Open World - Landscape Texture Tiling Unreal Engine 5.1
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- Опубліковано 10 тра 2024
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Timestamps:
00:00 - Intro
00:16 - Landscape Tiling Problems
00:45 - Create the Basic Landscape Material
05:13 - Textures to avoid for primary landscape textures
06:13 - Primary landscape texture that works
07:12 - Final Result
07:39- Outro
You can find this setup in the Starter Content Gold material. Can just cut and paste from there. It's good that you are showing how to build it though. Always helps with understanding what the setup is doing.
I've been exploring and taking so much advantage with your channel. Completed Landscape AutoMaterial course also. Thanks for being so much great like this!
Thank you very much for your kind words!
Thank you! That's helped me.
Glad it helped!
감사합니다. 이 동영상은 저에게 큰 도움이 됐습니다
I’m glad it helped! Subscribe for more videos like this :)
What if i have my own texture ?
How do I make it tileable and seamless?
One stupid question: shouldn't the normal map also be tiled according to the randomization? Otherwise the normal map will not match the tiled texture sample?
Yes it should.
Can you make a video on the texture layer and blending? I would really appreciate it
In the making right now!
@@CGDealers wow thats awesome i literally found gold
I just started watching this video after completing the Create Massive World in 30 min video in order to add a landscape texture. where did you get the megascans folder and assets from?
Megascans are from Quixel bridge. It is included with unreal 5
What's the hotkey for 'Auto Align Nodes' within the material-graph ?
Shift A
And “Q” to align them vertical.
amazing ! thanks a looot !
would you mind to explain how i can then blend different layers? Is it possible to create different layers with this technique and paint them in landscape mode ? that would be awesome :)
You could ask in our discord. But it's possible yes.
discord.gg/wEvGPsGzyk
Dear author, I wanted to ask. I work with the creation of a landscape, according to the world composition system. Engine, version 4.72 but I do not see any difference with the 5 engine for my work. And I have a question. I imported an elevation map and divided it into 8 honors of 1 kilometer. Now I need to import 2 more height maps of 1 kilometer each. The reason I want to make a gorge and go to the second level through the script at the end of the map. How to do all this work in 1 layer and 1 level? When I load more heightmaps, they automatically make a new layer. I need 1 layer and 1 level.
Join our discord channel and the community will help you out there.
discord.gg/NbV9ZUwnx6
Nice
Thanks
Does this method work for material instances as well ?
Ye, you need to set it up.
Really love what you are doing. I am a supporter and would double support you, if you could tell us "why" you are doing each of the steps. I dont get why you only use the red channel and why you Lerp them with grey. Enlighten me please.
Using one channel from RGB texture is common technique just to isolate black & whites.
When you don't have colorful texture you don't need to use the full RGB spectrum.
For example, when you have Ambient Occlusion, Roughness, Metallic, Height map. All of those are in White&Black gamma which can be easily used in one single R / G or B channel.
This saves memory and performance and from one Node you can hook up 3 different textures.
Lerp or Linearly interpolates between A and B based on Alpha (100% of A when Alpha=0 and 100% of B when Alpha=1)
You simply interpolate between those textures based on the Alpha value.
@@CGDealers Top, thank you.
I think it should be another way to solve that. Which could be some textures random rotate with own tiles ans blend each other. İs it some thing posible ?
Yes, your suggestion is also viable and could work. There are many ways that you can do that :)
How could this be combined with an auto material?
Macro Variation happens at the "Material Layer" level. You can add this logic to any type of landscape material (inc auto material).
Just like KIRK said.
Btw KIRK hit me with a dm at my discord server or send me an email. We could collab. I saw u have some good videos!
@@CGDealers No problem mate.
Il DM you in the week. Was checking your channel last night. Pretty decent videos 👍
@@KIRKS thx mate. I’m one of your subs and checking all your videos 🤙👏
When i place a player start and run the program the whole world is blue. not sure if my character is falling through floor somehow?
Your player start should be above the ground also if you are placing the player itself go to it's settings and search for possess -> choose player 0
شكرا حبيبي
Your welcome!
By some reason it crashes editor if I apply it to landscape
Maybe PC issues? I'm using UE 5.2
@@CGDealers it was connected with landscape itself, after some experiments it works well, thank you
Nice video BUT misleading thumbnail 😢
:(
I can't find a single tutorial with how to fix tiling and place displacement......
Control the displacement texture with the same UV coordinates as the Albedo, Spec/Rough/Metallic and it's done :)
I am taking ryzen 3 3200g and 8gb ram and Vega 8 graphics , unreal engine will run plzz tell to make games
You could try.
@@CGDealers but for game developer needs two monitors
yes you can run Unreal Engine 1 from 1998 with your computer but don't expect much more
Wow, why is such a trivial thing so complicated? Why is there not a single node which can do this??
Well its not complicated at all :)
@@CGDealers it is actually. It could be a single node