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Mootzart Dev
United Kingdom
Приєднався 5 жов 2014
I am Mootzart, (Jake). I am a video game environment artist and 3D modeller + generalist. Currently working for Microprose.
This channel will be any educational content that I produce. When I can, I will be delving into my learning experiences and all that I learn ranging from 3D modelling, game development to sound design and music. As well as showcasing some personal projects and work related stuff when im able to show.
www.mootzart.co.uk
This channel will be any educational content that I produce. When I can, I will be delving into my learning experiences and all that I learn ranging from 3D modelling, game development to sound design and music. As well as showcasing some personal projects and work related stuff when im able to show.
www.mootzart.co.uk
(Free Heightmaps 1-8k) Unreal Engine 5.4 - Import 8k Heightmaps Tutorial Part 5
In this tutorial series we will take a look at the world partition setup for heightmaps ranging from 1k - 8k resolutions. The free heightmaps will be downloadable at the link below. But also the project will be available on the Epic Marketplace for you to skip the setup process. Please review this simple product. it would be a great help!
Marketplace Link: www2.unrealengine.com/marketplace/en-US/product/heightmap-starter-pack-variety
Free Download Link: drive.google.com/drive/folders/1qZ_7MXmvLtN0UGW6H5hgZYgW578Qrkqp?usp=sharing
Tecastus Discord : discord.gg/WyswjhcZBR
Tecastus Channel (dev logs for Zarthia coming soon): @tecastus
Marketplace Link: www2.unrealengine.com/marketplace/en-US/product/heightmap-starter-pack-variety
Free Download Link: drive.google.com/drive/folders/1qZ_7MXmvLtN0UGW6H5hgZYgW578Qrkqp?usp=sharing
Tecastus Discord : discord.gg/WyswjhcZBR
Tecastus Channel (dev logs for Zarthia coming soon): @tecastus
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(Free Heightmaps 1-8k) Unreal Engine 5.4 - Import 4k Heightmaps Tutorial Part 4
Переглядів 13714 днів тому
In this tutorial series we will take a look at the world partition setup for heightmaps ranging from 1k - 8k resolutions. The free heightmaps will be downloadable at the link below. But also the project will be available on the Epic Marketplace for you to skip the setup process. Please review this simple product. it would be a great help! Marketplace Link: www2.unrealengine.com/marketplace/en-U...
(Free Heightmaps 1-8k) Unreal Engine 5.4 - Import 2k Heightmaps Tutorial Part 3
Переглядів 11414 днів тому
In this tutorial series we will take a look at the world partition setup for heightmaps ranging from 1k - 8k resolutions. The free heightmaps will be downloadable at the link below. But also the project will be available on the Epic Marketplace for you to skip the setup process. Please review this simple product. it would be a great help! Marketplace Link: www2.unrealengine.com/marketplace/en-U...
(Free Heightmaps 1-8k) Unreal Engine 5.4 - Import 1k Heightmaps Tutorial Part 2
Переглядів 590Місяць тому
In this tutorial series we will take a look at the world partition setup for heightmaps ranging from 1k - 8k resolutions. The free heightmaps will be downloadable at the link below. But also the project will be available on the Epic Marketplace for you to skip the setup process. Please review this simple product. it would be a great help! Marketplace Link: www2.unrealengine.com/marketplace/en-U...
(Free Heightmaps 1-8k) Unreal Engine 5.4 - Import 1k Heightmaps Tutorial Part 1
Переглядів 981Місяць тому
In this tutorial series we will take a look at the world partition setup for heightmaps ranging from 1k - 8k resolutions. The free heightmaps will be downloadable at the link below. But also the project will be available on the Epic Marketplace for you to skip the setup process. Marketplace Link: www.unrealengine.com/marketplace/en-US/product/heightmap-starter-pack-variety Free Download Link: d...
Unreal Engine 5.4 - HLOD intro - Optimise Landscape #3 -
Переглядів 3,1 тис.3 місяці тому
Unreal Engine 5.4 - Optimise Landscape #3 - HLOD This video is part 3 of 3. Showcasing HLOD setup, building and editing. Showcasing how you might use it in your projects. Music by Mootzart Video editing by Danny Vain Links: JOIN THE DISCORD AND SUB TO TECASTUS Tecastus Channel (dev logs for Zarthia coming soon): @tecastus Tecastus Public Discord: discord.gg/WyswjhcZBR
Unreal Engine 5.4 - Optimise Landscape #2 - LODs and Visualiser
Переглядів 3,5 тис.4 місяці тому
Unreal Engine 5.4 - Optimise Landscape #2 - LODs and Visualiser This video is part one of three. Showcasing runtime settings for world partition, leading as a foundation for landscape LOD's and HLOD's. Music by Mootzart Video editing by Danny Vain Links: JOIN THE DISCORD AND SUB TO TECASTUS Tecastus Channel (dev logs for Zarthia coming soon): @tecastus Tecastus Public Discord: discord.gg/Wyswjh...
Unreal Engine 5.4 - Optimise Landscape #1 - World Partition Runtime Settings
Переглядів 4,8 тис.4 місяці тому
Unreal Engine 5.4 - Optimise Landscape #1 - World Partition Runtime Settings. This video is part one of three. Showcasing runtime settings for world partition, leading as a foundation for landscape LOD's and HLOD's. Music by Mootzart Video editing by Danny Vain Links: Tecastus Channel (dev logs for Zarthia coming soon): @tecastus Tecastus Public Discord: discord.gg/vV6FxSn7Rd
Unreal Engine 5.4 - Console Variables
Переглядів 1,2 тис.5 місяців тому
This is a video showing how to setup pre-sets for your console commands/variables using the Console Variables editor window in Unreal Engine 5.4. Tecastus Channel (dev logs for Zarthia coming soon): @tecastus Tecastus Public Discord: discord.gg/FJgGfGsafT
Unreal Engine 5.4 - Landscape Regions Explained (Location Volumes)
Переглядів 3,4 тис.5 місяців тому
This video explains a little more about landscape regions and what they actually are! They are actually Location Volumes. I show how you can create your own if the import goes wrong! Tecastus Channel (dev logs for Zarthia coming soon): @tecastus Tecastus Public Discord: discord.gg/zJzg8KTJ2f
Unreal Engine 5: Fog Issue Fix
Переглядів 7025 місяців тому
This video explores one of the issues that can happen with lighting a scene. The issue is when the Sky Atmosphere can causes harsh lines or thresholds for the effects related to lighting/fog. Tecastus UA-cam Channel (dev logs for Zarthia coming soon): @tecastus Tecastus Public Discord: discord.gg/GZbVsGXaCb
Unreal Engine 5.3 - 30kmx30km Tutorial - Open World Landscape Tutorial
Переглядів 21 тис.6 місяців тому
This video demonstrates setting up a large open world landscape for Unreal Engine 5.3 using world partition. This includes avoiding bugs, doing calculations and importing heightmaps. As well as a short demo of the landscape. I use Ultra Dynamic Sky for the quick and amazing lighting setup! Scale Up Method Calculations: X,Y Axis: (Desired KM x 100 / HM Res) 30km Calculation Example using 16321x1...
Unreal Engine 5.3 : Importing Landscapes & Solving Region Bug
Переглядів 1,8 тис.7 місяців тому
UE5.3: Importing Landscapes & Solving Region Bug In this series we try to cover the information required to understand the basics of landscapes overall. Unreal Documentation: docs.unrealengine.com/5.3/en-US/landscape-technical-guide-in-unreal-engine/ Im making a game! I will start doing dev logs for the game Zarthia: The Isle of Scars very soon! Jump in the Discord to follow. Tecastus Studios P...
Unreal Engine 5.3 : Landscape Regions for World Partition (Updated)
Переглядів 2,2 тис.7 місяців тому
UE5.3: Landscape Regions In this series we try to cover the information required to understand the basics of landscapes overall. Unreal Documentation: docs.unrealengine.com/5.3/en-US/landscape-technical-guide-in-unreal-engine/ Im making a game! I will start doing dev logs for the game Zarthia: The Isle of Scars very soon! Jump in the Discord to follow. Tecastus Studios Public: discord.gg/hnFwXW...
Unreal Engine 5.3 : Landscapes and Understanding Settings (Getting Started)
Переглядів 2 тис.7 місяців тому
UE5.3: Landscapes and Understanding Settings (Getting Started). In this series we try to cover the information required to understand the basics of landscapes overall. Unreal Documentation: docs.unrealengine.com/5.3/en-US/landscape-technical-guide-in-unreal-engine/ Im making a game! I will start doing dev logs for the game Zarthia: The Isle of Scars very soon! Jump in the Discord to follow. Tec...
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 6
Переглядів 2 тис.9 місяців тому
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 6
Unreal Engine 5.2 - 20kmx20km Map Test
Переглядів 3,1 тис.9 місяців тому
Unreal Engine 5.2 - 20kmx20km Map Test
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 5
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Unreal Engine 5.3 : Snappy Roads Tutorial : Part 5
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 4
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Unreal Engine 5.3 : Snappy Roads Tutorial : Part 4
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 3
Переглядів 1,1 тис.9 місяців тому
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 3
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 2
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Unreal Engine 5.3 : Snappy Roads Tutorial : Part 2
Unreal Engine 5.3 : Snappy Roads Tutorial : Part 1
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Unreal Engine 5.3 : Snappy Roads Tutorial : Part 1
Unreal Engine 5.3: Landscape Regions for World Partition Setup
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Unreal Engine 5.3: Landscape Regions for World Partition Setup
Unreal Engine 5: Texture Pool Size: Optimising, Statistics Menu, Bulk Edit Via Property Matrix.
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Unreal Engine 5: Texture Pool Size: Optimising, Statistics Menu, Bulk Edit Via Property Matrix.
OneGrass Engine Grass Optimisations - UE5 (5.0.3) Virtual Shadow Maps Beta
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OneGrass Engine Grass Optimisations - UE5 (5.0.3) Virtual Shadow Maps Beta
Unity Engine: First Game Level I Ever Made in Unity (Ambitown Prototype 2018)
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Unity Engine: First Game Level I Ever Made in Unity (Ambitown Prototype 2018)
Unity Engine: Warbox: Cyberia: Environment Progress (Unity Engine) Dev Log #1
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Unity Engine: Warbox: Cyberia: Environment Progress (Unity Engine) Dev Log #1
Guitar Scales: Lydian (Fourth Mode) E and A Root #guitar
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Guitar Scales: Lydian (Fourth Mode) E and A Root #guitar
Guitar Scales: Mixolydian (Fifth Mode) E and A Root
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Guitar Scales: Ionian Scale - Major E and A Root
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Your copy/paste description currently reads "This video is part one of three. Showcasing runtime settings for world partition, leading as a foundation for landscape LOD's and HLOD's" Just an FYI. May want to clean that up :)
how can i make endless roads with this one, and is brushify optimized??
you have 32x32 components but you are telling it you want each of those grids to have 16 components across, try setting it to 8. 8x4=32
Excellent! Thank you for the comment. i will try this out for the market asset update. Ill be adding new landscapes to it soon
@@mootzartdev Im not sure if its accurate, but worth a shot I guess.
What are those purple lines? Do we need them? I've been trying to hide them but i don't find any solution...
Purple line are thr landscape regions. Found within thr landscape actor.
The tutorial seems awesome, I keep getting exception access violation crashes. I'm boutta give up this is ridiculous
Now is there a way to make this size of landscape into nanite without obliterating my computer? I have a solid computer not the latest but I do have a 3080
I honestly wouldn't even bother thinking about it at this point. It really isn't worth wasting your time with at this scale. It takes to much resource to be viable for any type of project beyond 2-4k maps.
@@mootzartdevthank you for the advice
So quick question with this method you dont need to have a secondary program cut a height map into tiles?
No, world partition is designed to deal with single file heightmaps predominantly. Tiled actually takes more resources with world partition.
Noob here, after you import those 8k heightmaps are you able to change them in anyways?
Hey, You are able to use typical tools like sculpting, stamps etc in the landscape edit mode. The heightmaps are just a 'better' way of getting initial details etc. Or i can be your final product of course. Hope this helps.
my brother in christ, that the heck?
So no need to worry about them at all,try to use at all if working solo?
Thank you!
Please make more of these like trees and foliage far away, no one talk about this, so valuable!
Amazing tutorial. Question: how do you texture such huge landscape floor?
I would suggest a landscape auto material to get yourself started
can you link the heightmap used?
Sadly not this one as its part of my personal project. I am slowly creating a free heightmap playlist for this though. I have only released the 1k versions for free though. The product in the description has 1-8k maps though.
I would love to know how to make HLODs for trees. Would you be able to cover this? FOr exaple i'd love to use them with nanite. far distance ones at billboards and mid and close as nanite. I cannot wrap my head around this
Which landscape material you use?
what is the qyality of road material are they in 4k ?
Thank you for the tutorial. I have noticed that your clouds casting shadows. not sure my cloud does. any special settings?
please help me. I don't get that landscape region as I create the map...
Thank you very much, I thought there was a bug because of this problem for a while, so I stopped trying.
can u please help me i made 8kmX8km map nd the empty map generate 1000 above draw call how i reduce draw calls
This shit is too buggy. I'd steer away from using it for a long while more.
you should delete tutorial
who?
my landscape material showing only cell size not whole landscape please help me edit :- ok i found the solution thank u
Bro can you help . I have a map in my mind, i want to create Height map . Which app can help me to create Height map as per my Landscape Map.
Gaea if you want to buy software.
Which app is good for creat8ng height map
Where you create height map can you please share tutorials
Thank you! This is great.
Thank you for your videos, I tried out World Parition back in 5.1 and the lack of tutorials, guidance from Epic was frustrating, looks like its better now
You mean desired m instead of km
Beautiful work men
OMG!!!! OMG!!!! TY!!!
wtf free?
@@hellcool2804 the height maps. In the description. I'll add one each video I upload .
First, also where can we get some good heightmaps? Any free software for generating them? edit: link to Epic store doesn't work. And havent checked Google docs yet
Apologies. I copied the text from the first video and it missed half of it for some reason. The links should work now. There are not really any free solutions that are not highly technical. I personally use Gaea to make mine. The drive will have each heightmap added as i add the videos. 2k will be next. And i will also add various updates to the marketplace pack. Such as islands pack , canyons pack etc as time goes on.
Gaea
1000th sub 😎 nice video
I will remember you as my first major milestone! Thanks for subscribing
ty
Great video, thank you for that! btw, 32 Ram+4060 And I get out of memory crash( Best I can do now is tiny 16x16km. No way creating a bit bigger landscape involves enormous calculations to require a $5000+ PC. People did that way earlier on potato hardware. I hope Unreal folks will optimize this nonsense.
Yeah the issue really is how they decided to divey up tasks. World Partition takes loads of memory in the first place as it has to break up the input in proxies. Where as before the user would usually make tiled landscapes externally. So now tiled even takes more memory then the old method because UE has to stitch the tiles together to then break them up again into WP proxies. So they will now have to figure ways of making that process better. It has certainly improved a ton since 5.0. but a long way to go for them to figure out other methods. They need to create a tiled hybrid for WP. Where you can use the titled method but you assign quadrants perhaps for inputing and it treats those quadrants as tiles which it breaks up, rather then stitching them together to then break up. There is also the issue with methods for making heightmaps that are bigger then 16k etc and if its worth it at the moment etc. I would say its nearly never worth using 16k .. even if we can scrape together a scene using it.. most people wont be able to run it with their machines etc
I have a gtx1660 and I created just fine a 25x25kms landscape by just importing the heightmap during creation. I had not seen this video when I did it, but I still didn't have any problems or lag.
So, correct me if I'm wrong.. I need to make a gigantic landscape, then I can partition it..? Idk why I was thinking I had to make separate landscapes and stitch them together at the edges somehow to make a quilt of a map lol.
Yeah basically WP is better at dealing with single file landscapes as it needs to make it into proxies/tiles etc. It can deal with tiled landscapes but it has to stitch them together before breaking them up again.. So it's more costly to do that currently and leads to more crashes. So avoid the quilt 😂
The whole problem with HLOD is the large amount of RAM when generating them. On my computer, when creating an HLOD for a large card, it takes more than 60 GB of RAM and at the same time the HOLD grid itself turns out to be uneven, and sometimes even without separate regions. Moreover, the grid generation occurs all the time from scratch, removing the already created HLODS. I do not understand why the Unreal Engine developers did not make it possible to generate HLOD for a populated region without deleting the already created HLOD, so it would be possible to safely generate a complete HLOD for a large map without the possibility of consuming such a huge amount of memory.
I also studied HLOD for a long time, it is a simplified grid with a smaller number of polygons, a low-quality texture and a baked shadow. What you got is the best HLOD and it makes no sense to reduce its field of view, since it is designed purely for the background at long distances.
If I have 2 maps (.umap), how can I use World Partition to loading them? I've done this before on a level streaming, but it doesn't work with WP.
Great info! What water are you using for the ocean. Awesome waves
For this demo im using Fluid Flux
Better to use only LOD 0 - 1 - 2. Less operations that has to be made ready and data stored/generated in real-time. Then for really large landscapes, you would want to have some large hills/mountains that is blocking the view of 1/3 of the map at all times. And take in consideration if it's really that important to let players be able to get to any points of the mountains/hills where they can overlook more then half of the map on the screen. As long as players never see/render more then 35-40% of the landscape ever, the culling/draw distance is also a good optimisation to use. With world partition you can unload/"cull" any tiles that are out of view together with all the trees, foliage and assets that is placed on them. In short, there is never need to draw or compile more then the players pc hardware can handle. Texture streaming and texture resolution is also something that really hits the framerate and increase the ms. That and of course the amount of objects drawn, vertices in total. But by unloading quite alot because they don't have to be until the players pass a certain point is very helpfull. You kinda have to force them to enter a new region from a specific way/area/route etc... Like a tunnel, or crossing point/checkpoint.
if its on ue 5.4, why you not talking about landscape nanite, instead of outdated lod's ?
@@eligijuspranskunas3509 I will be doing a video on that. It is not production ready or worth using at this time.
@@mootzartdev will wait for that video, appreciate your response.
@@eligijuspranskunas3509 As a little early hint. Essentially its very cool tech.. but its very resource intensive out of the box. So its really only suitable for smaller maps regarding optimising etc. Out of the box that is.
Well done!! I just imported a 50km x 50 km of the island of Oahu! Thanks so much... always crashed... never thought of creating the landscape first and then applying the heightmap!
No worries! Glad I could help.
what settings for 4km x 4km map? and what height should fit the best ?
That is coming in my next video. Im running from 1k - 8k setups.
Regarding the second height calculation, 100 / 512 is equal to 0.1953125. Because you multiply by 100 you need 0.001953125. You could skip the multiplication by 100 and only have height * 0.1953125.
What are you using for your water setup ?
Thank you very much. It's very useful.