Yes, everyone has their own workflow. There is no really proper way I think, all depends what feels right and easy for you. I always try to take modular approach, that gives ability to build up on instead of building something project specifics.
@@MarisFreimanis Just got through it. I think it worked really well, and your tutorial was easy to follow. I noticed you have another one that uses graphs. I'm going to try that next.
Is it still possible to make the biome texture mask for the different aspects of the biomes in Gaea 2.0 now that the QuickColor node is gone? Also I can't seem to find any sign of the portal function despite having a Indie license. Has that been removed as well?
Watch my "How To Use Gaea 2.0 Texture In Unreal Engine 5", I go over new way to color landscape. You can color it that way, but I still prefer to use texture capture in UE, I go over that in "[UE5] PCG Biome Core AUTO Biome Texture Mask" Portals are there, they just have made them way worse right now lol, They are under subsections. Now you need to make a right click, chose manage portals and then chose portal you need. Really stupid.
Thank you for your tutorial, I use Gaea 2.0, It's different from some node of Gaea. Could you make a tutorial for Gaea 2.0? I can't find Quick Color Node
Hey! Check my last 2 tutorials, I'm using Gaea 2.0 there. In "How To Use Gaea 2.0 Texture In Unreal Engine 5" i show how you can color your Landscapes now in 2.0
when you deleted the filters, it was water level filter that didnt allow you to spawn. to prevent trees in water.. also texture size is not tricky lol. if your map is 1024 you just times that by 100. so it would be 102400 or a map size of 8129 would be 812900.
Yes texture sizing thing i figure out, found that common Gaea to UE scaling is wrong and will address that in upcoming video. When it comes to min max Z it actually don't help with water at all if you have water in different heights. It's useful only when setting sea level if you don't want things to spawn in your ocean etc. There are better ways to exclude water than just trying to hard code Z limits/
Hi when i try to generate biome with PCG biome setup nothing appears. though i was able to project the texture onto the landscape as well as generate trees inside a biome volume box. have any idea why this is happening?
@@MischievousMadMonkey hey, hard to tell since there are many steps that can impact that. I would suggest to go over everything once again and see if you miss anything.
I know that there are some 3rd party paid plugins that support that, but as afar as I know only for Ocean and you still need to do manual work for rivers etc. UE water system is bad and people been waiting for proper update for a long time. Im currently experimenting with PCG generated water, once I will have something decent will post about it.
Make sure you did part in 17:52 where I show how to fix biomes not spawning. If height information is not overwritten it will not spawn anything under 0Z
You can import 5.3 assets in 5.4 project. Unless it's a plugin that has dependencies that brake in different versions, most of assets you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.
I don't think there is since you can use any color you want. Probably if colors are too close could make some overlapping issues, but would need to test hat.
Is there any way to make this colour distribution texture into an adjustable procedural texture? Big Brother can take a look at the new dispersion feature of the D5 renderer for a great experience and would like to implement it in UE5 as well!🎉
Great viedeo. But i got stucked at PCG generate, when traying to first time generate PCG_BiomeTexture. The Generate button just does nothing.... Anyone else having this issue?
Well, the BiomeCore plugin doesn't really support large worlds tbh, and placing multiple instances of BiomeCore just doesn't work. Anybody came up an idea to workaround this ?
@@lordrex34 yeaah I know. I'm only out here testing. I've only been using UE5 for 5 days. I'm not here to make games or that. More experiment with landscape renders etc but yeah I am going to work my way up the scale etc. I've formulated the exact scaling so what you make in Gaea is the same in Unreal. So far it works correctly 👌.
Hey! I'm sorry I realize i probably misunderstood your question. I thought you asked about Biome Core plugin, you can use that only with 5.4+, but You can import 5.3 assets (like megascans trees) in 5.4 project, you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.
Thank you for the video! I've been going through so many different pcg biome tutorials and they're all different. I can't wait to try this.
Yes, everyone has their own workflow. There is no really proper way I think, all depends what feels right and easy for you. I always try to take modular approach, that gives ability to build up on instead of building something project specifics.
@@MarisFreimanis Just got through it. I think it worked really well, and your tutorial was easy to follow. I noticed you have another one that uses graphs. I'm going to try that next.
作为初学者,非常感谢您的教程!👍
Glad I could help!
Great workflow. Thanks for sharing!
This is the new feature that released with 5.4 recently right? Also awesome video! Love it!
Yes that’s new plugin that comes with 5.4.
Is it still possible to make the biome texture mask for the different aspects of the biomes in Gaea 2.0 now that the QuickColor node is gone? Also I can't seem to find any sign of the portal function despite having a Indie license. Has that been removed as well?
Watch my "How To Use Gaea 2.0 Texture In Unreal Engine 5", I go over new way to color landscape. You can color it that way, but I still prefer to use texture capture in UE, I go over that in "[UE5] PCG Biome Core AUTO Biome Texture Mask"
Portals are there, they just have made them way worse right now lol, They are under subsections. Now you need to make a right click, chose manage portals and then chose portal you need. Really stupid.
Thank you for your tutorial, I use Gaea 2.0, It's different from some node of Gaea. Could you make a tutorial for Gaea 2.0?
I can't find Quick Color Node
Hey! Check my last 2 tutorials, I'm using Gaea 2.0 there. In "How To Use Gaea 2.0 Texture In Unreal Engine 5" i show how you can color your Landscapes now in 2.0
By any chance could you do a video similar to this but with Gaea 2.x
@@Laddious1 yes, Gaea 2.0 video is coming soon
@@MarisFreimanis This is good news! I enjoy your content!
when you deleted the filters, it was water level filter that didnt allow you to spawn. to prevent trees in water.. also texture size is not tricky lol. if your map is 1024 you just times that by 100. so it would be 102400 or a map size of 8129 would be 812900.
Yes texture sizing thing i figure out, found that common Gaea to UE scaling is wrong and will address that in upcoming video. When it comes to min max Z it actually don't help with water at all if you have water in different heights. It's useful only when setting sea level if you don't want things to spawn in your ocean etc. There are better ways to exclude water than just trying to hard code Z limits/
My water level was the same, but I had to change the main one. For some reason the filters didn't work on that for me.
Hi when i try to generate biome with PCG biome setup nothing appears. though i was able to project the texture onto the landscape as well as generate trees inside a biome volume box. have any idea why this is happening?
@@MischievousMadMonkey hey, hard to tell since there are many steps that can impact that. I would suggest to go over everything once again and see if you miss anything.
Bro. Is there no way to use masks from Gaea together with the UE5 water system ? It would be so mcuh better
I know that there are some 3rd party paid plugins that support that, but as afar as I know only for Ocean and you still need to do manual work for rivers etc. UE water system is bad and people been waiting for proper update for a long time. Im currently experimenting with PCG generated water, once I will have something decent will post about it.
Why is the display not updated ,when I move 'BP_PCGBiomeVolume' box,And all the trees have disappeared
You just need to regenerate. You can also set it up to auto generate
@@MarisFreimanis Unable to regenerate,What is the reason
Make sure you did part in 17:52 where I show how to fix biomes not spawning. If height information is not overwritten it will not spawn anything under 0Z
Are you sure you're in 5.4? According to the marketplace, assets such as Norway Maple is only supported in 5.1-5.3....
You can import 5.3 assets in 5.4 project. Unless it's a plugin that has dependencies that brake in different versions, most of assets you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.
@@MarisFreimanis Noice! I'll give that a try. Cheers!
@@MarisFreimanis Awesome! Just added LITERALLY about 100 GB of assets... now, hopefully I can play with them LOL
Glad it worked out
Is there a maximum number of colors for the mask? 5? Could you beat that amount if you used black and white masks for each soil type?
I don't think there is since you can use any color you want. Probably if colors are too close could make some overlapping issues, but would need to test hat.
Is there any way to make this colour distribution texture into an adjustable procedural texture?
Big Brother can take a look at the new dispersion feature of the D5 renderer for a great experience and would like to implement it in UE5 as well!🎉
You mean by using dynamic texture? I have some ideas how to do it, will look more into it son.
Great viedeo. But i got stucked at PCG generate, when traying to first time generate PCG_BiomeTexture. The Generate button just does nothing.... Anyone else having this issue?
Did you try to restart project? Sometimes PCG bugs out
@@MarisFreimanis I will have to redo it from beginning.
@@plech0480 Been there!
Well, the BiomeCore plugin doesn't really support large worlds tbh, and placing multiple instances of BiomeCore just doesn't work. Anybody came up an idea to workaround this ?
I've got it working in a 2k map :)
@@JustFranzeh what about 32?
@@astralstormgamestudios1259 32k map??,
2K is actually a small landscape, nearly everything works fluently with it. I recommend trying a 4K or 8K map scaled to 200 and 400.
@@lordrex34 yeaah I know. I'm only out here testing. I've only been using UE5 for 5 days. I'm not here to make games or that. More experiment with landscape renders etc but yeah I am going to work my way up the scale etc. I've formulated the exact scaling so what you make in Gaea is the same in Unreal. So far it works correctly 👌.
Bro how can you use resources made for unreal engine 5.3 in unreal engine 5.4
Unfortunately you can't
Hey! I'm sorry I realize i probably misunderstood your question. I thought you asked about Biome Core plugin, you can use that only with 5.4+, but You can import 5.3 assets (like megascans trees) in 5.4 project, you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.
Thanks for the reply cause I got confused in the engin resource 😅
I don't like that texture mask system at all..
I have new video coming up that will ease this process abit, at least until I have reworked plugin to support landscape painting.
Cause you noob 😂
@@dinilmusick lol. I prefer the option when you make a paint layer to use as a texture mask so you can define the biomes yourself.. noob