Gaea Tutorial for Beginners #5 | Creating the shape of our first terrain

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  • Опубликовано: 17 дек 2024

Комментарии • 17

  • @elizardbath
    @elizardbath 2 года назад

    If you're following along using a version later than 1.3, rockslide has been retired. Not sure how to recreate that effect, but it does look pretty similar without that node.

    • @AndreaCantelli
      @AndreaCantelli  2 года назад +3

      Hey, my preferred way is to use a LookDev Surface node set to "Rocky". If you don't want the rocks to be scattered on the whole terrain you can mask it out using a Flow node. I also receommend to add a Warp node with low scale and strength and a good amount of iterations ( like 3+ ) after the Flow to make it uneven and more natural.

    • @elizardbath
      @elizardbath 2 года назад +1

      @@AndreaCantelli that makes sense, thank you for reply and the tutorial, it was very helpful!

  • @williamweidner5425
    @williamweidner5425 3 года назад

    are the advanced options not visible in the latest version if a license isn't purchased?

    • @AndreaCantelli
      @AndreaCantelli  3 года назад +1

      I don't know about that. I always used the Professional version but in theory the Community edition should have all the features with limitations on build options and resolution.
      You also can't use Erosion Studio ( sculpting ) with the free version.

  • @Alexxx-jc1dx
    @Alexxx-jc1dx 4 года назад +1

    Hi!
    Is there a way to create a mountain landscape based on Google maps?
    Thank!

    • @AndreaCantelli
      @AndreaCantelli  4 года назад

      Hi, from what I know it's not possible. However even if it would be possible in some way, the final result wouldn't be very realistic and detailed. You will get the general shape but you still have to modify it yourself.

    • @dimitriskoutris6139
      @dimitriskoutris6139 4 года назад

      Yes there is. It's the file node where u can import height data and then configure it

    • @AndreaCantelli
      @AndreaCantelli  3 года назад +1

      Yes using the revamped file node, I have a video about it

    • @Alexxx-jc1dx
      @Alexxx-jc1dx 3 года назад

      @@AndreaCantelli Cool! Download the link, please.

  • @DezorianGuy
    @DezorianGuy 3 года назад

    When importing a file created with Gaea I get crashes in UE5 and only spiky landscapes in UE4. What could be the problem? Thanks for the tutorials.
    Edit: When I choose RGB when exporting in Gaea I am able to import the height map into UE5 without crashing - but I get the spikes again.

    • @AndreaCantelli
      @AndreaCantelli  3 года назад

      Did you follow all the steps from this video ? ruclips.net/video/SUPUe8mGMAw/видео.html
      I don't know about UE5 but UE4 need certain settings to work properly which you can find in the documentation.

    • @DezorianGuy
      @DezorianGuy 3 года назад

      ​@@AndreaCantelli Thanks for the quick reply. I followed your video but I still get those pesky spiky shapes.
      For a quick test I exported a pre-composed Gaea heightmap as a single RAW file (Res: 2K, Range: Raw, Resample: 2017, ColorSpace: sRGB)
      When importing it into UE I get a spike landscape.
      I tried lower the Z but that only lowers the spikes. I have a feeling that I only have to press a button to make it all work. Somewhere there is an option that turns those spikes into the correct landscape.
      Any ideas? Thanks for your support. :)

    • @AndreaCantelli
      @AndreaCantelli  3 года назад

      It's strange because if you exported the heightmap as a 16 bit PNG or RAW you shouldn't have any problems or at least i never had those spiky artifacts.
      The Z scale is something that i always tweak regardless.
      Maybe you could try to blur the heightmap a bit more before importing it into UE4 by adding a Blur node in Gaea or use an image editing program. Also change the viewport resolution in Gaea to 4k and take a closer look at the terrain in case you have artifacts because sometimes they show up only at higher resolutions but they will be there even at lower resolutions when you export the file.

    • @B3D_FPV
      @B3D_FPV 2 года назад +1

      @@DezorianGuy Heightmaps must be linear colorspace, not sRGB. And they should be at least 16bit, or preferably 32bit float exr if the software supports it.

    • @DezorianGuy
      @DezorianGuy 2 года назад

      @@B3D_FPV I will try that asap.