Hey! Is there a way to use the Landscape Grass node to spawn Meshes according to the layer inside the Material. I have tried it for hours but it doesnt really work. It displays the correct Material based on the angle, but it only spawns one type of the Landscape Grass. Thank you in advance
Hello ! With an auto material like this, how can we use the PCG, so that certain Meshes are generated according to the "layer"? I have an auto material, and I was wondering this.
this is exactly i was looking for.i just watched your tutorial on mobile and then subed you and opened on my pc to watch more.and this poped up.thankyou.im also looking for optimizations as well if you have tutorials on that?inventory? ingame build system, money/health/lolzzzz keep it comming.
Hey! I believe you can use it as a standard material input for a landscape layer setup. The whole auto material will just read as one of the materials that your landscape layer setup. Then you can paint other materials on top.
Love your content :) One probably stupid question I have is the following one : when designing a world with several biomes, do you work on one single map (square) and mix everything there or do you work on several smaller maps and find a way to "merge" them?
He may have a better answer, but as far as I'm aware it depends. You have a limited amount of texture samplers you can add to a material, there are some way to expand it or get around it but with basic use you've got 16 texture samples. More texture samples will also increase instructions, which make for a more expensive material. One way to be more efficient with your texture samples is to use a texture 2D array (this guy explains what that is ua-cam.com/video/avZ26yW2KBw/v-deo.htmlsi=PPwN163CnQeGixjL&t=422), effectively it allows you to clump your textures into fewer samplers. For my auto material, I'm using 5 layers, snow, sand, grass, dirt, and rock, which would total to 15 textures sampler normally, except with arrays, they're down to 5. However, if every biome is going to be using 5 unique layers, you will quickly become limited with how many biomes you can have, in which case, using multiple landscape meshes and strategically blending them, may be a better approach.
I used landscape layer to define where to put roks, trees, clifs ... in my PCG, but with automaterial it works like there is only one layer so it works no more. How do I fix it? I found out to use "Runtime Virtual Textures (RVT) Runtime Virtual Textures allow you to store data about materials and their distribution on the Landscape into a texture, which can be read by other components (such as the PCG Graph)." Do you know anythink about that or do you know a different aproach? Also I want to thank you for your content, very helpfull and high quality.
thank you so much for your lessons, especially the PCG and landscape lessons. Also I like the music in background, could you please give me the name of it?
All still the same principles, for sand you can simply use the snow height blend but, throw a one minus node at the end to invert the mask. With the dirt, make it the same as the grass and layer it underneath; however, you want to increase the slope mask on the grass or decrease the slope mask on the dirt using the blend bias, so you have the dirt creating that border between the grass and rock faces. Your layers should look something like this, from top to bottom; rock, snow, sand, grass, and dirt at the bottom.
I followed this one, created a MI of the material, but there are no layers popping up in landscape mode to create layerdata info from, any help is appreciated?
Hey! So Auto materials don't use layer data. You can add landscape laters on top of them, but they are effectively one material that just adapts to different features
@@azielarts thanks for the info, so that means I cant check which material a pcg graph is on with the attribute filter, how do I check to exclude certain areas on the landscape depending on the texture within the autolandscapematerial?
Can you make auto material based on the default grey grid checkerboard but with grass, rock, snow two color parameters?
I think we can use similar logic for type of plants should grow on certain areas using PCG. Your suggestions please.
Hey!
Is there a way to use the Landscape Grass node to spawn Meshes according to the layer inside the Material. I have tried it for hours but it doesnt really work. It displays the correct Material based on the angle, but it only spawns one type of the Landscape Grass.
Thank you in advance
Thansen for putting in the subtitle , node names ect🎉
Your videos help me a lot
Hello !
With an auto material like this, how can we use the PCG, so that certain Meshes are generated according to the "layer"?
I have an auto material, and I was wondering this.
Great question, I usually use physical materials to hold the data
this is exactly i was looking for.i just watched your tutorial on mobile and then subed you and opened on my pc to watch more.and this poped up.thankyou.im also looking for optimizations as well if you have tutorials on that?inventory? ingame build system, money/health/lolzzzz keep it comming.
Excellent!
Thanks for explaining node maths operations, people making tuts never do that
How do you paint on top of an auto material?
Hey! I believe you can use it as a standard material input for a landscape layer setup. The whole auto material will just read as one of the materials that your landscape layer setup. Then you can paint other materials on top.
Love your content :) One probably stupid question I have is the following one : when designing a world with several biomes, do you work on one single map (square) and mix everything there or do you work on several smaller maps and find a way to "merge" them?
He may have a better answer, but as far as I'm aware it depends. You have a limited amount of texture samplers you can add to a material, there are some way to expand it or get around it but with basic use you've got 16 texture samples. More texture samples will also increase instructions, which make for a more expensive material. One way to be more efficient with your texture samples is to use a texture 2D array (this guy explains what that is ua-cam.com/video/avZ26yW2KBw/v-deo.htmlsi=PPwN163CnQeGixjL&t=422), effectively it allows you to clump your textures into fewer samplers. For my auto material, I'm using 5 layers, snow, sand, grass, dirt, and rock, which would total to 15 textures sampler normally, except with arrays, they're down to 5. However, if every biome is going to be using 5 unique layers, you will quickly become limited with how many biomes you can have, in which case, using multiple landscape meshes and strategically blending them, may be a better approach.
I used landscape layer to define where to put roks, trees, clifs ... in my PCG, but with automaterial it works like there is only one layer so it works no more. How do I fix it? I found out to use "Runtime Virtual Textures (RVT)
Runtime Virtual Textures allow you to store data about materials and their distribution on the Landscape into a texture, which can be read by other components (such as the PCG Graph)." Do you know anythink about that or do you know a different aproach?
Also I want to thank you for your content,
very helpfull and high quality.
Great question, I tend to use physical materials to store the layer data for pcg
@@azielarts Thx, simply and efficient. RVT would probbably not work for endless scenes so this really helps.
thank you so much for your lessons, especially the PCG and landscape lessons.
Also I like the music in background, could you please give me the name of it?
What if I want to add more like dirt between the grass and rock, and sand on the bottom like snow is on the top?
All still the same principles, for sand you can simply use the snow height blend but, throw a one minus node at the end to invert the mask. With the dirt, make it the same as the grass and layer it underneath; however, you want to increase the slope mask on the grass or decrease the slope mask on the dirt using the blend bias, so you have the dirt creating that border between the grass and rock faces. Your layers should look something like this, from top to bottom; rock, snow, sand, grass, and dirt at the bottom.
I followed this one, created a MI of the material, but there are no layers popping up in landscape mode to create layerdata info from, any help is appreciated?
Hey! So Auto materials don't use layer data. You can add landscape laters on top of them, but they are effectively one material that just adapts to different features
@@azielarts thanks for the info, so that means I cant check which material a pcg graph is on with the attribute filter, how do I check to exclude certain areas on the landscape depending on the texture within the autolandscapematerial?
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