QUICK TRICK to Realistically BLEND ASSETS with LANDSCAPE | UE5 Runtime Virtual Texturing Tutorial

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  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 239

  • @colinbrooks2236
    @colinbrooks2236 Рік тому +50

    anyone experiencing the blendspace being white and the material of the scan item has a fuzz node - put the fuzz node to the right of the blendmaterial attributes

    • @ryanhaase7543
      @ryanhaase7543 Рік тому

      Thank you!

    • @pondpond-tx4sk
      @pondpond-tx4sk Рік тому +1

      Do you have an example?

    • @ktrooping797
      @ktrooping797 Рік тому +1

      how do we do this if the fuzz node has two inputs?

    • @keterbinah3091
      @keterbinah3091 Рік тому

      thankyou , it works

    • @ktrooping797
      @ktrooping797 Рік тому

      @@keterbinah3091 hi, how did you connect the fuzz node to blendmaterials attributes node?

  • @witosek9326
    @witosek9326 9 місяців тому +8

    For those who didn't see the preview here 9:25: try pressing "Create Volumes" right underneath. It helped me. (I'm working on version 5.3)

  • @kewlin
    @kewlin 2 роки тому +80

    The divide by 10 is there to change the height across which it blends: if you didn't divide it by 10, it would transition over 1cm (which is too small), but divided it does it over 10cm. It's an arbitrary number though, for example, you could divide by 50 to make it blend over 50cm.
    Saturate just caps the number to values from 0 to 1 so the alpha blending doesn't break.

    • @fmbifrost2198
      @fmbifrost2198 Рік тому +4

      Thanks for the addition, it's not serious to do tutorials that just say "plug this here because I was told so" and not explain the principles of what you're doing before jumping into spaghettis mode.

    • @modz7014
      @modz7014 Рік тому +2

      Thanks cause i was wondering why the divide as well

    • @riggsmurtah2788
      @riggsmurtah2788 Рік тому

      Then I could divide by 5 for a more subtle transition?

    • @peperoni_pepino
      @peperoni_pepino Рік тому +1

      @@riggsmurtah2788 I think to make it more subtle you would instead divide by a larger number, like 20. But you could try that quite quickly, the difference should be easy to see.

  • @derekheisler2058
    @derekheisler2058 2 роки тому +60

    TIP: If you want control of that gradient (the blending) it's in the divide node for the height. So connect a constant node to the B input of the Divide node, then right click and make parameter. Put a default value of 10 as stated in the tutorial. But now if you go back to your rock material instance you'll see the new parameter (I named mine Virtual Texture Blend Gradient). Check it on and then dial the value to your taste. Hope that helps everyone!

    • @isaacgutierrez929
      @isaacgutierrez929 Рік тому

      thanks man, it was really helpful. I like that extra control over the blending

    • @davidCcode
      @davidCcode Рік тому

      I was coming in to comment here about the divide node but you did it great.

    • @lukewarmape603
      @lukewarmape603 8 місяців тому +1

      Also if you want further control of where the gradient begins and ends, you can add a multiply (lower in worldspace) or subtract (higher in worldspace) between the "absolute world position" and "mask" nodes :)

    • @raitttu
      @raitttu 5 місяців тому

      Very useful tip, when I follow the tutorial the blend was "perfect cutted" by the ground, so it's not appear, since it's on underground. I have to put a big value on divide (like 100) to show up a bit, so my final setup was divide>subtract(to shift up and down the blend)>power (found useful to control the gradient more)

  • @thronosstudios
    @thronosstudios Рік тому +6

    I've watched several tutorials on this, some longer, some about the same length, but this one is by FAR the clearest, simplest and most straight to the point out of them all. You earned a sub, good sir.

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +1

      Thanks dude. Explaining things is my super power.

    • @thronosstudios
      @thronosstudios Рік тому

      @@GameDevAcademy Did you get it from a vat of toxic waste, spider bite, or just born with it? :P

  • @xMrDog
    @xMrDog Рік тому +1

    I started with your tutorial in Unreal Engine 4 with the lakehouse and now I'm back on your channel, now I'm a professional in the ArchViz nieche, you're still an amazing teacher, congrats!

  • @mansamnnnnikaido
    @mansamnnnnikaido 5 місяців тому

    The best RVT tutorial! I've scrolled through like ten tutorials now. This one's the most clear and easy to follow. Thanks for bringing this out

  • @HamsterBlitz
    @HamsterBlitz Рік тому +2

    I belive that the reason for dividing at 11:40 is because you are stretching out the gradient (the interval where the blend has a value between 0 and 1, i.e. the greyzone).
    Generally you can think of linear functions f(x) as:
    1. additions to x = shifting the output,
    2. multiplication of x = stretching the output,
    3. -X = flipping/mirroring the output around 0.
    Hope that explains it, it was some time since I studied that.

  • @FateOfFools-o6h
    @FateOfFools-o6h 2 місяці тому

    very easy to do, once you understand how it works, its great! a hassle since i had to learn stuff about the material system, but, great once you get knowing for it

  • @GregDerochie
    @GregDerochie 2 роки тому +8

    Thanks for this! it's something I've been struggling with as an Unreal beginner.. Can you suggest how to apply this technique to a basic material (not a megascan).

    • @Stimulated_Vision
      @Stimulated_Vision 2 роки тому

      Yeah megascans automatically applied nodes and bridge are pure trash for the beginner because they are just shit to begin with. I prefer to use the most basic node systems because the bridge node system is a mess of unknown dependencies. I imported 7 textures and they are parents of the same so yeah from there your instructions just break down and things get too different to fast. So maybe stop calling this a code academy a start calling this the place where you show off some smart ass shit that no one else can do.

  • @nikwalz3429
    @nikwalz3429 2 місяці тому

    Best Video for RVT Blending. Do you also have one for RVT Spline Roads?

  • @sincosFly
    @sincosFly Рік тому

    Thank you so much!!
    It working fine exclude straight face.... The mask to stretching.

  • @elturkocharro4106
    @elturkocharro4106 Рік тому +3

    I'm pretty sure someone else asked this, but this is working super well for some assets, but what about a massive landscape on where you may have different heights variations and far more assets in the screen. The performance is affected?

  • @yuier2883
    @yuier2883 Рік тому

    have to say, best tutorial about RVT

  • @daveweinstock
    @daveweinstock Рік тому +2

    Easy to follow and you explained everything well. Thanks.

  • @juliandevito9953
    @juliandevito9953 Рік тому +1

    For the ones with Objects starts blending way too high, use another divide node in the Objects Material right after RuntimeVirtualTextureSample with a value ~5 and connect it to be B pin to the Subtract node behind the Mask.

  • @TheGamerFurtif
    @TheGamerFurtif Місяць тому

    Just a big THANK YOU BRO !

  • @FateOfFools-o6h
    @FateOfFools-o6h 2 місяці тому

    haha, i got it work, thats pretty cool, i thought it take longer, cool!

  • @sylvainhuard2133
    @sylvainhuard2133 5 місяців тому

    there is people that can talk and explaining is an art of the brain, you must be really smart.

  • @manic_animator85
    @manic_animator85 2 роки тому +1

    Wow
    I had this problem some days ago
    Thank you soooo muuuuch!

  • @benblaumentalism6245
    @benblaumentalism6245 Рік тому

    Thank you for the excellent tutorial! If you have the time, I have a couple of questions. The first is that when I set the bounds, the bounding boxes did not encompass my entire landscape, which is very small (for testing). My second question is more of a request. I like making world-aligned materials. Any chance you could show us how you could set this up for those? Thanks again, and bravo!

  • @alexgop1980
    @alexgop1980 Рік тому

    Dude, many thanks for sharing your knowledge, awesome and absolutely useful tutorial! God bless you!

  • @JustPatrik
    @JustPatrik 6 місяців тому

    Thats freaking insane! Awesome!

  • @dequanci9721
    @dequanci9721 2 роки тому

    thank you so much for the teaching, it's really easy to understand .

  • @jayhop960
    @jayhop960 Рік тому

    brother, sir i appreciate that so much thank you my friend liked and subscribed you helped me out so much brother i appreciate it thanks for taking the time out of your day to share with others Blessings on you brother

  • @BernhardRieder1
    @BernhardRieder1 2 роки тому

    Thank you, that's great. How to use it on Landscape Proxies when using World Partition? I don't want to select every single proxy to apply the virtual texture map? Keep rocking, cheers

  • @vocalsync135
    @vocalsync135 Рік тому +1

    Very nice! Enjoyed it tremendously!

  • @jiwik731
    @jiwik731 Рік тому +1

    Really good and simple tutorial. thank you.

    • @GameDevAcademy
      @GameDevAcademy  Рік тому

      Glad you liked it

    • @ashy49592
      @ashy49592 Рік тому

      @GameDevAcademy
      can you help me dig a trench
      using landscape tools I tried but it just looked low-poly . and I don't want to ues the voxel plugin because it's showing down my game . is there a setting I can change maybe?

    • @ashy49592
      @ashy49592 Рік тому

      @GameDevAcademy
      how to sculpt using default tools .
      brush size mannequin small .

  • @Tristaza45
    @Tristaza45 Рік тому

    Awesome tut!!!! Thank you very much for sharing!

  • @SimplyCrazySid
    @SimplyCrazySid Рік тому

    Thanks for teaching! Super helpful video

  • @darthvulture
    @darthvulture Рік тому

    fantastic easy to follow tutorial, thanks!

  • @seansanderson
    @seansanderson 2 роки тому

    Love it. How to not make things look like arse. Champion.

  • @lefrog3851
    @lefrog3851 24 дні тому +1

    What if i want to rotate the Landscape 90 degrees making it vertical,what do i need to change for it to work??

  • @xavixxx95
    @xavixxx95 Рік тому

    Thanks for the tutorial! Easy and clean!

  • @DerBeinmann
    @DerBeinmann Рік тому

    They dont look like ass 😅
    Thx 4 the tutorials, very cool and funny. 👍

  • @BFXFactory
    @BFXFactory 2 роки тому +1

    so much interesting topic....but in my case there is another node "MF_Fuzz" , and if i am connecting this with "Blend material attributes" and following your process ,my result is white in blend area.😂
    please give some solution.

  • @arekjurcan
    @arekjurcan 6 місяців тому

    Yeah. Okay, it works. Thanks :)

  • @keterbinah3091
    @keterbinah3091 2 роки тому +3

    good tut, i followed every step , but i have started off with just a plain grass texture and its whited out , it does blend nicely with every asset, its just white what do you suggest from just grass albedo into output at the momment ?

  • @DerpyPossum
    @DerpyPossum Рік тому +4

    I've done everything exactly, yet nothing seems to happen in the level itself. The temporary blend colours and the final blend are showing on the material viewport, but not on the actual mesh itself when in the level. I think it might have something to do with the previews for the RVT environment and height materials not showing. You stated that this would probably be because I don't have it on, yet Virtual Textures is indeed enabled in the project settings. I'm not sure what else can be done, and I'd really appreciate some direction to a solution. Thanks in advance :)

  • @UnrealArtist
    @UnrealArtist 2 роки тому +9

    Great tutorial. I hate when Unreal does unityiesh things like, you do this and that and then turn that on from that section, come back and create that and then apply these and that o.O ??? this is all for a small feature that you should have only in the material editor with small check boxes, Or may be some other more streamlines simple execution.

  • @etroudoudou
    @etroudoudou 2 роки тому +3

    On my side the blending works but the texture resolution of the blended texture is really low and somehow seems brighter is shadowy areas where the assets blend. Not sure why and I have no idea how ot fix this.

  • @lukeatanasoff6113
    @lukeatanasoff6113 Рік тому

    Absolute legend, subbed

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +1

      Thanks Luke. You've made me *feel* like a legend 😊

  • @davidfros41
    @davidfros41 Рік тому

    Very nice and very clear explaination :) So far I get everything to work, eccept that my texture on the rock is super dark and partially stretchy somehow. also, how do I increase the amount of blending on top of the rock? for me it workst for about 10cm.

  • @ZAKarchitects
    @ZAKarchitects Рік тому

    Really great technique.. Thank you for your effort ❤

    • @GameDevAcademy
      @GameDevAcademy  Рік тому +1

      You're welcome dude. I'm glad I could help you out :)

  • @ryzhkov3dmodels
    @ryzhkov3dmodels Рік тому

    Thanks a lot! Very helpful tutorial!

  • @muhammetemirbulut6511
    @muhammetemirbulut6511 9 місяців тому

    very clear and good thks !!!!!

  • @marsovsound
    @marsovsound 2 роки тому

    Extra helpful, thank you!

  • @phalhappy8612
    @phalhappy8612 2 роки тому +1

    cam we use RVT with static mesh instead of landscape?

  • @lanaeab.1676
    @lanaeab.1676 6 місяців тому

    bless this man

  • @st.michaelthearchangel7774
    @st.michaelthearchangel7774 2 роки тому +1

    Awesome tutorial. However, all the materials I have downloaded and checked from megascans has a node at the far right called "Result node of the material" (has the Base Color, Metallic, Specular, Roughness, etcetera, with Shading Model at the very bottom), so I don't know what to do to feed everything into the nodes you created in the video from that node.

    • @makytrakys
      @makytrakys 2 роки тому +3

      Hi!, I think I might have the solution, as it happens same to me. Ok, just click that node, go to details pannel and set "ON" Use Material Attributes, ;) hope works for you, now is working perfect!

    • @TheDidiFerr
      @TheDidiFerr Рік тому

      @@makytrakys thank you so much!!

  • @DaniilBubnov
    @DaniilBubnov Рік тому

    That's very interesting but without understanding the idea it looks like complete magic to me

  • @cosmosunited
    @cosmosunited Рік тому

    really great tutorial

  • @GBTC2011
    @GBTC2011 Рік тому +1

    I'm using the landscape material I created following your tutorial Amazing PhotoRealistic Landscape and the master material is different from the one used by Megascan. How do I apply this to my master landscape material?

  • @athradian4752
    @athradian4752 2 роки тому +5

    I am a bit confused and really hoping you will see this. I followed everything to the T, however the landscape I have is fairly dark and the rocks are fairly light. The blend area is almost white. Something I did notice is on the landscape material it is just showing a black sphere now, and on the rock material (also megascan asset like you) it is showing the default material not the 3/4 black and the rest texture sphere like you have. But all of the blueprints are the same? I am confused. Hopefully I missed something small but I am lost! Thank you!

    • @lugge1358
      @lugge1358 2 роки тому

      same for me

    • @SSMusicaSkate
      @SSMusicaSkate 2 роки тому

      Same

    • @ZeissPlanetariumJena
      @ZeissPlanetariumJena 2 роки тому +3

      In my MS Asset the Master Material was not "M_MS_Default_Material" but "M_MS_Default_Fuzz_Material". If you change it, it should work. (However my resolution of the blended texture is super low in my case. So not sure is this really is a fix)

    • @Freya_PasSiFolle
      @Freya_PasSiFolle 2 роки тому

      @@ZeissPlanetariumJena Thx

    • @coapa_760
      @coapa_760 Рік тому

      @@ZeissPlanetariumJena you telling me i have to redo all the nodes :0 into the actual default one haha shit

  • @MatheusGamedev
    @MatheusGamedev 10 місяців тому

    Just leaving a comment to thank you!!!

    • @GameDevAcademy
      @GameDevAcademy  10 місяців тому

      You're welcome. Thanks for the comment :)

  • @Vipin_lee008
    @Vipin_lee008 5 місяців тому

    Very useful👍

  • @Dragongaze13
    @Dragongaze13 Рік тому +11

    I use my own shaders and do not have the "Adjustments" box going into a single "Result" node. Instead, I still have all the elements separated in my result node, hence I have no idea how to follow the steps after 11:35 😞
    I wish people would show tutorials starting from BASIC materials, not premade ones.
    EDIT: For future refrence, in case you're like me just set your Result node to "Use Material Attributes" and work from there.

    • @cr0uchingtiger
      @cr0uchingtiger Рік тому +1

      I'm in the same boat, but I'm not sure what to do after turning my result node into a 'use material attributes' node, as all that happens is my texture/roughness/normal have nowhere to go so the material goes blank.

    • @nickkaverin
      @nickkaverin Рік тому

      @@cr0uchingtigertry to use make material attributes node

  • @christiandebney1989
    @christiandebney1989 Рік тому

    can you have multiple different rocks with different materials interacting with the landscape? or do you have to set up each rock?

  • @jc9378
    @jc9378 2 роки тому

    Thank you. That’s what I need❤️❤️

    • @GameDevAcademy
      @GameDevAcademy  2 роки тому

      You're welcome. Glad I could help you out.

  • @Dragonbras
    @Dragonbras 8 місяців тому

    great video thanks

  • @DamasUnreal
    @DamasUnreal 5 місяців тому

    thanks!

  • @peterchild2010
    @peterchild2010 Рік тому

    Excellent video, very informative (Y)

  • @Dulge
    @Dulge 2 роки тому

    this is amazing, gj

  • @daviddelayat-dnapictures
    @daviddelayat-dnapictures Рік тому

    How to do so for every meshes in a scene ? Do I have to go through this process for each ?
    Thanks !

  • @uweSM
    @uweSM Рік тому

    Hi Shane, thanks so much for this really interesting tutorial. Unfortunately I’m still a beginner in Unreal and surely the question seems a bit stupid for a pro ... The node graph of the material I’m using right now looks a bit different than yours: It’s an imperfection metal material and my final node is a Main Material Node. How to handle this special case regarding to the node graph? Thanks in advance for your help!

    • @sagesoup9104
      @sagesoup9104 11 місяців тому

      I would also like to know how to use it on not quixel mats :)

  • @kevinricard7649
    @kevinricard7649 10 місяців тому

    Nice tutorial ! But unfortunatelt it doesn't work for me.. I got a white blend instaed of the material..

  • @whovisionsCGI
    @whovisionsCGI Рік тому

    Just learning UE5.1. One thing I've noticed as a newbie coming from another 3d package is, you seem to have to create so many nodes or controls to do just simple things. What if you have a lot of objects you need to fade in? It would take forever to do this for lots of objects. Isn't there some master Virtual texture to set up that would effect any object you dragged into the scene to save doing it all manually everytime?

    • @Yggdrasil777
      @Yggdrasil777 Рік тому

      Yes. You make a master and have everything inherit from that. No need to reinvent the same thing again and again, that's bad practice.

  • @sergeibargamotov8931
    @sergeibargamotov8931 Рік тому

    Assome...!!! Thank you, Thank you!

  • @MikeWazowski-x7k
    @MikeWazowski-x7k 3 місяці тому

    can you bake the current state in the viewport into a new texture so that it doesnt have run work in runtime?

  • @frozengemstudio9204
    @frozengemstudio9204 Рік тому +2

    Interesting tutorial. However, I have a problem because at 09:18 At this point it counts crash every time in EU 5.1 :(
    Assertion failed: (CurrentDirtySlotMask & SlotsNeededMask) == 0 [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp] [Line: 491]

  • @MrGTAmodsgerman
    @MrGTAmodsgerman 11 місяців тому +1

    9:48 Everything was fine for me until this point in the video. My asset material doesn't have that Meterial Attributes node. Instead it ends with a Standard Master Material Node with many slots like Pixel Depth Offset, Albedo, Base Color, World Position Offset and so on.

  • @TheDanGoldstein
    @TheDanGoldstein Рік тому

    Great tutorial! Is there a way to get the blend to not blur as much? I applied this to a rock and the ground but the blended area on the rock just looks like the ground is blurring into it instead of it looking like the sanding is adding onto the rock. Thanks!

    • @snook-official
      @snook-official Рік тому

      In the virtual texture asset for the landscape, under the size settings, increase the settings and it will improve the texture quality

  • @BRENTONMCARTHUR
    @BRENTONMCARTHUR 8 місяців тому

    Have you tried doing this for Landscape Layer Blend and standard material. I tried and had a fail. close but no cigar

  • @HighlightedPoints
    @HighlightedPoints 2 роки тому

    Can you please teach us Unreal software

  • @pavelgre7072
    @pavelgre7072 3 місяці тому

    thanks

  • @stevezyzlol6771
    @stevezyzlol6771 Рік тому

    Thank you!

  • @thefuzzyfurnace
    @thefuzzyfurnace 6 місяців тому

    In 5.3 there's 3 nodes for absolute world position instead of one in this video
    XYZ -->
    XY -->
    Z -->
    make sure to connect it from Z-->
    even though I set it to B out of the RGB options it wasn't working till I applied this fix

  • @pawpotsRS
    @pawpotsRS 10 місяців тому

    do you really need a landscape to make the RVT work? or you could blend between two static mesh with these setup?

  • @suke0408
    @suke0408 5 місяців тому

    Is this only works for flat landscape??

  • @Dapoutre
    @Dapoutre Рік тому

    How do you deal with multiple landscapes and multiple levels and the same rock for exemple ?

  • @cr0uchingtiger
    @cr0uchingtiger Рік тому

    I have the same problem as other users. I made my ground plane in Mixer so I don't have a master material.

  • @ijustwanttovanish
    @ijustwanttovanish 4 місяці тому

    i cant plug in the getmaterialattributes to the runtime virtual texture output i says its not compatible with floats

  • @resetXform
    @resetXform Рік тому

    I'm writing this first before I watch the video, but having started watching a different video that was two years old and this requires landscape height etc. How would this work for interiors with lots of organic assets of various sorts or would be a similar process?

  • @truthtruth316
    @truthtruth316 5 місяців тому

    .im wondering if its possible for one to set it up once and use it for other projects as well,because i im always afraid and discouraged when i consider the amount of time it takes to make a runtime virtual texture

  • @pacoconsejos
    @pacoconsejos 2 роки тому

    Is ver good, thank you so much...

  • @nima3359
    @nima3359 Рік тому +1

    I have the problem that the height where the object is blending texture is always at z=0. And also when my width and length y and z coordinate are at a point where the landscape is not any longer. It still blends there

  • @ediksidorov5037
    @ediksidorov5037 4 місяці тому

    Any idea how to optimize the rvt? It’s all getting red with ALT-8 optimize view, seems like it’s a topic without too much contents

  • @shantifawkes7060
    @shantifawkes7060 Рік тому

    i have virtual texture support enabled but dont see the preview its all black in my case, any idea ?

  • @anunusualindividual1172
    @anunusualindividual1172 2 роки тому

    Is it any different on how you set RVT in UE 4? if not, would it work if follow through from UE 4?

  • @linovalcarcel9366
    @linovalcarcel9366 7 місяців тому

    only work with landscapes?

  • @Jbn0s0rus
    @Jbn0s0rus 2 роки тому

    Would this work on a tri-planar material? I'm looking to blend two tri-planars together.

  • @timboslice5351
    @timboslice5351 Рік тому +2

    The blending for me looks really blurry. Anyone having the same issue?

  • @PekoXXL
    @PekoXXL 3 місяці тому

    Why isnt it working for me? Its showing blending effect on the model in material graph and material instance, but no change in viewport

  • @endtasid
    @endtasid Рік тому

    the triad tool in my UE 5.3.1 has disappeared. I can only move, rotate and size now by imagining the locations of the cursors on the triad. Anybody know how to fix that. I've already verified the install once. Nothing has changed.

  • @judofernando8298
    @judofernando8298 Рік тому

    my rvt height still looks like cube, event thou i already enable it. and im not using megascan asset. what should i do to the material ?

  • @Shwindythegr8
    @Shwindythegr8 Рік тому

    Im new to UE5 so apologies in advance if this is a silly question, but if i have several megascans assets that i want to blend into the landscape, which i have put an automaterial on, do i have to do anything different? I am going through Unreal Sensei's UE5 beginner tutorial and i want to see if i can blend the cliffs in better with the landscape if that helps.

  • @CherubMire
    @CherubMire Рік тому

    is it possible to use the same material setup from your "The Secret to Hide TEXTURE REPETITION" video. Im stuck at the setup landscape material portion and would like to have tileless landscapes along with the virtual texturing.

  • @XINXIE-xx3vz
    @XINXIE-xx3vz Рік тому

    good

  • @charleslamb4568
    @charleslamb4568 Рік тому

    I am having an issue where even with the plugin enabled it still shows as black on the preview. My older projects where I have had this working also stopped working.

  • @evelynlewis122
    @evelynlewis122 23 дні тому

    For some reason when I copied your steps to make the red color, my color came out green! I don't know why.