Thanks!! Usually I have everything planned out but livestreams have a way to throw you a curveball and force you to mess up areas haha but debugging is a legit process!
Question: Doesnt the splatmap workflow only make sense if you use weight blended layer as the way the splatmaps get rendered already removes information from underlying layers? Thats how I understood how it works. If you import a set of, lets say 5 splatmaps, you can see that where layer 1 is white/grey, layer 0 is black/grey meaning that by adding all 5 layers together, you basically get 1 ( full white). Using non weight blend only makes sense if every layer exported scales from 0-1 in value, which it doesn't when exporting splatmaps based on my test. Also, wight blend is potentially cheaper since it doesn't require all layers to always be rendered on every component based on their weight.
Actually....I think this only works this way if you export them into color channels instead of individual textures XD Also, the subtractive layers are not needed when using weight blended layers this way.
Yes, if you use weightblended layers, it does indeed remove any underlying layer information...making it, essentially, slightly cheaper I think. However, I think there are more benefits in my experience to use non-weightblended layers, i.e. height blended layers, as it is non-destructive and allows you to utilize the height information when blending between layers a bit more smooth. It's a pro/con decision to make but in general, I always try to make what I do non-destructive. Of course, you can always convert a layer from non-weightblended to weightblended or visa-versa if you choose to at any time in the layerblendinfo that's created.
Does anyone else have issues with getting the GRASS/ROCKS layer weight information from the surface sampler node in the PCG when using world creator's bridge and material? I cannot get my trees/grass to spawn over specific textures because apparently my layers all have a weight of 0.
Hello, I have been working with World Creator for a few years now. I just went through the process of using the height map for my UE landscape. I added my landscape material and activated Nanite...with no changes. Everything was set up properly. I created a new file as a test and used the UE native landscape, added my landscape material, and activated Nanite. It works perfectly. Why? What did I do wrong inside WC? I used a 1009 size landscape. I am confused. Any help would be appreciated.
Yeah, not sure what's happening there but I also recommend taking the .RAW file and renaming it in Windows Explorer to .R16 - that's what Unreal likes to use!
I've been using World Creator for 2 days - Day 1 was going through TP's introductory course for WC, and Day 2 was walking through this livestream and building out the same project - fantastic, I've learned so much, thanks!! What a great basis for a WC to UE workflow :) For anyone else following along, from 3h15m in when the function nodes won't accept input, the correct node type to choose on the Master Material is TextureObjectParameter; this will allow you to feed your textures to the Texture2D inputs within the Material Function.
Yeah, after I went back to look at the graph MINUTES after I ended the stream...I realized I was using a TextureSample instead of a TextureObject haha whoops!
1:20:51 - Creating new level.
1:48:20 - Setting up map exports.
2:06:30 - Importing maps into UE.
Excellent stream!
This is exactly what is was looking for, can't wait to check it out!
I like this kind of livestreaming, live debugging, thanks!
Thanks!! Usually I have everything planned out but livestreams have a way to throw you a curveball and force you to mess up areas haha but debugging is a legit process!
Haven't seen it yet, but I know it's gonna be super useful. Love how WC+UE5 works
Thanks for sharing! I hope there will also be a tutorial on Blender workflow scheduled in the near future...
Yeah, I am hoping to do this same thing with Blender!
Can you add which version of ue5 you are using in the description
Amazing content. Thank you.
Glad you enjoyed it!
Question: Doesnt the splatmap workflow only make sense if you use weight blended layer as the way the splatmaps get rendered already removes information from underlying layers? Thats how I understood how it works. If you import a set of, lets say 5 splatmaps, you can see that where layer 1 is white/grey, layer 0 is black/grey meaning that by adding all 5 layers together, you basically get 1 ( full white). Using non weight blend only makes sense if every layer exported scales from 0-1 in value, which it doesn't when exporting splatmaps based on my test. Also, wight blend is potentially cheaper since it doesn't require all layers to always be rendered on every component based on their weight.
Actually....I think this only works this way if you export them into color channels instead of individual textures XD Also, the subtractive layers are not needed when using weight blended layers this way.
Yes, if you use weightblended layers, it does indeed remove any underlying layer information...making it, essentially, slightly cheaper I think. However, I think there are more benefits in my experience to use non-weightblended layers, i.e. height blended layers, as it is non-destructive and allows you to utilize the height information when blending between layers a bit more smooth.
It's a pro/con decision to make but in general, I always try to make what I do non-destructive. Of course, you can always convert a layer from non-weightblended to weightblended or visa-versa if you choose to at any time in the layerblendinfo that's created.
Does anyone else have issues with getting the GRASS/ROCKS layer weight information from the surface sampler node in the PCG when using world creator's bridge and material? I cannot get my trees/grass to spawn over specific textures because apparently my layers all have a weight of 0.
Hello, I have been working with World Creator for a few years now. I just went through the process of using the height map for my UE landscape. I added my landscape material and activated Nanite...with no changes. Everything was set up properly. I created a new file as a test and used the UE native landscape, added my landscape material, and activated Nanite. It works perfectly. Why? What did I do wrong inside WC? I used a 1009 size landscape. I am confused. Any help would be appreciated.
Hello. I don't have much experience but can I watch this and build alonside?
Its weird but all the .raw are importing as stripes in UE, i.e resolution 256x2048 with default settings.
Yeah, not sure what's happening there but I also recommend taking the .RAW file and renaming it in Windows Explorer to .R16 - that's what Unreal likes to use!
QWES? What are you smoking man? 🤪It's still the same WASD, but Q&E are down and up as usual [Unreal]
Haha well I play games with QWES instead of WASD. So my A&D in the engine are up and down
💃 Promo*SM
I've been using World Creator for 2 days - Day 1 was going through TP's introductory course for WC, and Day 2 was walking through this livestream and building out the same project - fantastic, I've learned so much, thanks!! What a great basis for a WC to UE workflow :)
For anyone else following along, from 3h15m in when the function nodes won't accept input, the correct node type to choose on the Master Material is TextureObjectParameter; this will allow you to feed your textures to the Texture2D inputs within the Material Function.
Yeah, after I went back to look at the graph MINUTES after I ended the stream...I realized I was using a TextureSample instead of a TextureObject haha whoops!