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

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  • Опубликовано: 13 июн 2024
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    -----------------------------------------------------------------------------------------------------
    Timestamps:
    00:00 - Intro
    01:10 - CGDealers Membership Program
    01:45 - Udemy Courses & Free Skillshare Premium
    02:00 - Opacity Mask
    07:51 - Depth Fade
    10:15 - Pivot Mask
    11:53 - Pixel Depth Dither
    15:45 - Slope Mask
    18:59 - Water Mask
    24:09 - Roughness
    26:53 - Snow
    30:29 - Snow Mask
    38:50 - Combine Normals Simple
    41:25 - Combine Normals
    46:03 - Water
    01:03:53 - SubSurface
    01:08:06 - Landscape UVs
    01:11:36 - Layer Blend
    01:23:46 - Default Layer
    01:35:40 - Auto Material Creation UVs
    01:44:02 - Auto Material Creation Depth Fade Mask
    01:44:40 - Auto Material Rock Layer
    01:50:31 - Auto Material Stones Layer
    01:52:47 - Auto Material Grass Layer
    01:54:45 - Auto Material Dirt Layer
    01:56:31 - Auto Material Snow Layer
    01:59:30 - Auto Material Opacity Mask
    02:00:10 - Auto Material Remove Foliage
    02:01:34 - Auto Material Mask
    02:04:51 - Auto Material Snow Mask
    02:06:09 - Auto Material Dirt Mask
    02:07:11 - Auto Material Stones Mask
    02:08:06 - Auto Material Grass Mask
    02:09:01 - Auto Material Water Mask
    02:10:18 - Auto Material Layer Blend
    02:15:32 - Auto Material Combine Normals Simple
    02:16:38 - Auto Material Variation
    02:18:11 - Auto Material "UseLandscapeVariationSwitch"
    02:19:30 - Auto Material Roughness
    02:20:16 - Auto Material Normal Variation
    02:24:05 - Auto Material Procedurals
    02:34:06 - Auto Material Specular
    02:36:04 - Auto Material Water
    02:38:34 - Auto Material Snow
    02:39:22 - Auto Material Debug
    02:42:44 - Auto Material Material Connections
    02:44:05 - Create Auto Material Instance
    02:44:27 - Auto Material Fixes
    02:45:31 - Apply Material on Landscape
    02:45:26 - Test and Fix Auto Material Parameters
    02:52:18 - Final Result and how to Add Procedurals
    02:54:00 - Outro

Комментарии • 1,3 тыс.

  • @mariuscornelius3661
    @mariuscornelius3661 Год назад +47

    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 5 месяцев назад

      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 5 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 3 месяца назад +2

      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.

  • @vonklinkenhoffn1
    @vonklinkenhoffn1 Год назад +21

    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 +1

      You are so welcome! Thanks!

  • @purplejellyfishproductions
    @purplejellyfishproductions 11 месяцев назад +7

    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.

    • @CGDealers
      @CGDealers  11 месяцев назад +1

      Awesome, thank you!

  • @paulbraddick2085
    @paulbraddick2085 Год назад +46

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

  • @caseynarrates1796
    @caseynarrates1796 7 месяцев назад +9

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

    • @CGDealers
      @CGDealers  7 месяцев назад

      Glad it was helpful!

  • @seansopata5121
    @seansopata5121 11 месяцев назад +12

    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  11 месяцев назад

      sure that will work too.

  • @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 +6

      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 +4

      @@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 +1

      @@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 +2

      @@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.

  • @CGDealers
    @CGDealers  Год назад +18

    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 +2

      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 +1

      @@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)

  • @SarfarazYeaseen
    @SarfarazYeaseen 10 месяцев назад +6

    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  10 месяцев назад +1

      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 10 месяцев назад

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

  • @ParamountRaven
    @ParamountRaven 6 месяцев назад +4

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

    • @CGDealers
      @CGDealers  6 месяцев назад

      Glad to hear that :D

  • @xnicktendox7501
    @xnicktendox7501 8 месяцев 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!

    • @CGDealers
      @CGDealers  8 месяцев назад

      You're very welcome!

  • @JustJoshinYouBro
    @JustJoshinYouBro 5 месяцев назад +2

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

  • @Freg-ld2lo
    @Freg-ld2lo Год назад +8

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

  • @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?

  • @unggularestu1824
    @unggularestu1824 10 месяцев назад +1

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

    • @CGDealers
      @CGDealers  10 месяцев назад

      Glad it was helpful!

  • @im.jewels5349
    @im.jewels5349 Месяц назад +1

    Like how thorough you take each step.

  • @TheGrrson
    @TheGrrson 8 месяцев 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  8 месяцев назад

      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 7 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 7 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 7 месяцев назад

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

    • @TheGrrson
      @TheGrrson 7 месяцев назад

      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.

  • @AJ_s257
    @AJ_s257 Год назад +18

    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

  • @vevisel
    @vevisel 19 дней назад +1

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

    • @CGDealers
      @CGDealers  19 дней назад

      Glad it was helpful!

  • @andrewsneacker1256
    @andrewsneacker1256 Месяц 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  Месяц назад

      Glad it was helpful!

  • @unumpolum
    @unumpolum Год назад +4

    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 +1

      Well maybe yeah :) You could modify this!

  • @ishodusstudio4544
    @ishodusstudio4544 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!

  • @revan9903
    @revan9903 8 месяцев назад +1

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

    • @CGDealers
      @CGDealers  8 месяцев назад

      Glad it was helpful!

  • @chardsy5677
    @chardsy5677 Год назад +1

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

  • @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 10 месяцев назад

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

  • @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 ! :)

  • @CamoHax
    @CamoHax Год назад +2

    Extremely grateful for this video!

  • @sidse0
    @sidse0 6 месяцев назад +1

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

    • @CGDealers
      @CGDealers  6 месяцев назад

      You're very welcome!

  • @PerfectShrubbery
    @PerfectShrubbery 11 месяцев назад +11

    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 7 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 6 месяцев назад +3

      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 6 месяцев назад +2

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

  • @Ckinproduction
    @Ckinproduction Год назад +8

    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 4 месяца назад

      same here

    • @ExtremeCrashCam
      @ExtremeCrashCam 3 месяца назад

      Same here man :(

    • @TechyTreky
      @TechyTreky 3 месяца назад +4

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

    • @ExtremeCrashCam
      @ExtremeCrashCam 3 месяца назад +1

      @@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.

  • @devformation
    @devformation Год назад +1

    This is soo huge! Thank you!

  • @brandonjacksoon
    @brandonjacksoon Год назад +2

    Thank you mate! Helpful!

  • @rzaman-gg6en
    @rzaman-gg6en 8 месяцев 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?

  • @jordiboerboom9984
    @jordiboerboom9984 11 месяцев назад +4

    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 7 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 3 месяца назад

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

  • @da_drood-digitalart
    @da_drood-digitalart 10 месяцев назад +1

    This is amazing! Thanks for sharing your knowledge for free 🙏💙

    • @CGDealers
      @CGDealers  10 месяцев назад

      Glad it was helpful!

  • @Fkriget
    @Fkriget Год назад +2

    wooo finally, i've waited for this

  • @equipverse
    @equipverse Год назад +6

    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 +6

      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 3 месяца 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 3 месяца назад +2

      came here looking for answers to my albedo texture problem haha

  • @vonklinkenhoffn1
    @vonklinkenhoffn1 Год назад +5

    Hi again, I'm well into your tutorial, loving it so far! Quick question though, the Albedo textures you use at 01.06.01 Where would I get those? It looks like just white background with "Albedo" text, can I make them easily by myself maybe?
    Edit: I just made one myself and it seems fine actually, nvm :)

    • @CGDealers
      @CGDealers  Год назад

      Nice :)

    • @vonklinkenhoffn1
      @vonklinkenhoffn1 Год назад +2

      @@CGDealers Actually, just to be absolute certain, I'll ask to be sure. I just make 3 png's with white background and "Albedo" in red, blue and yellow. And import to UE5 and it's fine, right? 😅
      Edit: Oh, no wait, it's not actually. I see what you did now, nvm. Again... Xd

    • @gokuvinod2850
      @gokuvinod2850 Год назад +1

      @@vonklinkenhoffn1 Hey How did u made it please tell!

    • @vonklinkenhoffn1
      @vonklinkenhoffn1 Год назад +7

      @@gokuvinod2850 Hi Goku. I just made a 512x512 white background in 3D Paint with text on it that said "Albedo" in red. I also made one that said "Normal" in blue as well. Imported both to UE5 and made sure the normal one had compression settings set to normal and turned off sRGB. The other one I imported with default settings I believe.

    • @gokuvinod2850
      @gokuvinod2850 Год назад +2

      @@vonklinkenhoffn1 thank you so much for your reply I can continue to video now 🫂

  • @NikolasDungeon
    @NikolasDungeon 4 месяца назад

    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  4 месяца назад

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

  • @DigeL-el6uo
    @DigeL-el6uo Месяц назад +1

    This video is incredible man.. Thank you!

  • @userINTICE
    @userINTICE 7 месяцев назад +3

    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  7 месяцев назад

      Glad it was helpful!

  • @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🎆

    • @user-im5hm2ty6d
      @user-im5hm2ty6d Год назад

      @@CGDealers What about the XYZ problem?

  • @julianmillo1459
    @julianmillo1459 Год назад +1

    Amazing stuff, thank you!

  • @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?

  • @Fkriget
    @Fkriget 6 месяцев назад +5

    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  6 месяцев назад +3

      Thanks for the tips!

    • @ryangregg1916
      @ryangregg1916 6 месяцев назад

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

    • @Fkriget
      @Fkriget 6 месяцев назад

      ​@@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.

  • @daliendaan
    @daliendaan Год назад +7

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

  • @jasonhaley7278
    @jasonhaley7278 Месяц назад

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

    • @CGDealers
      @CGDealers  Месяц назад

      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.

  • @FPChris
    @FPChris 6 месяцев назад +1

    Great video. Extremely helpful.

    • @CGDealers
      @CGDealers  6 месяцев назад

      Glad it was helpful!

  • @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.

  • @user-ib7rm2dl8r
    @user-ib7rm2dl8r 11 месяцев 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  11 месяцев 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  11 месяцев 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 11 месяцев назад +1

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

    • @lawebley
      @lawebley 10 месяцев назад

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

    • @aweyai
      @aweyai 4 месяца назад +2

      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.)

  • @ThomasLaToof
    @ThomasLaToof 5 месяцев назад +1

    Very helpful. Loved the video.

    • @CGDealers
      @CGDealers  5 месяцев назад

      Glad you enjoyed it!

    • @ThomasLaToof
      @ThomasLaToof 5 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!

  • @user-vh7fp7fc7m
    @user-vh7fp7fc7m 6 дней 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!

  • @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

      @@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 +2

      @@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.

  • @ricardomota3964
    @ricardomota3964 Год назад +64

    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 +34

      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 +11

      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 +34

      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 +8

      @@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 +10

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

  • @Cabinet445
    @Cabinet445 8 месяцев назад

    Tysm you helped me learn a lot

    • @CGDealers
      @CGDealers  8 месяцев назад +1

      I'm so glad!

  • @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.

  • @aliyasarkahraman
    @aliyasarkahraman Год назад +1

    Amazing Video Thank you so much :)

  • @averdadedoi000
    @averdadedoi000 Год назад +1

    Great job, great logo

  • @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.

  • @sambrerio
    @sambrerio Год назад +1

    Awesome! Thanx)

  • @puffhoey
    @puffhoey Месяц назад +1

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

  • @Plettig
    @Plettig Год назад +1

    Thank u so much dude ! This is awesome!
    Where did u get the Water Refraction UV ? U didnt create in this tutorial

  • @CJ_Unreal
    @CJ_Unreal 10 месяцев назад

    Thank you so much!🖥🖱

    • @CGDealers
      @CGDealers  10 месяцев назад

      You're welcome!

  • @seansopata5121
    @seansopata5121 11 месяцев назад +1

    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.

  • @user-ry3mu4ov1i
    @user-ry3mu4ov1i 6 месяцев назад +1

    Incredible Tutorial!! Thankyou for the great content. I was wondering if you ever ended up doing a video on adding displacement to this auto material. or at least i'm curious where to start after watching your other video.

    • @CGDealers
      @CGDealers  6 месяцев назад +1

      Yes you can connect it but displacement is still buggy and I'll wait until Epic fix it in the next patches.

    • @user-ry3mu4ov1i
      @user-ry3mu4ov1i 6 месяцев назад

      @@CGDealers Great to hear! cant wait to see what you do. I've manage to connect displacement per layer. I just cant figure out how to get an scaler to adjust per layer. I'm new to UE materials but your video helped my understanding heaps.

  • @sajonkaber9500
    @sajonkaber9500 Год назад +1

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

  • @teddysoftwares3007
    @teddysoftwares3007 11 месяцев назад +1

    Amazing!!
    you are geniuus!!!

    • @CGDealers
      @CGDealers  11 месяцев назад

      Thank you! Cheers!

  • @grumpy_wolfman.
    @grumpy_wolfman. 14 дней назад +1

    Thank you!

  • @DrZou28
    @DrZou28 Год назад +2

    wow thank you for the tutorial.

  • @ModelSisters
    @ModelSisters Год назад +2

    Thank you for these videos! I have completed the Gaea to Unreal and Auto Material tutorials. I have also downloaded the completed Landscape Auto Material files. Everything looks very impressive. One question I have, is are there any lighting tutorials that you might recommend? I am new to Unreal and lighting is still a bit of a mystery to me. Anyway, thanks you for lifting the fog on this subject. Now if only I could control the fog and lighting in Unreal.

    • @CGDealers
      @CGDealers  Год назад +2

      I'll make one video about that topic. It's super important!

    • @TheEnergizedcinema
      @TheEnergizedcinema Год назад +2

      check william fauchers videos

  • @dreadtrain2846
    @dreadtrain2846 Год назад +1

    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!

  • @TheLoreLabs
    @TheLoreLabs 6 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  6 месяцев назад

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

    • @narcolepticpanda
      @narcolepticpanda Месяц назад

      Did u fix MF_DefaultLayer error?

  • @SKIROW
    @SKIROW 11 месяцев 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.

  • @ryangregg1916
    @ryangregg1916 6 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 ?

  • @alifurkanardc4058
    @alifurkanardc4058 6 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?

  • @Georgecantstandya_
    @Georgecantstandya_ 6 месяцев назад

    Thanks!

  • @christiaanbosman5954
    @christiaanbosman5954 3 дня 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 дня назад

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

  • @MrTbob418
    @MrTbob418 12 дней назад +1

    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 )

  • @mahnomix
    @mahnomix Год назад +2

    Yuo crazy, it's amaizing!!! 🔥👍🙏👏

  • @johnfoucha9763
    @johnfoucha9763 11 месяцев назад +1

    Great tutorial. This is definitely one of, if not, my favorite landscape materials. Is there any way you could explain where you got the noise mask from? Unreal doesn't have one like that and I cant seem to figure out how to make one. Thanks and keep up the great work

    • @CGDealers
      @CGDealers  11 месяцев назад

      Thanks, i've made it in photoshop. You can search on the internet for similar. If not you can get it from my patreon.
      Thanks for the nice comment!

  • @alexrybin3798
    @alexrybin3798 4 месяца назад +1

    Really awesome!!!! Thank you so much for sharing this.
    Just curious simple blend for Normal Map doesn't work? Such a complected mix per channel.

    • @CGDealers
      @CGDealers  4 месяца назад +1

      You could try it and make it even more optimized. However when you turn on Nanite on your landscape the performance is green :)

  • @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 +2

      @@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.

    • @user-im5hm2ty6d
      @user-im5hm2ty6d Год назад

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

    • @user-im5hm2ty6d
      @user-im5hm2ty6d Год назад

      Use this instead

  • @AdrianoFerreira-nb8cd
    @AdrianoFerreira-nb8cd Год назад

    thank u! this is great!!!

  • @oswuldleofricvivadirr3839
    @oswuldleofricvivadirr3839 Месяц назад

    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  Месяц 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 Месяц 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  Месяц назад

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

    • @oswuldleofricvivadirr3839
      @oswuldleofricvivadirr3839 Месяц 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 Месяц 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

  • @skyzewayne
    @skyzewayne 7 месяцев назад

    not so detailed but very very completely and amazing tutorial! I've never met similar on youtube

    • @CGDealers
      @CGDealers  7 месяцев назад +1

      Glad you enjoyed it!

  • @mrpkgamer2975
    @mrpkgamer2975 11 месяцев назад +1

    Thank you teacher

    • @CGDealers
      @CGDealers  11 месяцев назад

      You are very welcome

  • @zandervdMerwe
    @zandervdMerwe Год назад +1

    Thanks a bunch, really appreciate the walkthrough. Only wish you mentioned which megascans you used for the textures. Been going through them but they massive and i cant seem to find the ones you used... other than that thanks for an awesome vid.

    • @CGDealers
      @CGDealers  Год назад

      The megascans asset files indexing are available on my Patreon: www.patreon.com/CGDealers

  • @RAVIOLIdS
    @RAVIOLIdS Год назад +2

    awesome video, mans a legend I literally found gold

  • @teddysoftwares3007
    @teddysoftwares3007 11 месяцев назад +1

    You are the best bro

  • @TheShinyHaxorus3D
    @TheShinyHaxorus3D 9 месяцев назад +2

    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  9 месяцев назад

      Nice tip!

    • @maxten1463
      @maxten1463 8 месяцев 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  8 месяцев назад

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

  • @studioc-illy_b
    @studioc-illy_b Год назад +1

    Hi. Thank you for the great tutorial. I truely appreciate. I have a question for you. Should the default value of roughness multiplier be 1.0? It atutomatically changed to 0.5 when you created 2nd node at 26:17. Which one is correct?
    Time
    2554 value = 1.0
    2617 value = 0.5 (atutomatically changed due to the 2nd node)

    • @CGDealers
      @CGDealers  Год назад +1

      In the end it does not matter as this is part of the Lighting group and you can tweak it later on.
      I've changed it to be 0.5 at the end.
      The video was more than 3 hours long so I've cut here and there to be fluid or it will end up 6-7 hours video.

  • @haidumartocianliviualin4631
    @haidumartocianliviualin4631 11 месяцев назад

    Got the material, it works and looks great. I wonder if there is any solution to implement a different physics material for each grass/dirt/rock layer...experimented a bit but got no success. I want to do that for obtaining different footsteps sounds based on ph. material. So far i have managed to obtain different sounds based on landscape angle, wich is still ok...but not so precise.

  • @sarthur71100
    @sarthur71100 7 месяцев назад +1

    Thanks!!! Love it! 👍👍👍👍👍👍👍👍👍👍👍👍👍👍

    • @CGDealers
      @CGDealers  7 месяцев назад

      I'm glad you like it!
      Subscribe for more incoming content :)

  • @50shadesofskittles9
    @50shadesofskittles9 9 месяцев назад +1

    I recommend using promote to parameter

  • @vonklinkenhoffn1
    @vonklinkenhoffn1 Год назад +1

    This looks super awesome! I haven't started this yet, but I will. I wonder, if I use this and then want to make handmade details in my landscape, like a little lake with different colour than the other water, or I want to paint in a specific dirt road somewhere, can I still do this after using this auto material? I'm new to this.

    • @CGDealers
      @CGDealers  Год назад +1

      You can add a new layer to the auto material and paint what u want.

    • @vonklinkenhoffn1
      @vonklinkenhoffn1 Год назад

      @@CGDealers That was a fast reply! Exactly what I needed too, thanks :)

  • @justtrim
    @justtrim 10 месяцев 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  10 месяцев назад

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

    • @Robby0317
      @Robby0317 10 месяцев назад

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

  • @mclv33
    @mclv33 Год назад

    Hey. thank you for the detailed tutorial! Is there a way to paint the layouts imported from Gaea yourself? That is, without the automatic function. I have created a master material and would like to paint them myself.

    • @CGDealers
      @CGDealers  Год назад +1

      Yes you should be able to paint it with no problem if you are not using the auto material. If you are using the auto material you need to make some changes to the material in order to paint on it.

  • @kuunami
    @kuunami Год назад

    I wonder if there is a way to do an operation that for example changes every word "snow" in a group to "dirt" which would save time from having to change each one manually when you duplicate a group.

  • @devilhunter9618
    @devilhunter9618 3 месяца назад +1

    Awesome tutorial! But is there a way to be able to paint over it manualy as well?Adding like paths and such?

    • @CGDealers
      @CGDealers  3 месяца назад

      Yes, but this is available in my patreon for download. Including physical layer gor footsteps etc.

  • @vonklinkenhoffn1
    @vonklinkenhoffn1 Год назад +1

    I've finally finished the tutorial, thanks once again for this! I would like to see some macro variation in this automaterial though, I have a bit of tiling going on. I know how to set it up, I can use the macro part of the gold material that come with UE5, or I can set it up from scratch like you do in your Open World - Landscape Texture Tiling vid. What I don't understand though, is where I put it here in this automaterial you made here. Is it possible to add Macro variation to this? If so, would you tell me how I can add it? If you could explain that, I'd really appretiate it. Thanks again!

    • @CGDealers
      @CGDealers  Год назад +1

      This is discussed in our discord. Join from here: discord.gg/NbV9ZUwnx6

    • @vonklinkenhoffn1
      @vonklinkenhoffn1 Год назад

      @@CGDealers Awesome, thanks! I'll do that :)