Create Massive World Landscape Auto Material - Unreal Engine 5 Complete Tutorial

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  • Опубликовано: 26 сен 2024

Комментарии • 1,4 тыс.

  • @CGDealers
    @CGDealers  2 месяца назад +39

    🔗 Support this channel and get access to all my files:
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    • @Adore_04
      @Adore_04 Месяц назад

      How long do i need to wait to get this material, i thought i can get the mat soon as i become member to your channel, so i don't have to create it from scratch?

    • @marioreis532
      @marioreis532 2 дня назад

      @@Adore_04 same happened to me, i paid via youtube and everything is locked...

  • @mariuscornelius3661
    @mariuscornelius3661 Год назад +59

    The best free tutorial I've ever done. I've got more then 5 years into UE and I still learned a lot from this. This is definitely not just for newbies, but for experienced devs also. Thanks man next coffee is on me!

    • @CGDealers
      @CGDealers  Год назад +7

      I'm glad it helped you out! The coffee is in my patreon if you want to get some more in-depth stuff, files etc :)
      Cheers!

    • @JustJoshinYouBro
      @JustJoshinYouBro 8 месяцев назад +1

      Being you have more time here then most. Do you find yourself still needing to look stuff up often? I'm worried I'm learning too slow lol.

    • @mariuscornelius3661
      @mariuscornelius3661 8 месяцев назад

      I constantly look things up, even the most basic things sometimes. I am self taught, so I only learn what I need to know when I am busy with something, so I will never know everything, but that being said, Unreal is constantly changing, so no one will ever know everything anyway. Don't worry about your learning pace as its different for everyone.@@JustJoshinYouBro

    • @peterdreck8446
      @peterdreck8446 7 месяцев назад +5

      I would argue that this tutorial is for experienced users only, bc you can look up what you have to click. Newbies can maybe follow along, but they don't understand what they are doing bc it doesn't get explained.

    • @vinniakp665
      @vinniakp665 2 месяца назад

      @@peterdreck8446 yeah, moreover some stuff are paywalled behind Patreon

  • @TJ-tu5xc
    @TJ-tu5xc 2 месяца назад +34

    For those who get the error [SM6] Function M_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture. Go to 1:45:42 of the video and you can see that there was a tiny detail that was cut from the video. It's actually the most viewed part of the video :) You just need to assign a different texture image to TextureRockNormal. Make sure that that image is set up as a Normal, not color image. Make sure this is applied to all the other layers too.

    • @flehstiffer
      @flehstiffer 2 месяца назад +4

      MVP

    • @joachimkruger7905
      @joachimkruger7905 2 месяца назад +1

      Very helpful advice! I was wondering why it was not working properly.

    • @HUEHAHAHUE
      @HUEHAHAHUE Месяц назад +1

      You Sir, you just saved 2 days of me following this tutorial to the end and finding out something is wrong... :D THANKS!!!

    • @arcturus2685
      @arcturus2685 Месяц назад +1

      Thank you!!!!!!!!

    • @CharlieTheA
      @CharlieTheA 26 дней назад

      Thank you that was driving me nuts

  • @vonklinkenhoffn1
    @vonklinkenhoffn1 Год назад +24

    Even though I'm not entirely finished with this tutorial yet, I'm loving it so much that your next cup of coffee is on me. Thanks for making all of these!

    • @CGDealers
      @CGDealers  Год назад +2

      You are so welcome! Thanks!

  • @Bribge
    @Bribge Год назад +37

    This tutorial is actually amazing. I went into this knowing nothing about ue5 landscaping and came out with a basic understanding of how to make landscapes. I was even able to modify this to my needs, such as a sand layer which is masked above certain heights and a separate biome. Thanks for sharing this.

    • @CGDealers
      @CGDealers  Год назад +2

      Glad it helped!

    • @shacharlavi5994
      @shacharlavi5994 Год назад +8

      How did you manage to understand anything, I was just copying him like a robot and I wasn't able to understand anything.
      (Not because the tutorial was bad but because it was so complicated.)
      Did you understand how to tweek certain stuff in the material after you finished it or did you actually understand some of the blueprints and stuff in the structure of the material?

    • @Bribge
      @Bribge Год назад +6

      @@shacharlavi5994 Inititially, yeah i was just copying him like a robot. But once it all came together I started to understand what things were doing and how the parameters affect the material. Once you have the material, pick a texture and follow it from start to finish though all the functions, you'll start to see how things are masked and blended. Its still very complicated and I wouldn't be able to reproduce this, but I roughly understand the flow of texture -> material. And using another material I made, I figured out how to take the final outputs and add paint layers for that material or a desert biome.

    • @EstebanBrenesV
      @EstebanBrenesV Год назад +2

      @@shacharlavi5994 a general advice, try to never copy a tutorial, get the nag of what each step is, and then go into detail, this most certainly will take much more time than just watching as you wouldhave to ply the video and follow several times but you will get a better understanding to any type of tutorial, also depending on the tutorial some people like to explain what things do and some other dont try to get the hang if you are a listener/viewerr or a doer when learning something, that way you will understand in less time since you will occupy yourself in wht is best for you to understand

    • @Malsim
      @Malsim Год назад +3

      @@shacharlavi5994 I have to agree BananaMan. Nothing is actually learned about this particular shader from this tutorial. In the end you get a very good shader, and you are even able to add or remove texture layers just because he himself had to repeat some and so you get the gist of how the layers are added. But nothing behind the logic of why you're doing what you're doing, the 3dmath behind it and what stuff does and represents in 3d space. What I learned here is that you can create material functions to re-use later and that you can reroute nodes to keep you blueprints clean, and that's something I guess. But tbh I'd recommend people to not waste the 3 hours, because it's time burned, unless you really can't afford the 2$ to buy the shader. I've just finished the tutorial and I have 2 compiler errors, and I'd need to go back and burn more time. So I don't even have a shader to speak of. Guess I'll buy it.

  • @seansopata5121
    @seansopata5121 Год назад +14

    btw, to improve compilation speeds (a little), if you are clamping between 0 and 1, use a saturate node instead. The compiler will swap out the clamp for a saturate behind the scenes, so if you don't have to force it to do that, it helps. From unreal:
    "Saturate cuts the values off at 0 and 1, keeping the value in that range. A Clamp does the same thing but you can define the numbers the value is chopped-off at but it's more expensive (a little) vs the normalize 0-1 range. A clamp at 0-1 is a saturate and the compiler will swap that out for you."

    • @CGDealers
      @CGDealers  Год назад

      sure that will work too.

  • @purplejellyfishproductions
    @purplejellyfishproductions Год назад +9

    This is seriously the most amazing tutorial I have done. I joined your Patreon because you Sir have earned my money. This alone will save me countless hours. Thank you for this.

  • @paulbraddick2085
    @paulbraddick2085 Год назад +48

    This is absolutely amazing, thank you so much for creating such a detailed tutorial.

  • @SarfarazYeaseen
    @SarfarazYeaseen Год назад +7

    Pros: This is the most clean, fucntional and effective auto material I have seen so far. Thanks a lot for the tutorial. I really like how organized and clean the mode graphs are. This is amazing and thanks a lot. Cons: Why things are happening, is not very well explained. But that's quite ok.
    I also have a few questions.
    1. how to incorporate the combined textures like AO, Roughness, Metallic; or AO, Roughness, Displacement for separate materials?
    2. how to incorporate Triplanar for the cliffs or stone material?
    3. how to incorporate RVT (Realtime VIrtual Texturing) for blending static meshes with the landscape? (someone also pointed out that the animated water is a problem for that.
    4. how to use displacement (virtual height field mesh) with the auto material?
    5. how to paint the materials manually and remove foilage manually?
    6. how to use macro variation (I guess it's incorporated) and/or cell bombing technique with this auto material?
    I will try to solve these problems while I create the material. but if anyone knows how to, please feel free to reply.

    • @CGDealers
      @CGDealers  Год назад +2

      Join my discord channel. Our community solved most of your questions!
      Thanks for the kind words!
      If you want to see more videos like this you can support the channel via patreon, if not its okey :))

    • @SarfarazYeaseen
      @SarfarazYeaseen Год назад

      @@CGDealers will join the discord and put my effort to support you!

  • @astrocyclone7184
    @astrocyclone7184 4 дня назад +1

    Fantastic tutorial brother! I learned so much about Unreal engine as a whole here and i have an environment i can always reuse for all my projects. next coffee is on me and thanks again for this wonderful tutorial!

  • @caseynarrates1796
    @caseynarrates1796 11 месяцев назад +11

    Your auto-material is fantastic! Thank you for sharing and providing such an extensive tutorial.

    • @CGDealers
      @CGDealers  11 месяцев назад

      Glad it was helpful!

  • @andrewsneacker1256
    @andrewsneacker1256 4 месяца назад +1

    I think this is the best implementation of automaterial on YT. I noticed other tutorials use a very performance intensive aproach, where you blend like 7 materials per pixel shader.

    • @CGDealers
      @CGDealers  4 месяца назад

      Glad it was helpful!

  • @lonewolf3285
    @lonewolf3285 20 дней назад +3

    Those Albedo textures you can make in paint. Just make a text 72 or so size. Save to pics, drag into content draw. Just if someone needs to know. There just a temporary placement.

  • @muhammedrzasengun7272
    @muhammedrzasengun7272 Год назад +24

    This was very helpful but i'm always amazed by the fact that developers can fill this massive open worlds. And there isn't much tutorial for optimizing such open world games for computers. If you consider could you make a serie where you fill a massive open world little by little with mediore detail

    • @CGDealers
      @CGDealers  Год назад +6

      Use nanite :)

    • @davidnickisson2555
      @davidnickisson2555 Год назад +1

      ​@@CGDealers except nanite doesn't work on landscapes yet

    • @CGDealers
      @CGDealers  Год назад +8

      @@davidnickisson2555 check the 5.1 version of unreal :) it works

    • @Dev__Art
      @Dev__Art Год назад

      ​@@CGDealers Are there any tutorials on nanite? I am very new to the ue5 engine

    • @zablade
      @zablade Год назад +1

      @@CGDealers How would you then deal with the Virtual Shadow Maps needed for such a large amount of foliage?

  • @ParamountRaven
    @ParamountRaven 10 месяцев назад +5

    this guide proved to myself that i can concentrate for 6hours straight xD great guide!

    • @CGDealers
      @CGDealers  10 месяцев назад

      Glad to hear that :D

    • @PhilHarland-hz1pm
      @PhilHarland-hz1pm 2 месяца назад +1

      Good to know it takes less time than I thought I'd have to spend... just starting it today! lol! :o)

    • @PhilHarland-hz1pm
      @PhilHarland-hz1pm 2 месяца назад

      note to self... I was wrong, at 6 hrs (at 1hr into the video
      ) lol!

  • @Anthrothia
    @Anthrothia 3 месяца назад +1

    Never Tried one for myself before and everything worked out perfectly, learned a lot I hadn't known. Easy to follow and well planned out, Thank you

  • @TheGrrson
    @TheGrrson Год назад +4

    I just spent a couple of days building this and it works great! There were a couple of snags I ran into (mainly the 'SM6 Normal > Color' error) but with some help from Discord and going back through the video to catch things I missed I got it working great. Now I just have to pick whichever textures and procedurals to use from Quixel. Thanks for making this video!

    • @CGDealers
      @CGDealers  Год назад +1

      Glad to hear that you managed to finish it! Our community is great in discord so for future question refer there. Also you can help other people there too. Give back to the community when you can :)

    • @SnajpHajp
      @SnajpHajp 11 месяцев назад +3

      How did you manage to fix the error 'SM6 Normal > Color' , I have the same issue, can't figure out what to do :/

    • @thenoobdev
      @thenoobdev 11 месяцев назад +2

      I just finished creating the material, and get the same error.. [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Textures/Normal_Mocap.Normal_Mocap
      How did you fix it?

    • @thebantergametrain9950
      @thebantergametrain9950 11 месяцев назад

      Hey i have this same error, How did you go about fixing it?

    • @TheGrrson
      @TheGrrson 11 месяцев назад +1

      For those asking, if it says to change the node from “Normal” to “Color” then do that. The error will go away. Also, when I changed the parameters on the material, it took a few seconds for the changes to show in the viewport so be patient. Also, if your Quixel meshes aren’t showing up, they could just be too small. Increase their scale.

  • @Freg-ld2lo
    @Freg-ld2lo Год назад +9

    Thank you. It's amazing this is free on youtube and not a paid course.

  • @CGDealers
    @CGDealers  Год назад +19

    If you want to download the material, textures and skip 3 hours of creating the landscape auto material.
    I've switched from RUclips Membership to Patreon.
    Get the Landscape Auto Material and support the channel here: www.patreon.com/CGDealers
    Our community is great, so if you need any help join our discord channel too!
    Discord Channel: discord.gg/NbV9ZUwnx6

    • @EternalMage293
      @EternalMage293 Год назад +7

      I only need the textures that you have connected to the Landscape Variation and texture Noise for the mask

    • @jacksonchen4824
      @jacksonchen4824 Год назад

      Hi I have downloaded the AutoMaterial and tried to import to my project to Content file. However, it was shown empty inside. Did I import the wrong way or is there other way to import the file? Thankyou.

    • @CGDealers
      @CGDealers  Год назад

      @@jacksonchen4824 Join discord. The community will help you out. It's a comman problem. discord.gg/NbV9ZUwnx6

    • @bl4ckeyesstreaming18
      @bl4ckeyesstreaming18 Год назад +4

      I don't want to skip I appreciate your work but I'm ok to do all the work even if it take 3 hours juste want to know what is suppose to be the albedo

    • @randomancy
      @randomancy Год назад +2

      @@bl4ckeyesstreaming18 So the albedo is the picture or color of your material, his is a place holder. All of the layers "Rock Albedo" etc are just meant to be replaced with your downloaded material files of color, Normal, UV (The color looking file of the 3 you get when you download a quixel megascan)

  • @JustJoshinYouBro
    @JustJoshinYouBro 8 месяцев назад +2

    Adding this to my list for when I get home tomorrow. Can't wait.

  • @puffhoey
    @puffhoey 5 месяцев назад +3

    This the First Time I finished any tutorial it was fun took me 10 hours to finish

  • @NikolasDungeon
    @NikolasDungeon 7 месяцев назад +1

    Finally made it to the end and seem to have made some mistakes, will have to go back through the errors/warnings hopefully tomorrow. Thanks for the tutorial!

    • @CGDealers
      @CGDealers  7 месяцев назад

      No worries! Join our discord and ask questions there if you have some. The community is very helpful.
      discord.gg/kUAF4nWuvY

  • @copperfieldwastaken
    @copperfieldwastaken Год назад +15

    Bro you're the best man in the world. I don't know how to to support you more, i will definitely subscribe on premium. Do you have any suggestions how i can thank you ? Because you're my life saver with just two videos. You just explained the whole undiscovered things for me...

    • @CGDealers
      @CGDealers  Год назад +9

      Thanks for the kind words. I’m super happy that i helped you!
      I’m making those youtube videos in my spare time at midnight but they take a lot of effort to do. If you want to help me out I’ve created a higher tier in my RUclips Membership for people that want to support the growth of this channel and me - making more videos that can help you out!
      Without any support it will be hard to grow this channel to reach more people and keep those videos coming. As you can see I’m giving all this knowledge completly free. If somebody don’t want to support they still can have 100% of the knowledge for Free.
      Thanks again!

  • @oswuldleofricvivadirr3839
    @oswuldleofricvivadirr3839 5 месяцев назад +1

    for what you offer here is amazing and its free of charge this really show what sort of bloke you are when it comes down to video tutorials. about the only thing so far ive struggled with is what nodes sometimes you use. some of them seem different not sure if i picked the right ones but they are a few times you didnt really explain what node you just pressed on it and i cant match it since ive only been using unreal for a week and a half. im currently in the process of learning alot from you and its helping with building my first video game. thank you so much......its the real world position node that i cant seem to get right mine seems to have 3 attachments but i used the one at the top with all 3 xyz so im guessing i did right. again not sure

    • @CGDealers
      @CGDealers  5 месяцев назад +1

      Yes, you connect it right with using XYZ. The things is that If i start explaining every node this tutorial will be 30+ hours. Use Unreal Documentation just to read briefly about the nodes and what they does.
      I left room for self research. Also join our discord community you will learn a lot of stuff there!
      discord.gg/RXEFUnPwSJ

    • @oswuldleofricvivadirr3839
      @oswuldleofricvivadirr3839 5 месяцев назад

      @CGDealers I'm already they on your discord I joined the same night I seen this I'm half way through this video now and it's taken me nearly 3 days to get that far. For now I'm going to have to rebuild my PC since I've just brought a monster of a case for my new gpu to go into next week. Once done I'll carry on at least I got that bit right then I just took a guess wrote it down on a sheet of paper and if I got it wrong I could change it out. 2 weeks in to unreal engine and I've learnt one hell of alot of stuff from you already.

    • @CGDealers
      @CGDealers  5 месяцев назад

      @@oswuldleofricvivadirr3839 Glad to help you out bro. Congrats on the new machine!

    • @oswuldleofricvivadirr3839
      @oswuldleofricvivadirr3839 5 месяцев назад

      @@CGDealers Thank you pal took me 4 hours and killed an M.2 which was only a day old but got they in the end think the M.2 was faulty how can moving a board kill it over my head and ive been building machines for 20 odd years. sat down now going through default layer so im pretty much half way through now. i watch a minute or so pause and carry on. The game im working on is really going to burst once i get this completed im thinking i might just make this a preset package so i dont have to set it all up again.

    • @oswuldleofricvivadirr3839
      @oswuldleofricvivadirr3839 5 месяцев назад

      @@CGDealers these textures your using during the video, i dont have the textures so what am i using instead of those. i have plenty of them from mega scan but ive never heard of a noise mask so what am i doing they. thanks again

  • @TheShinyHaxorus3D
    @TheShinyHaxorus3D Год назад +3

    Heads up to anyone using this tutorial, in my experience, using a Lerp node with a scalar parameter to control parts of the material you want to turn on and off (basically, replacing the static switch nodes) is better for performance in the long haul because they can be changed at runtime and therefore do not require a separate material to be generated when the game starts for every different combination of features. Best used in master materials that will have many, many variations of material instances for the most benefit.

    • @CGDealers
      @CGDealers  Год назад

      Nice tip!

    • @maxten1463
      @maxten1463 Год назад

      Could you go more into detail about how to do this? I am stuck on changing the static switch parameter to a lerp node and setting up the scalar parameter.. I'm very new to unreal

    • @CGDealers
      @CGDealers  Год назад

      @@maxten1463 Get into our discord server. The community will help you out a lot. Link is in the description of the video.

  • @vevisel
    @vevisel 4 месяца назад +1

    Amazing tutorial! I'm new to unreal engine and this video was comprehensive and well thought out. Thanks!

    • @CGDealers
      @CGDealers  4 месяца назад

      Glad it was helpful!

  • @Ckinproduction
    @Ckinproduction Год назад +18

    I keep getting an error in the AutoMaterial that is saying that i need to change the texture samples for the normals in MF_DefaultLayer to color instead of normal. I have watched the portion of this video for the default layer multiple times and have it setup the same, but it keeps giving me that error in the AutoMaterial.

    • @cjmixmaster
      @cjmixmaster Год назад +1

      Same....

    • @jgllo3050
      @jgllo3050 7 месяцев назад +1

      same here

    • @ExtremeCrashCam
      @ExtremeCrashCam 7 месяцев назад

      Same here man :(

    • @TechyTreky
      @TechyTreky 7 месяцев назад +6

      In Landscape_AutoMaterial make sure for each Layer your Texture"X"Normal is set to any normal texture and not the default.

    • @ExtremeCrashCam
      @ExtremeCrashCam 7 месяцев назад +2

      @@TechyTreky Yeah this was definitely my problem. The texture preview looked like a normal texture but it was color. I thought the problem was in the material function but it was just the texture I selected in the material itself.

  • @im.jewels5349
    @im.jewels5349 5 месяцев назад +1

    Like how thorough you take each step.

  • @AJ_s257
    @AJ_s257 Год назад +19

    This man never disappoints

    • @CGDealers
      @CGDealers  Год назад +3

      Thanks!

    • @Luckytron
      @Luckytron Год назад

      When he said “stay with me 3 hours”, I was like oh God where is my ADD meds?!

    • @CGDealers
      @CGDealers  Год назад

      @@Luckytron add meds? xD

  • @nikwalz3429
    @nikwalz3429 20 дней назад +2

    WOW... This is crazy. Everything in one video. Thanks so much :-)

    • @CGDealers
      @CGDealers  20 дней назад

      You're very welcome

  • @unumpolum
    @unumpolum Год назад +5

    Thank you for the tutorial. Everything is nicely ordered and made in a clean way. Just one suggestion: maybe would be better to use extremely cheap SATURATE node instead CLAMP(0,1) ?

    • @CGDealers
      @CGDealers  Год назад +2

      Well maybe yeah :) You could modify this!

  • @xnicktendox7501
    @xnicktendox7501 Год назад +2

    Absolutely amazing work! This has saved me so much time and is much more efficient and of greater quality than the way I was doing my landscapes in the past. I'm having some issues getting the procedurals to work but I will try to get an answer on your discord. Thanks again for this awesome tutorial. I am officially on your Patreon now. Keep up the good work!

  • @PerfectShrubbery
    @PerfectShrubbery Год назад +12

    Hi, thanks for the walkthrough, I followed it and got it working relatively easy, now trying to get a feel for it and to understand what is happening there. I got a few questions and ideas for discussion.
    1) What happened to Sub-surface function? It was created but remains unusued.
    2) It feels like the Normal intensity parameter on different layers, like DirtNormalIntensity, affect more than normals. They seem to affect the diffuse color and the way the layers are blended (affects the mask?) It's almost like a height-map based blending, but not really... Is this on purpose? What's the technique called?
    3) What's going on with roughness and Lighting, when water is turned on it seems that several layers get very shiny "wet" apperanace. Is this on purpose?
    4) Does it make sense to use this automaterial with PCG volumes? I like how this helps me avoid painting landscape by hand, but I want to plug this into PCG graphs somehow. Can I get layer info from inside PCG, or is it better to maybe spawn a bunch of invisible tagged actors to drive PCG graphs?

    • @LouCas2109
      @LouCas2109 11 месяцев назад +1

      Hi buddy, could u help me find a noise texture for the water material or could u even link one? Thanks a lot

    • @SoulsBlood
      @SoulsBlood 10 месяцев назад +4

      The shine comes from the specularity which is set to 0.5 in the parent automaterial function. If you set this to 0, you will remove the shinyness from the layers.

    • @LouCas2109
      @LouCas2109 10 месяцев назад +2

      @@SoulsBlood idg ur answer😂 but thanks anyways. But do u have acces to a noise texture which u can share easyly?

  • @revan9903
    @revan9903 Год назад +2

    This is definietly an awesome tutorial. Thank you for sharing it with us.

  • @equipverse
    @equipverse Год назад +10

    I'm following this tut step by step! But I'm stuck at a point, can you please point me in the right direction please?
    At 1:05:49, where did you get that albedo texture from, i literally have no idea what that is and how to get it for myself. I have been running around on forums but nothing seems to help!!!
    Thank you, i love your tutorial!

    • @CGDealers
      @CGDealers  Год назад +9

      The albedo texture is white background with text "Albedo". It is just a placeholder for your future textures to connect it.
      Nothing fancy. You can put whatever you want in that slot :)

    • @equipverse
      @equipverse Год назад +2

      @@CGDealers just like that? 😂
      Thankks man! Coffee's on me!

    • @stormrungaming
      @stormrungaming 7 месяцев назад +2

      @@CGDealers Thanks! So glad I was able to "find search" "Albedo" on YT. I'm hoping its the case for the others as well. lol

    • @clandelta9
      @clandelta9 6 месяцев назад +4

      came here looking for answers to my albedo texture problem haha

  • @unggularestu1824
    @unggularestu1824 Год назад +1

    Really happy! This is amazing! Thank you so much for creating such a detailed tutorial

  • @ricardomota3964
    @ricardomota3964 Год назад +112

    At the risk of sounding ungrateful, it is a free automaterial terrain material after all, but I wish you (and most youtubers really) wouldn't just say what you're doing but why you're doing it.

    • @CGDealers
      @CGDealers  Год назад +45

      If I did that this video would be 10h+ long. Read the documentation for the nodes or hop in our discord channel to talk with the community and get knowledge :)

    • @lenstobrush7266
      @lenstobrush7266 Год назад +16

      I agree, I cannot see the point of following along when we aren't actually learning anything. There is no point to this.

    • @CGDealers
      @CGDealers  Год назад +39

      There is Unreal Engine 5 documentation where you can read about all the nodes. If i start explaining all the nodes this will be 20+ hours long video. It took me around 2-3 months to make this :)
      Make a little effort yourself to read the unreal docs if you don't know a specific node and his function.

    • @ricardomota3964
      @ricardomota3964 Год назад +11

      @@CGDealers Knowing what the nodes do doesn't explain the logic behind what you're doing. If that were the case we'd all read the syntax of a programming language and available APIs and be Zuckerberg. I appreciate your effort in doing this, but if it doesn't actually teach us anything because it would take 20 hours what is the point of going through the 10+ hours of following the video? And don't say that that isn't putting in the effort.

    • @ricardomota3964
      @ricardomota3964 Год назад +14

      @@CGDealers Having said that, maybe this would be a good topic for a full paid course. I'd certainly buy it.

  • @trentgrohl2
    @trentgrohl2 Месяц назад +1

    I'm 2 Hours and 9 minutes into this thing and I have no idea what I'm doing, or how any of this is going to make a landscape! LEAP OF FAITH!

    • @CGDealers
      @CGDealers  28 дней назад

      You will make it! :D

  • @jordiboerboom9984
    @jordiboerboom9984 Год назад +5

    Really could have used a note for that subtle change for the image of the texture normals. It's not mentioned in the video, but it causes errors further down the line if you don't change it to a normal image aswell.

    • @mundenius
      @mundenius 11 месяцев назад +1

      Hi! I think I'm having this problem now, did the error appear in the default layer function? My error says that the texture node is set to Normal but it should be Color, althoug the nodes that it is talking about is the texture nodes that are supposed to be normal and have a normal map as reference. Do you know how i can fix it?

    • @koelium2962
      @koelium2962 7 месяцев назад

      Hi, I have same problem, did you find a solution pls?@@mundenius

    • @PhilHarland-hz1pm
      @PhilHarland-hz1pm 2 месяца назад +1

      @@mundenius Is this something to do with the "Sampler Type" should be set to "Normal" in the "Material Expression Texture Base" section?

  • @seansopata5121
    @seansopata5121 Год назад +2

    One thing I'm really happy they implemented in the material editor is Portals. Being able to make named reroute nodes has been amazing for cleaning up complex materials.

  • @userINTICE
    @userINTICE 10 месяцев назад +4

    Amazing one! So You give a full tutorial for free but want someone to skip all this terrifically useful stuff paid? Guess You had to oneminus that:) Even though I had some issues with MI items I just rewatched all 3 hours and fixed those, moreover learnt a lot more. Before watching this i knew literally nothing about different nodes so i couldn't even adjust mask spreading! Definitely useful not only about landscape texturing but also some basic node patterns. Hats off, that's worth membership

    • @CGDealers
      @CGDealers  10 месяцев назад

      Glad it was helpful!

  • @cookey4082
    @cookey4082 4 месяца назад +1

    Hi, I did all the actions as in the video, but I had a problem - for some reason my snow lies in different places, for example on the ground where there are no mountains. How can this be fixed?

  • @DavisCookRealtor
    @DavisCookRealtor Год назад +4

    Great tutorial! I am very new to this, but I was able to follow along. After finishing the video, mine is clearly is not coming out the way yours is. I must have messed up somewhere. Not even sure where to begin to try to find where I went wrong. Brian is fried though, going to try and bring fresh eyes to this project later... I really want to learn how to understand all this better

    • @CGDealers
      @CGDealers  Год назад +3

      Watch this video 2-3 times and re-made it. You will learn a LOT!

    • @duanedodson1
      @duanedodson1 Год назад

      I would follow along with the video several times, you will understand a little more each time.

  • @marmak256
    @marmak256 Год назад +1

    Thanks, i havn't watched the video yet, but im happy that i will save some money and understand how it works instead of paying for some auto material.

  • @Fkriget
    @Fkriget 10 месяцев назад +6

    Some tips for others that create this material (will update this comment if i find anything more)
    1. Remove Foilage Mask brush 2:00:20: Make sure to create the Layer info as a non-weight-blend otherwise this wont work when trying to paint away the foilage. (only creates a hole in the ground instead!)
    2. You can enhance the material so that it's using displacement, just follow this video and implement it to your mastermaterial:
    ruclips.net/video/Ws8V_8IxpmI/видео.html

    • @CGDealers
      @CGDealers  10 месяцев назад +3

      Thanks for the tips!

    • @ryangregg1916
      @ryangregg1916 9 месяцев назад

      I don't get what I'm changing here ?

    • @Fkriget
      @Fkriget 9 месяцев назад +1

      ​@@ryangregg1916 when you are in landscape mode and is painting the selected layer, you first need to create layer info file. Thats where you select the non-weight-blend.

    • @PhilHarland-hz1pm
      @PhilHarland-hz1pm 2 месяца назад +1

      Thanks for this, very useful to know, I'd have missed this completely and be banging my head on the desk! :o)

  • @Alternatywny_1
    @Alternatywny_1 4 месяца назад +2

    Just finished Combine Normals part. Second part tomorrow ^^

    • @CGDealers
      @CGDealers  4 месяца назад

      Nice work!

    • @Alternatywny_1
      @Alternatywny_1 4 месяца назад +1

      That's awesome! Finally, after 3 days, everything started working :> After some sleep, I'll modify a few elements and build towns, villages, etc. Thanks for such a comprehensive and valuable tutorial :>>

  • @goldkat94
    @goldkat94 Год назад +4

    Very Impressive! I have no clue how u can be that focused for three hours.
    One thing, Absolute World Position gives me three outputs, XYZ XY & Z. I guess XYZ is the right one?

    • @CGDealers
      @CGDealers  Год назад +3

      I did that in few months not hours. The edit is hours :D

    • @goldkat94
      @goldkat94 Год назад +3

      @@CGDealers Ah ok, now I feel better about myself. But you are still a hero🎆

    • @TomDenny-s7n
      @TomDenny-s7n Год назад

      @@CGDealers What about the XYZ problem?

    • @PhilHarland-hz1pm
      @PhilHarland-hz1pm 2 месяца назад

      @@TomDenny-s7n just use xyz!

  • @rzaman-gg6en
    @rzaman-gg6en Год назад +5

    I followed the tutorial but found quite a few issues when using UE5.2; all the textures I used (despite being seamless) have very clear seams when applied, and the snow has a very hard and flat cutoff for some reason. Any idea what could be causing these issues? Or at least which material functions/sections could be causing the issues?

  • @dustingaudet2796
    @dustingaudet2796 3 месяца назад +1

    Thank you for making this! Getting to make something so useful has really given me a jumping off point for material design. I’m shocked with a video this long that at the end it just… worked! I’m learning about all the different nodes now to tweak and personalize it.

    • @CGDealers
      @CGDealers  3 месяца назад

      Thanks! Dont forget to subscribe and join the community in discord :)

  • @daliendaan
    @daliendaan Год назад +8

    CG Dealers: "If you stay with me for the next 3 hours"
    Me 10 hours Later: 😭

  • @sidse0
    @sidse0 9 месяцев назад +1

    Thank you so much , is is seriously the best tutorial I have found on the subject :)

    • @CGDealers
      @CGDealers  9 месяцев назад

      You're very welcome!

  • @LSO_Anon
    @LSO_Anon Год назад +4

    Hello I followed the tutorial Landscape Material but when I apply it it marks that : [SM6] Function MF-DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture

    • @CGDealers
      @CGDealers  Год назад +1

      Change the type of the texture to color :)

    • @v8matey
      @v8matey Год назад

      @@CGDealers I changed all the texture samples in MF_DefaultLayer to Colour and I am still getting the same error still. Please help. thank you for your efforts

    • @CGDealers
      @CGDealers  Год назад

      @@v8matey Hop in our discord to get help.

  • @TheLoreLabs
    @TheLoreLabs 9 месяцев назад +1

    You know what I'm subscribing to your patreon, and not because I want to download the materials. I'm currently doing that manually just to learn how for the future (currently scrolling in discord to fix that MF_DefaultLayer and MF_LayerBlend Errors) but this has got to be the most ive learned in one video ANYWHERE on youtube!

    • @CGDealers
      @CGDealers  9 месяцев назад

      Thanks. I hope my future videos and asset files will help you too!

    • @narcolepticpanda
      @narcolepticpanda 4 месяца назад

      Did u fix MF_DefaultLayer error?

  • @KjellRogerLundin
    @KjellRogerLundin Год назад +3

    Thanks for an amazing tutorial.
    However, I get an error code when creating the Auto material Final connections (2:43:55 into the recording). It states that there is an issue with the Color/Normal in MF_DefaultLayer.
    Errorcode: [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/StarterContent/Textures/T_Ground_Gravel_D.T_Ground_Gravel_D
    I have tried to change the Sampler type but that does not help.
    Any suggestions?

    • @CGDealers
      @CGDealers  Год назад

      Maybe the node itself is flagged as Normal and should be color. Check back all your nodes in Default Layer. The error is very detailed what is the problem :)

    • @CGDealers
      @CGDealers  Год назад

      @@philblack9098 It worked for so many people. Join our discord we have big community. They will help you out. This is common mistake.

    • @philblack9098
      @philblack9098 Год назад +1

      @@CGDealers Problem was simply applying to all the landscape tiles instead of the parent only. Thanks!

    • @lawebley
      @lawebley Год назад

      I'm having this exact problem too. Any joy in finding the solution?

    • @aweyai
      @aweyai 7 месяцев назад +4

      To those who are getting the same error: In Landscape_AutoMaterial, you should change texture in Texture Normal (Param Tex Object) for each layer (Rock, Stones etc.). In other words, you should use another texture which is actually normal in those nodes (TextureRockNormal, TextureStonesNormal etc.)

  • @christiaanbosman5954
    @christiaanbosman5954 3 месяца назад +1

    Brilliant Tutorial hand down one of the best I have seen. 🎉
    Just one question. Is there a video that shows how to incorporate the displacement into this material??

    • @CGDealers
      @CGDealers  3 месяца назад

      No, but the files are on my patreon and you can learn from them.

  • @SpaceShrimp
    @SpaceShrimp Год назад +3

    That is awesome, I just think adding a Runtime Virtual texture would greatly improve performances, but as the water cannot br animated when using a RVT, could we mix the animated water and mask after the RVT is used? great job !

    • @CGDealers
      @CGDealers  Год назад

      I can't answer that question as I never tried it. But feel free to test the RVT and masked animation and let me know. This is very nice question and topic to explore :)
      Cheers!

    • @SpaceShrimp
      @SpaceShrimp Год назад +1

      @@CGDealers I will try it ;) keep up the good work ! :)

  • @DigeL-el6uo
    @DigeL-el6uo 4 месяца назад +1

    This video is incredible man.. Thank you!

  • @MrTbob418
    @MrTbob418 3 месяца назад +3

    A bit late to the party. I'm starting this tutorial and I can tell I'll get a lot out of it, so thank you in advance. A bit of a criticism though: I'm aware there is a time constraint but still, the issue with what you are doing, like a LOT of people doing tutorials, is lack of explanation for the actions you do. For example, "Now we are going to use a function XYZ and connect that to the result, and now we have a value of XYZ in result" - yes, obviously, but what exactly is XYZ and how does it relate to everything else?
    Just a pet peeve of mine I guess, but thumbs up anyway because the video is miles above most in quality AND explanation despite not being as in-depth as I personally would like^^, even the ones under paywall. And anyone who feels like me, get used to googling these unexplained pieces of code because otherwise you are just copy pasting and it will be a lot harder to actually learn to do things by yourself. (Again, this stuff is free, thank you for the hard work. If I finish it, coffee is on me )

  • @maciejpawlicki3998
    @maciejpawlicki3998 6 месяцев назад +1

    Hello, so i finished the AutoMaterial and everything looks finde, but the Grass Foliage isn't spawning. I don't know whats the problem. Need help😅

  • @soldjahboy
    @soldjahboy Год назад +4

    [SM6] Function M_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture
    Not sure where I have gone wrong as I have now triple checked everything against the tutorial section for "Default Layer" and all Texture Samplers are set to the correct settings. Not sure if just using the "default texture" is somehow causing a problem, since I didn't have an "albedo placeholder". Any ideas how to resolve this one? It seems to stop the whole material from rendering at all so my landscape still looks like the default blank texture.
    Great tutorial otherwise, I found it very easy to follow along as a complete beginner. Looking forward to more of your content as I dive further into madness!
    *EDIT*
    I fixed it! It was indeed the "default texture" being used as a normal, but it wasn't in the "default layer" function itself, but rather in the material inputs on the master material itself. Took a bit of messing around but I worked it out :D

    • @CGDealers
      @CGDealers  Год назад +2

      The message itself says what is the problem :))

    • @soldjahboy
      @soldjahboy Год назад +1

      @@CGDealers Yes it just took me a while to figure out what it was referencing. Confidence boosted, since I have been using UE for about 5 days only, and I feel like this is somewhat advanced techniques :D Thanks again for the great tutorial!

    • @Felelah
      @Felelah Год назад +1

      Thank you for that, I had the same issue and the comment helped me figuring it out

    • @harshitpenamata2682
      @harshitpenamata2682 Год назад

      Hey , can you help what exactly you changed that solved your issue ?

    • @soldjahboy
      @soldjahboy Год назад +3

      @@harshitpenamata2682 In the master material I changed the normal map texture to use a normal map. I initially put a default texture as a placeholder but it somehow knows if that texture is actually a normal map or not.

  • @AnotherMFwithstudy
    @AnotherMFwithstudy Год назад +2

    hey i just want to ask how to create texture map of like albedo

    • @CGDealers
      @CGDealers  Год назад +1

      Just use paint - white background and put text "Albedo"
      That is it.
      It's just a placeholder. You need to replace those textures later on with textures from quixel or yours.

    • @AnotherMFwithstudy
      @AnotherMFwithstudy Год назад

      @@CGDealers ohhh thanks and thanks for this amazing tutorial

  • @jasonhaley7278
    @jasonhaley7278 5 месяцев назад

    Great Tutorial, Auto Material is fantastic, Cant wait to see how far i can push it!

    • @CGDealers
      @CGDealers  5 месяцев назад +1

      I've added painted layers, footsteps sounds and a lot more stuff but it's on my patreon. I will make videos on how to make those.

  • @sajonkaber9500
    @sajonkaber9500 Год назад +1

    I am very neat with my graphs and I use Add Name Reroute Declaration Node ( You Will Love Them !! )

  • @gavinmcc.518
    @gavinmcc.518 Год назад +2

    Great tutorial! Really enjoying it. So far, so good. Ran into the 2hr section [forgive me for not knowing how to timestamp] and i'm current adding a texture object with a "Noise" texture. I tried creating one online from a tutorial, but it wasn't compatible with the texture object. Made a regular texture. If you could explain how to create the noise texture that'd be great! I'd prefer to watch for another hour then join, but can if need be. I want this Auto-Material in my life

    • @CGDealers
      @CGDealers  Год назад

      You can grab my noise texture from my patreon page. Otherwise if it's different it's up to your taste. If it works use yours!

    • @jumpieva
      @jumpieva Год назад +3

      @@CGDealers is this a file that's available only for members? the issue is for newer people following a long, this is a massive barrier for those that aren't where you got or made certain materials.

    • @TomDenny-s7n
      @TomDenny-s7n Год назад

      @@jumpieva drive.google.com/file/d/1HOoV33EK1pHVulG2j_BIKA51-3dAi0iN/view?usp=sharing

    • @TomDenny-s7n
      @TomDenny-s7n Год назад

      Use this instead

    • @krement
      @krement 2 месяца назад +1

      Double click the texture in your content browser and search for "compression settings" then set this to masks (no SRGB) in the drop down menu. This should resolve the error.

  • @Fkriget
    @Fkriget Год назад +2

    wooo finally, i've waited for this

  • @ivandon6556
    @ivandon6556 10 месяцев назад +2

    It's the greatest tutorial ever... Thank you, but how 5o get Albedo texture?? 1:05:50

    • @CGDealers
      @CGDealers  10 месяцев назад +1

      Its just white background with text albedo. Its a placeholder. You can make it in paint even 😃

  • @thenetimp
    @thenetimp 6 месяцев назад +1

    Just as a note for your reference "Exp" on power isn't "Exposure" it's "Exponent".

    • @CGDealers
      @CGDealers  6 месяцев назад

      Yeah, exactly. Miss spelled it. Thx!

  • @chardsy5677
    @chardsy5677 Год назад +1

    This is a really good tutorial. Thank you for posting!

  • @CamoHax
    @CamoHax Год назад +2

    Extremely grateful for this video!

  • @dreadtrain2846
    @dreadtrain2846 Год назад +2

    Hah! This came at the exact right time, made two Auto Materials that were trash. I'll be diving in tomorrow, thanks in advance!

    • @CGDealers
      @CGDealers  Год назад

      This should be the one you are looking for!

    • @PhilHarland-hz1pm
      @PhilHarland-hz1pm 2 месяца назад

      Tried TWO automaterial tutorials before this (one was trash, one was VERY badly documented so couldn't work out how to use it), this one is cool so far!

  • @AbcdEfkoff
    @AbcdEfkoff 3 месяца назад +1

    How TF does one come up with all of this??
    Did you have some revelation in your dream?
    I can't see myself doing such thing like ever.
    I understood perfectly what does every nodetree do and why was it set up this way
    but holy shiet
    First hour making it by myself I'd spend 70% thinking that "It can't be this complex, I had to mess it up big time" and then prolly ditch it.
    Great tutorial and insanely helpful!

    • @CGDealers
      @CGDealers  3 месяца назад

      Glad you likedit :)

  • @shacharlavi5994
    @shacharlavi5994 Год назад +2

    Wait I am supposed to check Expose to Library in Combine Normal right?
    Because you didn't say to check it there.

  • @danielschmidt6864
    @danielschmidt6864 9 месяцев назад +1

    I followed this in and out and went over it multiple times in case I´ve missed something and yet it doesnt work in its entirety... The procedural types will only spawn on the slope of my rock mask and nowhere else. The macro variation doesnt work at all and the tiling is not very good.
    No matter how often I go over the same sections I basically copycat this 1 to 1. (Using UE 5.2)

    • @CGDealers
      @CGDealers  9 месяцев назад

      You should have done some mistake for sure. Join our discord so that community can help you out or just download my files from patreon and compare/or straight forward use them.
      Patreon Link: Patreon.com/CGDealers
      Discord LInk: discord.gg/QNqhgWQBpz

  • @ezequielgarciarena7175
    @ezequielgarciarena7175 9 месяцев назад +1

    I have a question, about these textures that he uses that are called albedo or normal, they are specific textures, sorry for the question but I am starting and I would like to understand all of them.

    • @noxcarakus
      @noxcarakus 9 месяцев назад

      The albedo texture is basically the color map for the material. The normal texture creates details that fake full 3d, like making it look like a flat surface has depth to it, instead of being just a flat surface. It is a very specific texture, unlike the albedo(which is also known as diffuse or base color).

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz Год назад +2

    Thanks a heap for ALL your efforts

    • @CGDealers
      @CGDealers  Год назад

      My pleasure! I’m glad that i can help you in your game dev journey :)
      Also thank you for the super thanks!

    • @mikey012345
      @mikey012345 Год назад +1

      @kiwi hawk u keen to catch up? im from nz 2, looking to make some games?

  • @thebantergametrain9950
    @thebantergametrain9950 11 месяцев назад +1

    Hi I have followed this guide perfectly, double checking That i've done it correct but i get a final Error message of:
    [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture
    In the guide the Nodes which is it taking me to is Normal And even if change it to Color it still doesn't correct the error
    Any help? Thank you so much for the guid though!

    • @CGDealers
      @CGDealers  11 месяцев назад

      This is common issue and it's already solved in our discord server. Join there to get the answer.

  • @rafaelaaraujo8370
    @rafaelaaraujo8370 11 месяцев назад +1

    Hello
    I have a question
    In the part where you do Combine Simple Normal
    Where do you put the named rerout nodes?
    LayerBlend_NormalNear_R
    LayerBlend_NormalFar_R
    I reviewed the tutorial and couldn't find it. Thanks in advance

    • @CGDealers
      @CGDealers  11 месяцев назад

      It's in the normal section for far and near blend.

  • @marshmallowwp
    @marshmallowwp Год назад +1

    Amazing tutorial. Been looking for something like your tutorial for multiple months. I love the way you organized all of your functions.
    One question I had was what if you wanted to limit a texture between two heights. For example’s sake, you have snow world position of -1500 that then goes through the 1-x node-what would you do if you wanted to limit the snow between -1500 and -1400? Does this method produce the empty black texture look? I’d assume not since it’s a mask performing the calculation rather than a height blend.

    • @CGDealers
      @CGDealers  Год назад

      You need to mask it out and clamp the range.

  • @thuanvo1747
    @thuanvo1747 Год назад +1

    At Step : Auto Material Connection
    When i linked Water_Normal_R to Normal. An eror happened with the in4mation was :
    [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Textures/Normal_Mocap.Normal_Mocap
    please help me

    • @CGDealers
      @CGDealers  Год назад

      Join discord this is a common problem and the community solved it long ago.
      discord.gg/NbV9ZUwnx6

  • @dagunna3
    @dagunna3 Год назад +1

    Followed through but im getting an error when I plug Water_Normal_R into the Normal at 2:43:55, can someone help please

    • @CGDealers
      @CGDealers  Год назад +1

      Join our discord community. This is a common problem and it's solved there. discord.gg/NbV9ZUwnx6

  • @daddy_chill1530
    @daddy_chill1530 3 месяца назад +1

    Thanks, I followed along the tutorial, and everything works in the end. The only downside I noticed was that it is performance heavy. I guess it's only usable in cinematics due to lags and low FPS (4060ti, i5 13400f). Good exercise tho

    • @CGDealers
      @CGDealers  3 месяца назад

      Turn on nanite on your landscape na foliages and it will be in green.

    • @daddy_chill1530
      @daddy_chill1530 3 месяца назад

      @@CGDealers yeah I tried to enable nanite on landscape, but for some reason it only becomes worse. What might be a reason? Thanks in advance

  • @ue5nanite
    @ue5nanite 8 месяцев назад +1

    Thanks. Tested. 1. Do not forgot to add all foliage types to landscape grass layers even if they are empty. Otherwise UE will stop spawn foliage after some distance.
    Big question: as we know landscape grass does not has collision (it has only if you draw it manually from editor) but how to spawn Trees with collision using these layer masks?

    • @CGDealers
      @CGDealers  8 месяцев назад

      Don't use them. Use PCG for Trees and other objects that you want to interact with. I have a full tutorial how to make a customizable Forest with PCG. Go check my other videos.

    • @ue5nanite
      @ue5nanite 8 месяцев назад

      Thanks! I will see most of your videos. Does your tutorial will show how to "connect" auto material layers with PCG? @@CGDealers

  • @beachmobjellies
    @beachmobjellies Год назад +2

    Rock will be stones, stones will be grass, grass will be dirt, dirt will be snow. poetry

  • @levanvartapetov4478
    @levanvartapetov4478 Год назад +2

    [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Texture/Normal_Mocap.Normal_Mocap what is that can you help :D

    • @CGDealers
      @CGDealers  Год назад +1

      You node should be with Color mode not Normal :)
      Join our discord and the community will help you out.
      (Link in video description)

  • @brandonjacksoon
    @brandonjacksoon Год назад +2

    Thank you mate! Helpful!

  • @lonewolf3285
    @lonewolf3285 15 дней назад +1

    Ok, error (SM6 Normal>Color'). In MF_DefaultLayer, dont change it to color. Keep it normal, and find a normal map. or whatever one you want to fill it as a placeholder any normal map. Then go to the Landscape_AutoMaster material. Got to your grass,dirt,rock all the layers. The texture Normal click on it and changes it to the normal you used in the MF_DefaultLayer. That should fix that. It did for me i hope it helps.

  • @sumancollage
    @sumancollage Месяц назад +1

    Hi loved the way you thought but i got an issue regarding water .... i haven't got any error but my water instance is not working please help me on that

    • @CGDealers
      @CGDealers  28 дней назад

      To be honest you don't need it. Check my last video about Interactive Water and Swim System. The Water layer in this shader is outdated and you can't swim, dive or interact with it. That is why I've created a complete new system that is replacing this. Turn off the water layer and use the Interactive Water & Swim System instead.

  • @martydestroyer6527
    @martydestroyer6527 8 месяцев назад +1

    Hey OG Dealer I have a question about the texture Albedo Mocap. I got over a hour into the tutorial and did everything you did but the Albedo Mocap I'm unfortunately new to how textures work and learning from you is making it much better. If you can tell me what that is and how to make it or get it would be appreciated. I joined your discord but didn't know where should I ask that question on there. Thanks and have a wonderful day.

    • @CGDealers
      @CGDealers  8 месяцев назад +2

      The albedo texture is just a white background with a text "Albedo". It is used for placeholder. Later on you will plug into the Material Instance your own textures downloaded from Quixel or that you've created.
      If you want all the textures and my files check out my patreon.com/CGDealers
      You will find a lot of stuff there to download and use across your projects.

    • @martydestroyer6527
      @martydestroyer6527 8 месяцев назад +1

      @@CGDealers Thanks a lot I can't tell you how much I appreciate the fast response. I'll have to look into getting your files. I'm trying to learn as much as I can and with your tutorials it's making it a lot easier. Thanks again and take care.

  • @cgimadesimple
    @cgimadesimple Месяц назад +1

    wooow impressive!!

  • @alperademkotan9544
    @alperademkotan9544 5 месяцев назад +1

    Hey there, I 've been following up on this tutorial so far but I don't know what's the specifics of the textures you are using. For example the landscape variations texture. Is it just another noise texture or is there a significance to it?, details of how it should be ? I would like it if you could answer. Same question goes for the rgb noise texture as well. I want to further understand these texture parameters.

    • @CGDealers
      @CGDealers  5 месяцев назад +1

      Hop into our discord server the community will help you out there. discord.gg/E2YSuN8mGa
      Or send me a DM @coldwave and I'll help you out.

  • @ryansparkes1497
    @ryansparkes1497 3 месяца назад +2

    following your video and at 2:01:44 im just wondering how i get noise mask texture you have or how i can make one like the one you have in your video many thanks

    • @CGDealers
      @CGDealers  3 месяца назад

      Join discord and text me. I’ll send it :)

  • @ThomasLaToof
    @ThomasLaToof 8 месяцев назад +1

    Very helpful. Loved the video.

    • @CGDealers
      @CGDealers  8 месяцев назад

      Glad you enjoyed it!

    • @ThomasLaToof
      @ThomasLaToof 8 месяцев назад

      Me Again. I was wondering if you could maybe help me with two problems.
      - Snow areas spawn everywhere in patches.
      -Water covers everything except snow.
      Besides that, great and very helpful tutorial. Thanks!

  • @alifurkanardc4058
    @alifurkanardc4058 10 месяцев назад +1

    Great tutorial but I have a question how did you generate the Landscape Variation Mask and Normals? Did you use Gaea? World Machine? or another software?

  • @SKIROW
    @SKIROW Год назад +1

    I would like to paint paths and some area like beaches and other. I looked at the automaterial and I've no idea how to proceed and I really don't want to go back to boring old school landscape material hahaha. Could you make a video about or if it's some quick steps, then explain to me how do it? Thank you for your videos. I appreciate the work that you do teach Unreal.

  • @TolisPiperas82
    @TolisPiperas82 Год назад +1

    To understand. In this video we will make the material you use at start? Its amazing

  • @yun1sz
    @yun1sz Год назад +1

    hi, i have a problem. after compiling multiple errors comes like this "[SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture" it only shows up at textures. could someone help pls?

    • @CGDealers
      @CGDealers  Год назад

      Join our discord sever. This is common problem and the community will help you out.
      discord.gg/NbV9ZUwnx6

  • @andresca1985
    @andresca1985 25 дней назад

    amazing, beauty material, thanks

  • @martydestroyer6527
    @martydestroyer6527 7 месяцев назад +1

    I hope everything is well CG Dealer, I finished the World Landscape Auto Material. So far so good just have to tweak a couple of things like the place holders we talked about before. In the "Apply Material on landscape" at the end you said make sure you have everyone of these displayed. I have all but two displayed. For the life of me I can't locate the two. It's Landscape world UV size, and Use inverted Roughness. If you know on the top of your head where it's located then I would extremely appreciate it. I checked over and over again and I can't find it. Thanks and have a great day Dealer.

    • @CGDealers
      @CGDealers  7 месяцев назад +1

      I will need to check. However the quick way is to join discord and ask the community where are they. The Material is complex and I don't remember everything about it :)

    • @martydestroyer6527
      @martydestroyer6527 7 месяцев назад

      @@CGDealers I truly appreciate it Dealer, I will ask the community if I have any other questions. Thanks again and stay safe.

  • @ryangregg1916
    @ryangregg1916 9 месяцев назад +1

    This is amazing, any chance you can show how to add layers to this ?
    Also, I have an issue where it isn't liking some of the textures but then it's happy with snow ?

  • @justtrim
    @justtrim Год назад +2

    It took me 2 days to get through this 😁 Would be awesome if you could expand on it so we can also paint layers onto the terrain though, for manual adjustment!

    • @CGDealers
      @CGDealers  Год назад

      The community already did that in discord. Check out the #useful-links channel.

    • @Robby0317
      @Robby0317 Год назад

      Can you add a link to how to set that up?