint, and backend systems are free and widely available is a huge problem. If only epic thought to make compatibility easier.
can we use this method for UE4 too?
Should be fine
I can make only 1024x1024 maps for free..... And if I want bigger, 99$ would be only about 4000x4000 (which is just fine, nothing special) and if I want 8k that's gonna be really painful in my pocket
not everyone is lucky enough to get the 200$ version for free lol.
browser flags download as a virus anyone else getting this?
You lost me when you showed the prices of Gaea. So many others out there that will do the same or better for FREE!
for example?
How can I add flat tyre in vehicle please help
The UI is fine but the UX is very consumer unfriendly
GOOD
Sorry, but this is an almost useless tutorial. At the most important moment, there is a cut and the High Maps to the UE magically appear.
Not a best tutorial. Tutorial is step by step. You didn't show us how did you got material for landscape? How did you created it? 6 points from 10.
honestly this is only good gor cutscenes. If you want to create open world game then this is useless because you will be looking at ground at 4 feet distance instead of miles away.
UE5 VS UNITY THW WINNER IS UE5
Was that ever a question?
Who asked?
first