![Paul Gabriel](/img/default-banner.jpg)
- 7
- 37 314
Paul Gabriel
Nigeria
Приєднався 4 тра 2021
How to Create Landscape Materials in Unreal Engine Without Repeating Stuff
Learn how to create landscape materials without repeating stuff using the material layers workflow.
Get the material - Step 1: ua-cam.com/channels/lGkaWgOWB_0CDP_qmeMMUA.html
Step 2: drive.google.com/file/d/1JMzmj2AEhQ-zFN4QTuIn6Xm5cpFOJUyS/view?usp=sharing
Material Layers is quite expensive to use in terms of shader complexity. Shader complexity can be misleading in that it only counts instructions but doesn't necessarily account for the fact that some instructions can be trivial. It shouldn't matter for PC and console games but this may be too expensive for mobile. Also, it's great for prototyping and cinematics.
Get the material - Step 1: ua-cam.com/channels/lGkaWgOWB_0CDP_qmeMMUA.html
Step 2: drive.google.com/file/d/1JMzmj2AEhQ-zFN4QTuIn6Xm5cpFOJUyS/view?usp=sharing
Material Layers is quite expensive to use in terms of shader complexity. Shader complexity can be misleading in that it only counts instructions but doesn't necessarily account for the fact that some instructions can be trivial. It shouldn't matter for PC and console games but this may be too expensive for mobile. Also, it's great for prototyping and cinematics.
Переглядів: 28 808
Відео
Shared Camera System (Naruto Storm Series) in Unreal Engine Part 2 - Camera Improvements 1
Переглядів 243Рік тому
Learn how to quickly create a camera system just like the one used in Naruto Storm 4 and its preceding titles in Unreal Engine 4 and 5. www.unrealengine.com/marketplace/en-US/product/action-camera-manager
How To Export Body Individual Body Parts From Character Creator 4
Переглядів 1,2 тис.Рік тому
Find out how to export only selected body parts in CC3 and CC4. You can apply this process multiple times for each body part you want separated until you have all the body sections needed.
Shared Camera System (Naruto Storm Series) in Unreal Engine Part 1
Переглядів 617Рік тому
Learn how to quickly create a camera system just like the one used in Naruto Storm 4 and its preceding titles in Unreal Engine 4 and 5. Part 2: ua-cam.com/video/yEpAmMtnwxM/v-deo.html www.unrealengine.com/marketplace/en-US/product/action-camera-manager
nice thumbnail 🤣
When I open the project you provided there is nothing showing in the content window. The files are all there though in the content folder. I have looked and I do not have any search view settings on. Any idea why that is?
Great video! Thanks for sharing the asset too!
Wow - GREAT Tutorial. Thank you! I am a beginner so I downloaded your porject. Under 5.3 the mountain looks beautiful - but in 5.4 the image is really not the same (less details and structure looks like "washed"). Even I migrate your 5.3-project to 5.4 ..... very unhappy. Do you have any idea what's the problem?
Hey! I found an error while trying to apply this to materials with displacement/tessellation. Any idea how to bypass the engine preventing me from doing the slope layer?
THXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
What a hidden gem! hopefully, your channel will explode!
This help me a lot, Thanks
Can we bring it again ti cc4 after doing dome adjustments in blender ?
How to playing this game
this is not game
@@lemonyt639 so what
The title though...
Sounds from minecraft: Start: walking on amethyst Middle: disc 13 End: jumpscared by ballz
Mr Hops?
lol it does feel like it
There's a creepy symmetry to it....
Yes and actually with the simulation you can replicate this perfectly every single time.
Got jumpscared at the end-
🗣️🔈🔥 good music
85% of the video: "it's easy, don't be a whimp". 💪🥺 The last 15% of it: "oh, also you could do this"; 85 wild notes appear. 🖐️😭
Material layer system doesn't work with Path Tracer unfortunately - and that is not documented.
i am the 1000th like :)
I'm sorry but it doesn't work for me... I have errors inside the blue prints and unexpected functions as well... I can't use the material...
Liked and subbed, More info on youtube, More knowleadge to be obtained.
@Paul Gabriel or Anyone have time to help explain how to use this and how to add texture/layers to auto fill and paint with ..? Im at a loss still ..?
this shi is some high quality material
is that possible to work with RVT?
How would you go about addaing more Materials/Layers to the slope? so adding snow on mountain tops for example?
A random youtuber that answer my question, thanks dude
how do you fix texture tiling? i'm a newbie
in the distance blend category, there's a "tiling near" float
some reason even normal material failed on me and miraculasly this auto material works
Hello, I can't seem to get this right. I get to the Hide portion of the video, then click on the select in the range set and when I click on show, the whole body is selected as it was, when I began. stumped....
Hey mate, the download page seems to be down!
Sorry about that. Fixed!
Hey, thank you for this material works really well on my landscape! Could be cool to have an in depth tutorial of your landscape material. for example on how to use the triplanar projection, how to add puddles, displacement, how to use Virtual texture on quixel assets etc... Thank you !
thanks friend, could you tell me how to add snow elements?
How can you blend a smart material like you just did using slope, and blend it with painted materials. So you have smart materials and you can paint areas you want to change
How would you add or set one of these layers as a height adjustable layer for seabeds and beach's when making island please?
Lose the music. It's always a distraction.
Then, unfortunately, my friend game development is not for you if you can’t focus
@@murphy1934like a boss
Why are people still putting loud ass music in tutorial videos? Why?
wooh I used layered materials on landscape to be able to use masks generated from world creator because it is the easiest way but I never found a way on how to add a the manual paint functionality. Bravo !!
I am unable to get the "Displacement" for the step in ~ minute: 2:17-2:19 (Can someone give me some advise?)
I am using unreal engine 5.2
Displacement is hidden by default you have to enable it for your project using the ini file. Lots of tutorials on that: just search 'landscape displacement ue 5.3'
Is there anyway to go about this for mobile devices without costing so much performance?
That's the downside to using this. Nanite landscapes seem to mitigate the shader cost but it can't beat the normal setup
Yeah great. Work smart. Use stupid unoptimized unreal layers that killing your perfomance. Great advise man.
Your material is truly stunning and comprehensive. I've never seen anything like this before! The only thing I can’t overcome is the lack of Brush Falloff and Tool Strength in paintblend mode (with any settings of these parameters, the brush draws with a strength of 100 and Brush Falloff 0; all lines are hard and the layers have no transparency). I just can't find where I made a mistake
It seems to be working fine for me. Make sure you create weight blended layer infos and also make sure that only one paint layer is selected under "A - Landscape Layer" in the blend asset parameters
@@paulgabriel634 My bad, create weight blended layer info for heightblendedBase solved the problem, thanks!
It's a lot less work if you simply put the sample layer node on the other instead of in the middle. Additionally, it really depends on the project. Sure, this has a great deal of potential. However, it has it's drawbacks and limitations just like anything else. I have no issues giving it another go but it was far more difficult to set up the physical material output node, which makes things MUCH easier when trying to do things such as different footsteps and particle effects depending on the layer. So, it's not a work smarter not harder scenario. It's a work for what's best in your project.
elaborate brother whats up with the physical materials>?
hey is there a way i can give you a heightmap and and I want to show you something in my material I'm trying to understand the blueprint ? lol
Not sure I understand you.
@@paulgabriel634 I want to send you a material is there a way to merge yours with my own and how do you make the portal nodes
To get the "portal nodes", right click and search for "add named reroute declaration node". You could merge your material with mine. I don't really have time to do it for you though and I'm not an expert in materials.
This is awesome!! Great work and i learned good stuff here.❤
Excellent work, it will be very helpful. Thanks.
Great shader! What is the use for the RTX safe switch? (I am using RTX enabled in my project) I can see a complexity difference...
In all honesty, I just copied it from one of quixel's materials. My guess is that it maybe fixes artifacts that may appear when using raytracing. I think they left a comment on it in the reference I used. Search for all material functions in the megascans presets folder with displacement in their names and you'll should find it.
Cool content, materials are attached, like and subscribe, you're doing a great job!
Thanks for this, tremendous work, but have you actually tested it with more than a couple of layers? It breaks. Landscapes only seem to support 3 custom UV channels, as per the sourcecode: "// Landscape material only supports up to NUM_MATERIAL_TEXCOORDS 5 (0-3 are reserved for landscape-specific stuff: see UMaterialExpressionLandscapeLayerCoords, 4 is for lightmaps and 5 for heightmap coordinates" - and UV0 is the default channel, plus UV3 seems to be used for something else. So this effectively only leaves 2 custom UV channels available.
I have the same problem, the material breaks after adding the third layer. Is there a way to fix this?
Awesome work!!!
Super awesome, n super thxxx :)