11:08 If you ppl also have issues with this material function looking completely different in UE5, you can use the "MatLayerBlend_StandardWithMaskEdgeTint" instead. It's basically the same but with some extras that we don't need. Copy it like he does and remove the tint input + bridge the multiply node in the base color (otherwise one of your materials will just be black). Worked for me at least ^^
was thinking same thing 10 minuites into his 4 hour beginners toturial, amazing explaination and really clear on everything. Can't understand that people would speed his talking speed up... xd
To anyone running into an issue with the material instance for the grass. You need to connect the RED connection to the multiply node instead of RGB for the T_Perlin_Noise_M Texture to avoid error @ 2:45
I didn't create Material Function at first, just made a big node graph. It seems OK to get the result of this tutorial even I connect RGB channel for the Perlin Noise. When I follow the next tutorial to adjust specular, I spent a whole afternoon to figure out why it doesn't work for me. It turns out to the I should connect Red channel instead of RGB channel. Thank you for your valuable tips!
I'm so glad to have finally found a channel that teaches Unreal Engine like this one! Subscribed and looking forward to more content from this channel.
Quick tip: when you want to refresh the layer list in the Landscape Tool, you don't have to remove the material, but rather you can drag the same material to the slot. It looks as if nothing happens, but in fact it refreshes that list while making a lot less updates and hence faster Great tutorial!
agin legend. i was learning unreal like two years ago and this technique specifically i was trying to learn how to do and NO ONE ever showed how to do it. not even unreal showed me how and this past week ive been going hard learning agin because of you man. thank you
I couldnt stop myself by just liking the video alone, liked many of comments on top, until I feel satisfied with my appreciation feelings, a big thank you. seriously...
Thank you mate! You have provided necessary confidence (and much better results) tackling the materials / node editor - for someone new to UE. Kudos for your work and patience for taking your time to be a worthy sensei.
Holy shit in my 4 years as a 3D student i've never been so amazed by a tutorial you're so good at explaining and you know you're stuff really well, thanks for putting this content out here
This series of tutorials on Landscape Materials are really good, clear and very well explained ..., I didn't think that with an Unreal material, you could get to get a whole open world scene to be textured ..., thanks for sharing something and..., un Saludo.
seeing all these comments must make up happy, because ur making alot of people happy by just helping them with this. I also thank you and im learning more from you in 1 video than all those unreal videos they have haha. Can u pleaseeeeeeeeeeee make a character creation video next and make step by step een RPG or something. Love to see it!
I was using MANY landscape textures. Even so, I wasn't happy with the look and my framerate suffered. I tried your automaterial blueprints and with only 2 primary textures, and their macro variations, the landcape (20sq.km) came alive. Framerate went from 10 to 45!!! This is not only awesome and time saving, but is very lightweight. Would love to see a tutorial on instancing meshes and foilage for even more optimization.
I have very strong jelousy to they guys with such clear and strong minds - personally I can follow your explanations of all you do but when it comes to try myself to design some of similar functions I always stuck at the very beginning) so what is left to do for me is just to copy node by node from your tuts...
For those from UE5 (5.02) with the problem where their Top Material (MA) is looking black! @12:19 Just have a constant expression (single float value) [1 + left click] and have the value = 1 and hook it up to "Tint Mask (S)" and it will fix it.
I'm watching third tutorial in a row from You, and again it's pure awesomeness. Really good stuff, this is exactly what I've needed. I can only like now, cause I've subscribed already :D
I'm a gameplay programmer whose been working in ue4 for 4 years. I've generally avoided landscape materials but nonetheless I've learnt more from you about the topic in these last few tutorials than I have that entire time. Thank you.
Thank you so much for doing these. You are teaching game changing (literally haha) techniques and have REALLY helped my work look leaps and bounds better. Thank you again!!!
Hi, I have a couple of questions about normal blend: 1. Are there any drawbacks (performance, etc.) of using it? 2. At 12:52 you said there are some scenes where you don't want to use it - what do you mean by that? It looks so amazing, what kind of scenes wouldn't benefit from it?
Thank you! I had to make an workaround for it, substituting the layer blend node to a blend material node. It worked fine, but I don't know if it was the right way. Anyway, thank you for the help!
This looks great - I have my mountains and just want to apply your landscape material and then have a play with it. I would love to know how/where to install the files and beautify my mountains - a quick idiots guide.
Great Tutorial. Thank you. 14:40 , wish you actually did carry on to show us how to add the dirt material. I still don't understand. or C the dirt material in the auto - material?
I'll add this from another tutorial: if you can't see anything in the preview pane of the material, try setting the auto/generated/blended layer to a preview weight of 1 and leave the others at 0. Essentially they are all overlapping if you don't. I think it is much more helpful for debugging that way!
Thanks for the guide! it's superb! I have an issue tho. Did anyone had a problem where the grasses normal is picking up the cliff material when the normal blending is turned on with the auto material?
Please Make tutorial on new water system. For 8x8Km(8196x8196) Landscape. Because i tried it but it is not working on 8x8km Landscape. It is working perfectly on small landscape. But not working on large landscape.
do you have a revised version of the download with the landscape actors need to be rebuilt error message fixed? also thank you so much for making this and giving it out for free, you rock!
Just starting doing all this and it's really helped a lot. I wonder if there's any new methods of doing this now? Given we're in UE5. Is there anything you'd do differently with possibly new tools, functions etc.?
Oh man, your material shader is so good. Although I broke the material and trying to fix it. It's not working now. I tried to add 3 textures to blend in a single blend layer(MF_B) as you showed but the thing is it's not showing in the landscape, Tried filling it up. I can't fig out how to fix it, Help is really appreciated. I'm a very Beginner at shader creation.
i did 2:19 and copied my grass and ground to make a material function, but when i click applied, my BlendMaterialAttribute gave me a coercion failed error. anyone know why? it doesnt happen in my main landscape material, just when i move them to material function and connect it to output
If you are having this issue the problem is probably that you are using a FLOAT 3 instead of a FLOAT 1 for blend material attributes. Do not drag from RGB instead drag from either R, G, or B individually. prntscr.com/uighnh
Thanks for such a great tutorial. It's very helpful. Would love to see more cool content like this to learn :) Just wanted to know how to add displacement in the cliff material so that it looks more real?
These tutorials are really awesome man! Thank you for the help. I seem to have run into a problem whilst creating my ground layer material function. I'm getting the following error: [SM5] (Node BlendMaterialAttributes) Coercion failed: MaterialFloat3 Local53 = (Local52 * Material.ScalarExpressions[2].w); : float3 -> float Any advice on how to fix this I'm not really all that use to blue prints but I see error under the BlendMaterialAttributes node could it perhaps be the clamp or the opacity nodes causing this problem, it was working fine before I created the material function? Also I noticed my entire terrain has turned into a sort of skybox painted with clouds.
I did some working and now it's no longer apperaing as clouds but the blendmaterialattributes is still causing an error and my world has become quite gray
Also in my automaterial the grass seems to not be a repeating pattern but my rock wall seems to repeat fairly noticably should I just go find another rock texture and sort of blend them together similar to the last video with what we did for the ground?
Simple fix, it was in the changes he made but he didn't cover it. No worries. The Texture sample T_Perlin_Noise_M that's added in before the clamp needs to be changed by connecting the Red connection instead of the RGB.
Great content, I learn a ton from your videos thank you !! Would be great to learn how to add a material such as sand for beaches when the material is close to water.
If you are having this issue the problem is probably that you are using a FLOAT 3 instead of a FLOAT 1 for blend material attributes. Do not drag from RGB instead drag from either R, G, or B individually. prntscr.com/uighnh the solution was below in the comments
Thanks for the tutorial, helped me make a nice blend of two materials. How would you add more materials to the mix, e.g. I want to make a mix of grass, dirt (which are two materials I used for the first blend) and dried grass? Edit: opps wrong video, question still stands tho.
Really nice and helpful tutorial. Thank you for sharing! I found that part of the UV on the landscape mesh that generated by heightmap stretch, anybody knows how to fix it or optimize the UV? Thank you!
Great tutorial. Does anyone else have issues in UE5.2 with the MatLayerBlend_Normal not working? For me there's no switch. Any ideas why this maybe happening? Cheers
11:08
If you ppl also have issues with this material function looking completely different in UE5, you can use the "MatLayerBlend_StandardWithMaskEdgeTint" instead.
It's basically the same but with some extras that we don't need.
Copy it like he does and remove the tint input + bridge the multiply node in the base color (otherwise one of your materials will just be black).
Worked for me at least ^^
worked! thanks
Doing it this way is giving me a weird effect. It looks like the grass disappears when you get near it.
Nice, was searching the comments for this - thx mate
for future new user, use "MatLayerBlend_StandardWithDisplacement" instead, its the same as the guy use in the video.
@@pondoitsame927 YOu save my life
Dude where did you come from LOL you're this incredible god-sent ambassador for Unreal tutorials. Really learning a lot here
was thinking same thing 10 minuites into his 4 hour beginners toturial, amazing explaination and really clear on everything. Can't understand that people would speed his talking speed up... xd
wtf thinking the same thing.
JAJAJJAJAJ Hell Yeah this is crazy
The Omnissiah sent him.
To anyone running into an issue with the material instance for the grass.
You need to connect the RED connection to the multiply node instead of RGB for the T_Perlin_Noise_M Texture to avoid error @ 2:45
Thank you so much, I was going over my materials over and over again.
I didn't create Material Function at first, just made a big node graph. It seems OK to get the result of this tutorial even I connect RGB channel for the Perlin Noise. When I follow the next tutorial to adjust specular, I spent a whole afternoon to figure out why it doesn't work for me. It turns out to the I should connect Red channel instead of RGB channel. Thank you for your valuable tips!
Thnx Man
Thanks for that, this guys very insightful but he does skip over little details.
thnksssss
I'm so glad to have finally found a channel that teaches Unreal Engine like this one! Subscribed and looking forward to more content from this channel.
Quick tip: when you want to refresh the layer list in the Landscape Tool, you don't have to remove the material, but rather you can drag the same material to the slot. It looks as if nothing happens, but in fact it refreshes that list while making a lot less updates and hence faster
Great tutorial!
Maybe it works in less complicated scenarios, I've had to get rid, and apply material again for it to work.
agin legend. i was learning unreal like two years ago and this technique specifically i was trying to learn how to do and NO ONE ever showed how to do it. not even unreal showed me how and this past week ive been going hard learning agin because of you man. thank you
This type of content is rarely available for free thanks a lot
I couldnt stop myself by just liking the video alone, liked many of comments on top, until I feel satisfied with my appreciation feelings, a big thank you. seriously...
Thank you mate! You have provided necessary confidence (and much better results) tackling the materials / node editor - for someone new to UE. Kudos for your work and patience for taking your time to be a worthy sensei.
Holy shit in my 4 years as a 3D student i've never been so amazed by a tutorial you're so good at explaining and you know you're stuff really well, thanks for putting this content out here
Watched many landscape tutorials and this is one of the best one . Thanks for sharing tip of normal blending.
the best Landscape Tutorial Out on RUclips... thank you so much man
I love the Normal blending! Awesome Steeze!
This series of tutorials on Landscape Materials are really good, clear and very well explained ..., I didn't think that with an Unreal material, you could get to get a whole open world scene to be textured ..., thanks for sharing something and..., un Saludo.
15:33 Mic Drop! Awesome guide. Definitely gonna use that awesome technic
seeing all these comments must make up happy, because ur making alot of people happy by just helping them with this. I also thank you and im learning more from you in 1 video than all those unreal videos they have haha. Can u pleaseeeeeeeeeeee make a character creation video next and make step by step een RPG or something. Love to see it!
underrated youtube channel. this guy does a fantastic job.
Holy moly. This was a bit over my head, but that's okay, because it really showed me what's possible in Unreal.
Amazing. I did not know UE 4x is capable of generating these amazing materials. Thanks.
Thank You for the amazing tutorial !
This channel is extremely useful for those who are just starting out with Unreal and want to create beautiful landscapes.
This guy deserves more subs !
Very indepth tutorial , very helpful
Incredible stuff man. Learned a lot today.
This is the best tutorial on this topic that I've found. Thanks man!
Thanks to you I just solved a problem that had been blocking me for days !
I love you so much man !!!!!!!!
Excellent tutorial, subscribed! Thanks for sharing your knowledge and experience.
So you are a legit sensi thanks for your comprehensive explanation
my god thank you what a time saver, so much in unreal is complicated and hard to understand!
This is incredibly helpful, oh my god you're like Brackeys for UE!
Finaly à good tutorial on landscape auto material, you were send by the gods of unreal
I was using MANY landscape textures. Even so, I wasn't happy with the look and my framerate suffered. I tried your automaterial blueprints and with only 2 primary textures, and their macro variations, the landcape (20sq.km) came alive. Framerate went from 10 to 45!!! This is not only awesome and time saving, but is very lightweight. Would love to see a tutorial on instancing meshes and foilage for even more optimization.
I have very strong jelousy to they guys with such clear and strong minds - personally I can follow your explanations of all you do but when it comes to try myself to design some of similar functions I always stuck at the very beginning) so what is left to do for me is just to copy node by node from your tuts...
For those from UE5 (5.02) with the problem where their Top Material (MA) is looking black! @12:19
Just have a constant expression (single float value) [1 + left click] and have the value = 1 and hook it up to "Tint Mask (S)" and it will fix it.
I'm watching third tutorial in a row from You, and again it's pure awesomeness. Really good stuff, this is exactly what I've needed. I can only like now, cause I've subscribed already :D
Nice tutorial. You surpass all other tutorials with your quality by a huge margin. Good job
I'm a gameplay programmer whose been working in ue4 for 4 years. I've generally avoided landscape materials but nonetheless I've learnt more from you about the topic in these last few tutorials than I have that entire time. Thank you.
You, sir, are absolutely amazing.
Just awesome Tutorials. Keep up the good work. love the landscapes I have managed to create thanks to you.
Awesome tutorial!
Man this is gold really appreciated and subscribed! Keep this great tutorial up!
On 1:40 you comment you "added", is there a tutorial for that too?
Best Landscape material tutorial! Likes subscribed! Thx for the video
Great As Always. Thank you
Have you Epic Mega Grant on your own? If no, you deserve it! Deliver us more good stuff like this!
Thank you very much man for putting in the time and effort to provide this awesome type of information for free.
Wish you the best always
Awesome! Thank you!
This is an extremely helpful video. Thanks a lot man :D
Thank you so much for your tutorials, I hope you make more content, you are an amazing teacher
Perfect explaination, thanks a lot !
Currently binging these videos, this output is insane like holy shit 😂😂
In seconds? ...
This is amazing but very complex. 👏👏👏
Thank you so much for doing these. You are teaching game changing (literally haha) techniques and have REALLY helped my work look leaps and bounds better. Thank you again!!!
Amazing bro.... I have learnt a lot today from you... thank you soo much buddy...💖💖
I love this tutorial!
This is super helpful, thank you!
Hi, I have a couple of questions about normal blend:
1. Are there any drawbacks (performance, etc.) of using it?
2. At 12:52 you said there are some scenes where you don't want to use it - what do you mean by that? It looks so amazing, what kind of scenes wouldn't benefit from it?
I feel real dumb, but for anybody getting their landscape as completely black: make sure to create landscape layer info under the 'paint' tab.
Thank you! I had to make an workaround for it, substituting the layer blend node to a blend material node. It worked fine, but I don't know if it was the right way. Anyway, thank you for the help!
This looks great - I have my mountains and just want to apply your landscape material and then have a play with it. I would love to know how/where to install the files and beautify my mountains - a quick idiots guide.
same here
5:25 You safed my life!!!!!
Great Tutorial. Thank you. 14:40 , wish you actually did carry on to show us how to add the dirt material. I still don't understand. or C the dirt material in the auto - material?
Great content , Great Explaination,
Thanks.
Dude thanks to ton
Please keep up the good work
Looking up to you
OMG INCREDIBLE!!!
WOW! 6:35 looks like a snow texture as it is.
I'll add this from another tutorial: if you can't see anything in the preview pane of the material, try setting the auto/generated/blended layer to a preview weight of 1 and leave the others at 0. Essentially they are all overlapping if you don't. I think it is much more helpful for debugging that way!
Amazing, no tilling texture 👏👏👏
Thanks for the guide! it's superb!
I have an issue tho. Did anyone had a problem where the grasses normal is picking up the cliff material when the normal blending is turned on with the auto material?
Thank you, I really needed this!
Thank you sensei!
Please Make tutorial on new water system. For 8x8Km(8196x8196) Landscape. Because i tried it but it is not working on 8x8km Landscape. It is working perfectly on small landscape. But not working on large landscape.
do you have a revised version of the download with the landscape actors need to be rebuilt error message fixed?
also thank you so much for making this and giving it out for free, you rock!
Man, that´s great!
Just starting doing all this and it's really helped a lot. I wonder if there's any new methods of doing this now? Given we're in UE5.
Is there anything you'd do differently with possibly new tools, functions etc.?
Amazing teaching clear simple !! just sharp ! Do you have a discord??
AT 1:40 you show and talk about Grass Tint. What was hooked to Grass multiply A?
Add a constant3Vector node ;)
You used to have a video up that walked us through how to make this material step by step. Is that video now only available through your masterclass?
Fantastic tut! Q: adding displacement for texture as you get closer to the ground?
Great Idea!!
Great work
Bruh half a day on Sampler Source, I feel ya, I just spent like a day on that...then I find your video after I figure it out... damn you youtube! :P
gonna save up money to take your classes...
Oh man, your material shader is so good. Although I broke the material and trying to fix it. It's not working now. I tried to add 3 textures to blend in a single blend layer(MF_B) as you showed but the thing is it's not showing in the landscape, Tried filling it up. I can't fig out how to fix it, Help is really appreciated. I'm a very Beginner at shader creation.
Thank You
If anyone is having an issue where the auto-material changes based on distance, disconnect the Distance Blend nodes in the Cliff Material Function
I finally find my Sensei!
i did 2:19 and copied my grass and ground to make a material function, but when i click applied, my BlendMaterialAttribute gave me a coercion failed error. anyone know why? it doesnt happen in my main landscape material, just when i move them to material function and connect it to output
Going to have to see your nodes. If you can screen shot it and send it to my email I can see what went wrong
Had this issue as well....what happened to be the problem on your end?
same here
@@sanketdhone7823 If you email me the nodes and the exact error given I can probably fix it and post a solution here
If you are having this issue the problem is probably that you are using a FLOAT 3 instead of a FLOAT 1 for blend material attributes. Do not drag from RGB instead drag from either R, G, or B individually.
prntscr.com/uighnh
Thanks for such a great tutorial. It's very helpful. Would love to see more cool content like this to learn :) Just wanted to know how to add displacement in the cliff material so that it looks more real?
can you do a tutorial on how to add displacement
These tutorials are really awesome man! Thank you for the help. I seem to have run into a problem whilst creating my ground layer material function. I'm getting the following error:
[SM5] (Node BlendMaterialAttributes) Coercion failed: MaterialFloat3 Local53 = (Local52 * Material.ScalarExpressions[2].w);
: float3 -> float
Any advice on how to fix this I'm not really all that use to blue prints but I see error under the BlendMaterialAttributes node could it perhaps be the clamp or the opacity nodes causing this problem, it was working fine before I created the material function? Also I noticed my entire terrain has turned into a sort of skybox painted with clouds.
I did some working and now it's no longer apperaing as clouds but the blendmaterialattributes is still causing an error and my world has become quite gray
Also in my automaterial the grass seems to not be a repeating pattern but my rock wall seems to repeat fairly noticably should I just go find another rock texture and sort of blend them together similar to the last video with what we did for the ground?
Simple fix, it was in the changes he made but he didn't cover it. No worries. The Texture sample T_Perlin_Noise_M that's added in before the clamp needs to be changed by connecting the Red connection instead of the RGB.
@@tylerbubar8483 Ah, Thank you!
@@tylerbubar8483 thank you from the whole of my heart man, wish you a good year
can please make a video on real world location landscape to unreal as u did in the above tutorial
it will help a lot
WOW keep going!
Great content, I learn a ton from your videos thank you !! Would be great to learn how to add a material such as sand for beaches when the material is close to water.
If you want to automate that use virtual textures will go over that once UE5 is released
@@UnrealSensei Awesome thank you for your answer I’ll be waiting those tutorials then 😅
Could you do a tutorial on footstep sounds on auto landscape materials, and layerblend landscapes? I'm having a hard time figuring this out.
Can you make this video for UE 5 please?
I got an error with BlendMaterialAttributes 2:49
If you are having this issue the problem is probably that you are using a FLOAT 3 instead of a FLOAT 1 for blend material attributes. Do not drag from RGB instead drag from either R, G, or B individually.
prntscr.com/uighnh
the solution was below in the comments
@@israelbaltazar5453 YAY! Awesome man, thanks ! :D
@@israelbaltazar5453 thanks, it finally works!
How do I add the height map/mountains please?
What did you select from the worldalignedblend box for bias and sharpness. ??
Thanks for the tutorial, helped me make a nice blend of two materials. How would you add more materials to the mix, e.g. I want to make a mix of grass, dirt (which are two materials I used for the first blend) and dried grass?
Edit: opps wrong video, question still stands tho.
Really nice and helpful tutorial. Thank you for sharing! I found that part of the UV on the landscape mesh that generated by heightmap stretch, anybody knows how to fix it or optimize the UV? Thank you!
Great tutorial. Does anyone else have issues in UE5.2 with the MatLayerBlend_Normal not working? For me there's no switch. Any ideas why this maybe happening? Cheers
We can paint with 3 materials, but I can't add more materials, can you show it?