Expect to see new tutorials every week. Also don't forget to subscribe to the Unreal Sensei Newsletter and press the bell icon to see all my community post!
For anyone having issues with low quality results of landscape textures applied over static meshes or having any visual glitches that should not be there, try increasing "tile size" under Project Settings > Virtual Textures. I wonder how it looked so good for Unreal Sensei with the default 128 value, but my terrain textures have 2K resolution so I increased the tile size to 2048 as well and it looks much better. Anyway thanks for the great tutorial as always.
Thanks for the tutorial ! For those who are concerned by the white blending problem with Megascans assets, i found that it might be because you're using assets with Fuzz material instance applied. In this case, the Master material's Shading Model is set to "Cloth" to work properly with fuzzy feature, but it leads to the error in height blending with RVT. Just turn back the shading model to Default Lit to use RVT properly.
Thanks bro, Developers should make a video on how to fix issues like this. After 2 days of struggle, I finally found the fix but instead of connecting Fuzzy-VT-OUTPUT, I connected Map adjustment-VT-Output, then I had to just enable shading Model on Material instance and it worked perfectly. My settings are Falloff-25 Heights-1. 1 Contrast-2 And these settings worked perfectly.
10/10 tutorial, unbelievably clear and to the point! And thank you so much for explaining WHY you're doing what you're doing with the nodes. I've only seen one of your videos but you are the straight Andrew Kramer of UE landscape tuts.
If you are getting an error at 15:48, first add the VT_Height Virtual Texture we created at the start into the VT_Height "sample parameter" and also use "Default Lit" in shading model option inside material output node. Anyways, good tutorial sensei! : )
I've been following your tutorials and has taught me so much since ive only started developing from the beginning of this year. Thank you for your amazing and informative tutorials, it has brought me a long way from absolutely zero to creating my own landscapes with ease.
For those who got stuck with setting up the MESH Material: Drag and drop your VT Height into your Mesh Material's Virtual Texture Sample which is connected to your alpha's Height Information and the VT Mat into your standard base color, normal, roughness Virtual Texture Sample information. Also make sure your material output is set to "use material attributes" to be able to connect it.
I became a huge fan of sensei within a single video of ue. The only channel that has tought me to use ue 4/5 so thoroughly that now I feel confident using it. Thank you Sensei.
Such a very interesting and helpful tutorial you made, I search and try almost 12-13 tutorial on youtube but I am satisfied with your straight-to-the-point tutorial that make sense to learn a virtual texture in the Unreal engine. I was a bit scary just because I have UE5 and your explanation is in UE 4.27 but, after all the hustle I had created the virtual texture well and blend the object with the landscape in my scene. Thank you once again.
Thanks. Anyone doing Unreal tutorials should view your content to see how to do it properly. The first virtual texturing tutorial that actually makes sense! Especially important given UE5's lack of tessellation support.
Welcome back Sensei. I'm definitely going to follow this tutorial a bit later in my day. I know how long enivomrnet tutorials can be to record and create for us. But would love to glad I found ya last year when I re-discovered my love for environment artwork and learning it in unreal for a change of pace. :)
looking at the stuff u just did in this video it seems like newbies will take ages to reach till this point just to figure whats happening....ur brain works on the scale of a computer man!!!
I teach 3D Digital and these are the very best Unreal instructional videos I have ever seen, (outside of Epic content). I will be recommending your channel to my students.
Outstanding tutorial! I had done your Auto Material tutorial and thought that was good enough for VT, but I ran into some annoyances and realize I did not understand everything going on, and this tutorial filled in the gaps. Yes, I remember you suggesting it. ;)
The good thing about this person is, He really teaches you a lot of things during his tutorial, 2nd he does not show you the annoying self video after every 5 seconds xD , which usually tut guys are doing out there. I do not know if it's annoying to me only :( To see tutor's face after 5 sec instead of the program he is teaching.
Glad you like it. Yes I find that annoying also which is why I tend to only show myself when introducing a new concept. Also I avoid a facecam in the corner so that viewers can see the entire screen.
I find that using the bounding box makes the blend factor size dependant of the static mesh you're using. That might be what you're looking for but I'd rather have a simple offset that works and blends every static meshes at the same height. I did that by only using the subtraction of Absolute world position and VT height world height, then subtracting a paramter offset that would be the height at which blending starts and then only dividing with parameter for falloff and then saturate. No bounding box needed as it make something in the equation size dependant of the static mesh
Great job with the tutorial, really solid explanation and I especially enjoyed it when you go explaining in detail why you do something and what happens if you ignore specific steps. Keep up the good work!
You channel is absolutely amazing. So much work and all for free for everyone. Long needed stuff too! Please keep on going and great there is an option to buy all your courses too!
Brilliant, works super well, but upon light bake static meshes have slightly different lighting to the landscape and so have a lighting seam, any ideas on fixes?
22.44 you could have transformed the output normal from te virtual texture sample from world to tangent before blending, so that you do not make the same operation twice.
I'm really thankful for this video, but I'm lost on why my virtual texture looks nearly white, like a washed out version of the landscape, but only on the megascans assets and not on the log. I followed along with both. The log worked perfect, a megascan asset looks wrong.
Hi ! I had the same issue today and I was looking for answers here. A few minutes later, I fixed the problem. I had washed out versions of megascans assets too, especially with a direct light on it. I fixed it by moving the MF Material Blend from the tutorial right before the megascan MF Fuzz in the master material of the assets. (I put it between MF MapAdjusments and MF Fuzz). Hope it helps you (even if it's 5 months later) !
Think this is right! I found the SM_Log_L_01 under RuralAustralia/StaticMeshes/Vegetation/Log_L_01 and dragged it into the map called RuralAustralia_Example_03 at X=4520 and Y=6240. Lifted the log above ground and snapped back down to get the gap showing. This is to follow along with the tutorial as far as I can tell =)
Would you say since UE5 has come out, are the Megascans materials more tricky now? I've been trying to use their MS asset materials with the VT I made in your tutorials, and damned if I can get them to work. Any suggestions?
Welcome back Sensie.. Can you please show us how to put green screen actors on Unreal background, with camera tracking data? Not virtual live production but the good old fashioned/economical compositing? Please.
@@connorhessel487 You have to do that math youself in teh shader. By default the shader uses 0,0,0 as the information offset so if your landscape is 0,0,5000. I had to add a parameter to the material the specify what the know Z was. I dont know if you can also use GetObjectPosition in the shader. I never went that far in on my testing.
Awesome tutorial, really make the whole process as simple as possible while still explaining all he's doing. Wich, BTW, I don't find that simple. Am I the only one thinking that blending 2 materials is such a common need that there should be an easier way to do this in the engine ? Basically, I feel like the end result of this awesome work ( a simple node to blend another material ) should already exist and be optimised in the engine.
Absolutely, this should be made way easier, there are so many steps involved to do this. I have a plugin for Blender which basically does this exact thing in literally 2 clicks (its called blendit addon for blender you can look it up) something should hopefully exist for UE in the future
Good call to return to videos before UE5 beta releases, i don't think it's coming out super soon since metahuman just now got a preview release, I think they plan on releasing 4.27 before 5 too.
Thanks for great videos. Im new to this. Why isn't the template including the setup for blending ? Seems like a process everybody needs to go through from start.
A tutorial on how to learn to learn might be cool. As in, how do you see the output of a node? You were able to mask the z coordinate of a node by only selecting the green channel, but what if you didn't know which color channel matches to witch coordinate? Is there a way to print the output of a node somewhere so you can see what you're doing? Basically, how do you debug blueprints?
Yes you would use vertex painting then for static meshes. I did make one but the Unreal's Megascans blend material is great ruclips.net/video/j_3_lYyydgA/видео.html&ab_channel=Quixel
thank you for this amazing tutorial. But i have one problem i am not able to fix. For the material i originally created it in, it works absolutely fine. But as soon as I add the material function to an other material, the blending is only white and it does not capture the Landscape material anymore. I have no clue what the problem is. I am using UE5 by the way. And sorry for my insufficient English, it is not my native language.
Hey there great tutorial. I was following along but I can't get it to work. My blending shows black intead of the ground material. Do you happen to know what might be wrong?
Love the tutorial!! For my project I have destroyed buildings sticking out of the landscape.. is there a way to blend the RVT color using a triplanar method because this, while cuts out the texture smearing, also doesn't allow each face of my buildings to receive the RVT color.
Awsome Tutorial! One issue though, that probably many as myself ran into: "Enanble Virtual Textures Support" needs to be be activatetd first, in the project settings, for them to work ! (Maby you could add this as annotation. I'm sure it would help a lot.) Edit: Sorry, I somehow missed that you actually mentioned it at the beginning.
@@aizen_rhyme_schemes Actually I did. ;) ... But suddenly my Landscape Textures dissaperared on several components showing only the checkerboard. I know, that you can usually fix this by changing all textures to "Shared:Wrap". But I allready did this. Now I´m stuck, unfortunately. :-/
when i open the example mountain project, it displays correctly, but if i import the project into my project the texture doesnt work. i have virtual textures enabled in my settings, so i'm not sure what the problem is. anybody any suggestions?
Expect to see new tutorials every week. Also don't forget to subscribe to the Unreal Sensei Newsletter and press the bell icon to see all my community post!
Sensei🔥
Thank you Sensei!
Great. Please do more on planets and Mars/ Moon / asteroid surfaces, atmospheres, if possible.
Idol, thank you very much. Like what others say, I can't thank you enough for all of these very helpful and practical tutorials you shared with us.
So..What's going on with this udk 5 beta? Any new rummors? You said you will be back when beta begins.
One rarly can find a channel so keen on explaining and understanding. I can't thank you enough
For anyone having issues with low quality results of landscape textures applied over static meshes or having any visual glitches that should not be there, try increasing "tile size" under Project Settings > Virtual Textures. I wonder how it looked so good for Unreal Sensei with the default 128 value, but my terrain textures have 2K resolution so I increased the tile size to 2048 as well and it looks much better.
Anyway thanks for the great tutorial as always.
Thanks for the tutorial !
For those who are concerned by the white blending problem with Megascans assets, i found that it might be because you're using assets with Fuzz material instance applied. In this case, the Master material's Shading Model is set to "Cloth" to work properly with fuzzy feature, but it leads to the error in height blending with RVT. Just turn back the shading model to Default Lit to use RVT properly.
Great Man!.. the textureBlending isn't white anymore....BUT now it's blurry! :( something like bad resolution
Thanks man, helped a lot!
Thanks bro, Developers should make a video on how to fix issues like this. After 2 days of struggle, I finally found the fix but instead of connecting Fuzzy-VT-OUTPUT, I connected Map adjustment-VT-Output, then I had to just enable shading Model on Material instance and it worked perfectly.
My settings are
Falloff-25
Heights-1. 1
Contrast-2
And these settings worked perfectly.
THANK YOU! That fixed it. To get rid of the blur, open VT_MAT and play with the resolutions. I set to 2048 and the blur is gone.
you saved my day :)
10/10 tutorial, unbelievably clear and to the point! And thank you so much for explaining WHY you're doing what you're doing with the nodes. I've only seen one of your videos but you are the straight Andrew Kramer of UE landscape tuts.
If you are getting an error at 15:48, first add the VT_Height Virtual Texture we created at the start into the VT_Height "sample parameter" and also use "Default Lit" in shading model option inside material output node.
Anyways, good tutorial sensei! : )
I've been following your tutorials and has taught me so much since ive only started developing from the beginning of this year.
Thank you for your amazing and informative tutorials, it has brought me a long way from absolutely zero to creating my own landscapes with ease.
For those who got stuck with setting up the MESH Material: Drag and drop your VT Height into your Mesh Material's Virtual Texture Sample which is connected to your alpha's Height Information and the VT Mat into your standard base color, normal, roughness Virtual Texture Sample information. Also make sure your material output is set to "use material attributes" to be able to connect it.
Nice to see you back. Looking forward to see what you've got ;)
I became a huge fan of sensei within a single video of ue. The only channel that has tought me to use ue 4/5 so thoroughly that now I feel confident using it. Thank you Sensei.
Thank you so much man, Ive been looking for a way to easily blend assets with landscapes, Because my Materials Are different from most tutorials 😆
Bro ur the best UE4 utuber Ever!
Such a very interesting and helpful tutorial you made, I search and try almost 12-13 tutorial on youtube but I am satisfied with your straight-to-the-point tutorial that make sense to learn a virtual texture in the Unreal engine. I was a bit scary just because I have UE5 and your explanation is in UE 4.27 but, after all the hustle I had created the virtual texture well and blend the object with the landscape in my scene.
Thank you once again.
My anxious brain loves how fast pace your tutorials are!
Thanks. Anyone doing Unreal tutorials should view your content to see how to do it properly. The first virtual texturing tutorial that actually makes sense! Especially important given UE5's lack of tessellation support.
You're the best teacher I found ❤️ Plz continue
The legend is back!
Welcome back Sensei. I'm definitely going to follow this tutorial a bit later in my day. I know how long enivomrnet tutorials can be to record and create for us. But would love to glad I found ya last year when I re-discovered my love for environment artwork and learning it in unreal for a change of pace. :)
Now materials can interact. Thats amazing
am i the only one who thinks the before and after at 0:12 look almost indistinguishable? I can't tell anymore. The graphics are too good!!!
looking at the stuff u just did in this video it seems like newbies will take ages to reach till this point just to figure whats happening....ur brain works on the scale of a computer man!!!
Super helpful, thanks! I really appreciate how you take it a few steps further and make the modular material function at the end - well thought out!
I teach 3D Digital and these are the very best Unreal instructional videos I have ever seen, (outside of Epic content). I will be recommending your channel to my students.
Outstanding tutorial! I had done your Auto Material tutorial and thought that was good enough for VT, but I ran into some annoyances and realize I did not understand everything going on, and this tutorial filled in the gaps. Yes, I remember you suggesting it. ;)
The good thing about this person is, He really teaches you a lot of things during his tutorial, 2nd he does not show you the annoying self video after every 5 seconds xD , which usually tut guys are doing out there. I do not know if it's annoying to me only :( To see tutor's face after 5 sec instead of the program he is teaching.
Glad you like it. Yes I find that annoying also which is why I tend to only show myself when introducing a new concept. Also I avoid a facecam in the corner so that viewers can see the entire screen.
Dude thanks for allways putting out easy to follow quality content :D
Best UE channel on YT!
I find that using the bounding box makes the blend factor size dependant of the static mesh you're using. That might be what you're looking for but I'd rather have a simple offset that works and blends every static meshes at the same height. I did that by only using the subtraction of Absolute world position and VT height world height, then subtracting a paramter offset that would be the height at which blending starts and then only dividing with parameter for falloff and then saturate. No bounding box needed as it make something in the equation size dependant of the static mesh
Great job with the tutorial, really solid explanation and I especially enjoyed it when you go explaining in detail why you do something and what happens if you ignore specific steps. Keep up the good work!
10/10 Tutorial, clear explanations and clean execution. Loved it and helped soooo much!! Thanks!!
You channel is absolutely amazing. So much work and all for free for everyone. Long needed stuff too! Please keep on going and great there is an option to buy all your courses too!
Thank you so much. I successfully copied RVT in ue5.1.1. You are so handsome, and your voice is very magnetic, just like your tutorial.😋
Brilliant, works super well, but upon light bake static meshes have slightly different lighting to the landscape and so have a lighting seam, any ideas on fixes?
I am SO elated to see more videos from you! Excellent stuff, thanks so much for your time and effort!
This tutorial helped me so much!! I have been struggling to get my meshes to blend with my landscape for 2 days. Thank you so much for this!
22.44 you could have transformed the output normal from te virtual texture sample from world to tangent before blending, so that you do not make the same operation twice.
I'm really thankful for this video, but I'm lost on why my virtual texture looks nearly white, like a washed out version of the landscape, but only on the megascans assets and not on the log. I followed along with both. The log worked perfect, a megascan asset looks wrong.
I have the same issue, did you get it fixed?
Did you figure this out?
No, but if I do I'll post here. :)
Hi ! I had the same issue today and I was looking for answers here. A few minutes later, I fixed the problem. I had washed out versions of megascans assets too, especially with a direct light on it. I fixed it by moving the MF Material Blend from the tutorial right before the megascan MF Fuzz in the master material of the assets. (I put it between MF MapAdjusments and MF Fuzz). Hope it helps you (even if it's 5 months later) !
@@pierrequlroule thanks!! U just helped me
Amazing tutorial, thank you for taking the time to make it!
This is one of the best tutorials out there! Damn!
Think this is right! I found the SM_Log_L_01 under RuralAustralia/StaticMeshes/Vegetation/Log_L_01 and dragged it into the map called RuralAustralia_Example_03 at X=4520 and Y=6240. Lifted the log above ground and snapped back down to get the gap showing. This is to follow along with the tutorial as far as I can tell =)
This is some crazy magic here. Thanks for the vid!
Wow that’s awesome! You’re a node wizard!
Would you say since UE5 has come out, are the Megascans materials more tricky now? I've been trying to use their MS asset materials with the VT I made in your tutorials, and damned if I can get them to work. Any suggestions?
Hey mate Did you find a Solution for you problem, as i am having issues to
absolutely fantastic stuff - finally a really easy to understand tutorial - thank you very much
Welcome back Sensie.. Can you please show us how to put green screen actors on Unreal background, with camera tracking data? Not virtual live production but the good old fashioned/economical compositing? Please.
The result is just amazing, thank you!
Thx a lot !!! one of the best tutorial on RVT !!!
Great video and explanation of how this all works, many thanks for sharing this.
it is very good Thank. But see the effet when moving parameters on the material, but not affected the viewport .. Have an idea ?
Amazing!
Note: If your terrain is transformed by Z you have to add e that ZOffset as a paramter.
Hi ! In the Mesh Material or in the landscape material ? Thx :)
@@NAJOUILLElaFRIPOUILLE both i believe
Where do you find ZOffset option?
@@connorhessel487 You have to do that math youself in teh shader. By default the shader uses 0,0,0 as the information offset so if your landscape is 0,0,5000. I had to add a parameter to the material the specify what the know Z was. I dont know if you can also use GetObjectPosition in the shader. I never went that far in on my testing.
Amazing tutorial! I tried it in UE5 and it looks awesome
Awesome tutorial, really make the whole process as simple as possible while still explaining all he's doing.
Wich, BTW, I don't find that simple. Am I the only one thinking that blending 2 materials is such a common need that there should be an easier way to do this in the engine ?
Basically, I feel like the end result of this awesome work ( a simple node to blend another material ) should already exist and be optimised in the engine.
Absolutely, this should be made way easier, there are so many steps involved to do this. I have a plugin for Blender which basically does this exact thing in literally 2 clicks (its called blendit addon for blender you can look it up) something should hopefully exist for UE in the future
Why? Just make it a material function like he does at the end and you can easily add it to any material, no fuss.
it's a long video, but it's necessary... i don't understand how somebody disliked this video :'D
what's extra impressive, is that it seems you do this tutorial in in real time with no edits.... You're a natural.
@@bcgames92 Oh their are edits I just try to make them seamless.
Thanks, Great tutorial! Appreciate that you explain every node as you go :)
We need more of you sir
Thank you man for your impact on our education! You the best!
Best class ever 🔥🔥🔥🔥
Just easy to follow..lots of love
Cant WAIT to watch this later!!
What a great video! Works great, well explained!
He's Back!
Es una locura lo que acabas de enseñar, se agradece muchisimo. Esto te da un profesionalismo increible a la hora de mapear. 10/10
Really nice! I feel they should build this into Unreal tho.
Good call to return to videos before UE5 beta releases, i don't think it's coming out super soon since metahuman just now got a preview release, I think they plan on releasing 4.27 before 5 too.
Thanks for great videos. Im new to this. Why isn't the template including the setup for blending ? Seems like a process everybody needs to go through from start.
A tutorial on how to learn to learn might be cool. As in, how do you see the output of a node? You were able to mask the z coordinate of a node by only selecting the green channel, but what if you didn't know which color channel matches to witch coordinate? Is there a way to print the output of a node somewhere so you can see what you're doing? Basically, how do you debug blueprints?
Best best tutorial ever
The blending mask could be displaced by let's say the height or basecolor of the in order to break up that soft linear falloff!
Thanks! So much better than the pixel depth dithering stuff
That work like a charm, you are very good senpai.
Great video! Is there anyway to blend textures with a plane (mesh) instead of blend it with the landscape? Thanks!
Yes you would use vertex painting then for static meshes. I did make one but the Unreal's Megascans blend material is great
ruclips.net/video/j_3_lYyydgA/видео.html&ab_channel=Quixel
@@UnrealSensei thank you a lot!
i keep getting "GPU Crashed or D3D Device Removed" crash when i add the RVT volume this didn't happen in 5.1 but is happening in 5.2
Very keen on details, thank you Sensei
Wow! Thanks Sensei!
U got my sub. I'm currently learning ue4 right now !
As an Aussie, I really respect the representation :)
Great tutorial. My head is spinning though. Does your landscape material have this function in it?
Yep
Thank you! Helpful elaboration on the section on ue5 basics tut
Oh my god this is amazing tnx for this video guide.
thank you for this amazing tutorial. But i have one problem i am not able to fix. For the material i originally created it in, it works absolutely fine. But as soon as I add the material function to an other material, the blending is only white and it does not capture the Landscape material anymore. I have no clue what the problem is. I am using UE5 by the way. And sorry for my insufficient English, it is not my native language.
I'm having the same problem, some help will be appreciate :)
Hey there great tutorial. I was following along but I can't get it to work. My blending shows black intead of the ground material. Do you happen to know what might be wrong?
I managed to make the texture appear but now it is super tiled. I have watched your video 10 times please help :S
@@Rhen5656 I don't remember exactly what I did but I believe it worked when I tried a different level
I had the same issue, not sure if you made the same mistake I did but I forgot to enable VT heights at 16:08
I had the same problem. Check if you runtime virtual texture volume in your scene. It works fine now that I placed the volume.
Great Gem your Landscape Material and Virtual Texture Material Function. thx
why is my terrain material stretching over the Megascans object? there is no clear detail as in the video. With what it can be connected?
Love the tutorial!! For my project I have destroyed buildings sticking out of the landscape.. is there a way to blend the RVT color using a triplanar method because this, while cuts out the texture smearing, also doesn't allow each face of my buildings to receive the RVT color.
Hi, I have an issue where the virtual texture projected onto my objects is a really low resolution. Any ideas?
I'm not really sure why such important stuff aren't built inside of engine, but anyway, that's a great tutorial to help us out
Not all projects require this feature and it adds bloat to the engine if it's built-in and not being used.
Great content, please keep doing such amazing tutorials❤️🔥
I'm working in UE5.2 and when i do all the steps up to 23:35 i just get all white where the blend is supposed to be. not really sure what's going on?
Thanks for this!
Love your videos! Keep it up, your tutorials are great
Awsome Tutorial! One issue though, that probably many as myself ran into:
"Enanble Virtual Textures Support" needs to be be activatetd first, in the project settings, for them to work !
(Maby you could add this as annotation. I'm sure it would help a lot.)
Edit: Sorry, I somehow missed that you actually mentioned it at the beginning.
but this is mentioned at 1:57
@@aizen_rhyme_schemes people right
@@aizen_rhyme_schemes Damn! You are right! I somehow managed to miss this! Sorry!
@@henningricke No problem bro! Did you manage to create a kickass scene?
@@aizen_rhyme_schemes Actually I did. ;) ... But suddenly my Landscape Textures dissaperared on several components showing only the checkerboard. I know, that you can usually fix this by changing all textures to "Shared:Wrap". But I allready did this. Now I´m stuck, unfortunately. :-/
You got me sensai :D My light
Love Your tutorials can You do a Live Camera setup from start to finish. Everyone leaves out important info and You are very thorough. Thanks
when i open the example mountain project, it displays correctly, but if i import the project into my project the texture doesnt work. i have virtual textures enabled in my settings, so i'm not sure what the problem is. anybody any suggestions?
Awesome tutorial!!
But it's WAAAY too complex for such needed feature. How about drag and dropping materials into a terrain plugin? :-D
Thank you.😊 Also, very good to understand virtual textures in general. 👍
great tutorial, very well explained.
Wonderful video, thank you so much!
Does this work with landscapes with multiple materials brushed on? IE, a grassy landscape with dirt paths painted in?