Unreal Engine 5 | Runtime Virtual Textures | How To Set up RVT with RoughEdges Material Shaders

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  • Опубликовано: 22 дек 2024

Комментарии • 8

  • @aleksei7479
    @aleksei7479 Месяц назад +2

    does your landscape material support displacement and vertex paint? how many materials? is it possible to add RGB mask as well if using Gaea mesh for instance?

    • @RoughEdgeLtd
      @RoughEdgeLtd  Месяц назад +2

      Hello,
      Yes, our landscape master material supports nanite displacement, you can adjust the blend distance, displacement offset and displacement height along with the materials height blend values allowing our users to customize the displacement unlike anywhere else, it can adapt to any type of environment, sci-fi, stylized or realistic.
      The Landscape master materials supports up to 12 out of the box material layers, all named as "Layers" making it generic and easy to mix and match materials without being restricted to "Grass", "Dirt" and "Rock" layers.
      I'll be releasing a video tomorrow covering this subject in depth, both with our in-house textures and textures from Megascans.
      We have a separate master material that handles vertex painting, it allows 4 materials to be used that utilizes RGBA channels, also supports nanite displacement, we have a video that covers this indepth that you can find on our channel.
      I have not tried using RBG masks for Gaea meshes, but heightmaps work perfectly well with our automaterial.

  • @alejandropascual297
    @alejandropascual297 7 дней назад

    Where can I get that material landscape? And how have you set up the RVT system on your landscape msterial and assets rocks?

    • @RoughEdgeLtd
      @RoughEdgeLtd  7 дней назад

      Hello!
      You can find us on FAB, search for "RoughEdgeLtd" and our products will show up.
      All of our asset packs contain this master material.
      Our RVT has a landscape blend and prop blend material function.
      We don't use Mip Bias calculations but rather project it directly onto the landscape giving us a sharper texture on the blend.
      It is still the same basic RVT setup but with those modifications.

  • @Project_RH
    @Project_RH 2 дня назад

    It keeps crashing in UE 5.5 when adding the virtual heightfield mesh

    • @Project_RH
      @Project_RH 2 дня назад

      Not your specific product, but just in general

  • @agastyasutra
    @agastyasutra Месяц назад

    can you please make a slow version, its very fast and newbe like me can't able to grasp

    • @RoughEdgeLtd
      @RoughEdgeLtd  Месяц назад +1

      Hello,
      The sped up parts are moments that aren't important to follow, such as volume bounds setup and me tweaking my material shader.
      The important parts are all slowed down so you only really need to complete the first minute of the video to grasp the idea on RVT.
      The rest of the video is just me adjusting the material shader that is included in our asset packs.
      I hope this cleared up any confusion.