Hi Ben, I have not been able to catch up with the last 3 episodes of your new series. I have been learning about texturing at MARI and it is more complex than I expected. It has consumed all my time. A few weeks ago I sent you an email where I thanked all the help you have given me in the construction of the Landscape Auto Material. I take the opportunity to do it here. Excellent piece of gold video as it is customary. Greetings
Just finished watching all your tutorials, they are all amazing. Now I will try to create my first demo level applying all I learnt here. But I have a suggestion, you showed in your previous tutorials how to build rain system from scratch. Could you please now show it on the real project, how to apply all these effects onto this realistic landscapes. Like when it starts raining how to make everything look wet, from trees to the ground, and how to build puddles procedurally, and also that they fill and grow depending on how long it rains. And also show ripples only on the river, and when the player runs on the riverbed it also affects the river, like splashes and additional ripples. Other issue is how to make clothes of the character look wet depending how deep he goes into the river? Or if it rains to make the character look totally wet? And also as an idea for the next tutorials you could use same topic but for the snow material, to make it cover the ground and grow procedurally and show footsteps on it as the player runs. Many games use rain and snow to create special mood and if you explain how to integrate that into a real project with the player affecting the landscape, it would be so valuable! Thank you again for your great work and time dedicated not only to making such awesome tutorials but also for explaining and answering all our questions! Can't wait for your next tutorials!
@@BenCloward Hi Ben, thanks for the vid, as always! Try plugging a perlin noise texture to the "Moldulation Texture" slot of the riverbed material, it adds great complexity to the riverbed texture edge :D
Hi Ben, thanks for your videos. Had a question for you: is there any way to update the grass node in the material editor during *runtime*? For example, if the player were to be sculpting the landscape, or we wanted to animate a treeline moving up/down the mountains over time. It seems like the grass node just ignores any changes that happen to its input during runtime. Is there any way around that (other than just using niagara instead which is likely what we'll end up doing)? Our application is for a puzzle based on procedural foliage, and the landscape in our case is super tiny so perf is not a concern.
Hey ben, do you know how to get the mask of water system(river/lake/ocean)? cause i want to make a wetness/rougness blend from water surface to dry area, and RVT doesnt work for water system.
That's something I worked on this week. In my case, I just modified my riverbed material so it looks wet, but you could also use the river mask to apply a wetness effect. I may show how to do that in a future video.
I am having issues using it with height map landscapes. Meaning I have created a landscape using a height map. I can use it fine with a regular landscape but not a height map generated one. Any ideas?
What happens when you use it with a height map landscape? If the problem is that the water doesn't render, try moving the landscape so that it's above 0 on the Z axis.
Hi Ben! Great video again! I have a problem with this new water system: whenever I try to paint foliage (with the foliage tool) on the sides of the river, the foliage assets are placed on top of the water, not on the riverbed sides, or underwater. Anyone ran into this bug? Help!!
Thats a great video! I still have a problem when trying to use unreal water on my project - for some reason the river never shows on my landscape. The spline is there but no river. =(
If you place an object at 0,0,0 in your world, is your river below that object? If so, that's the cause. The water is set up by default to only draw in positive Z.
@@BenCloward Ive moved my whole level (all objects and landscape) up until I was sure everything was above the world origin and still the river does not show - I cant figure out why. My only other clue is that Im working with a very big landscape - 4kx4k, but I know of ppl working fine with rivers and lakes on 4k landscapes. Im still investigating - atm Im using a placeholder as river but would help me A LOT if I could use the native rivers. BTW, thanks a LOT for your videos, from the bottom of my heart man! Sharing knowledge is one of the bravest things someone can do! Youre a hero!
@@wortnes I think it is a common problem, because water system is experimental. I had same problem adding rivers, lakes and even oceans. I don't know why sometimes it works perfect and on other landscapes it just won't show up! It usually works when I create my new landscape, and before adding any material or modifying the landscape I add water system. Also when you create a new landscape please make sure you tick the "enable edit layers" and zero your landscape on all axis before clicking create.
Really man, dont know what I would do without you. Great as usual!
No, this is gold. Thanks for putting this together, Ben.
Hi Ben, another great video, thanks! Just have to say that I love your 80ies style intro and my old friend, the teapot :-) .
you are amazing Dude Oo
Amazing!
Let's go!
3 minutes in and I learned 5 things... That's a good pace!
Hi Ben, I have not been able to catch up with the last 3 episodes of your new series. I have been learning about texturing at MARI and it is more complex than I expected. It has consumed all my time. A few weeks ago I sent you an email where I thanked all the help you have given me in the construction of the Landscape Auto Material. I take the opportunity to do it here. Excellent piece of gold video as it is customary. Greetings
I did get your email and watched your videos. Just forgot to reply - really sorry about that.
@@BenCloward Don't worry. I know you are busy doing this amazing series of tutorials. I'll see you shortly.
Thank‘s once more
wow
Just finished watching all your tutorials, they are all amazing. Now I will try to create my first demo level applying all I learnt here. But I have a suggestion, you showed in your previous tutorials how to build rain system from scratch. Could you please now show it on the real project, how to apply all these effects onto this realistic landscapes. Like when it starts raining how to make everything look wet, from trees to the ground, and how to build puddles procedurally, and also that they fill and grow depending on how long it rains. And also show ripples only on the river, and when the player runs on the riverbed it also affects the river, like splashes and additional ripples.
Other issue is how to make clothes of the character look wet depending how deep he goes into the river? Or if it rains to make the character look totally wet?
And also as an idea for the next tutorials you could use same topic but for the snow material, to make it cover the ground and grow procedurally and show footsteps on it as the player runs. Many games use rain and snow to create special mood and if you explain how to integrate that into a real project with the player affecting the landscape, it would be so valuable!
Thank you again for your great work and time dedicated not only to making such awesome tutorials but also for explaining and answering all our questions! Can't wait for your next tutorials!
Hah, that's a lot of suggestions, Kate - thank you. I'll see what I can do. Might take me a few months to get to all of these. :0)
great! can u know if its possible interact with the water? like a splash when the character is running
It is possible, yes. I may cover that in a future video.
@@BenCloward Yes please!
@@BenCloward Hi Ben, thanks for the vid, as always! Try plugging a perlin noise texture to the "Moldulation Texture" slot of the riverbed material, it adds great complexity to the riverbed texture edge :D
Hi Ben, thanks for your videos. Had a question for you: is there any way to update the grass node in the material editor during *runtime*? For example, if the player were to be sculpting the landscape, or we wanted to animate a treeline moving up/down the mountains over time. It seems like the grass node just ignores any changes that happen to its input during runtime. Is there any way around that (other than just using niagara instead which is likely what we'll end up doing)? Our application is for a puzzle based on procedural foliage, and the landscape in our case is super tiny so perf is not a concern.
I hope the Twinmotion water will eventually translate into the Unreal water system when linked.
Hey ben, do you know how to get the mask of water system(river/lake/ocean)? cause i want to make a wetness/rougness blend from water surface to dry area, and RVT doesnt work for water system.
That's something I worked on this week. In my case, I just modified my riverbed material so it looks wet, but you could also use the river mask to apply a wetness effect. I may show how to do that in a future video.
@@BenCloward thanks, ben. that helps a lot. I have been stuck with this problem for a while.
I am having issues using it with height map landscapes. Meaning I have created a landscape using a height map. I can use it fine with a regular landscape but not a height map generated one. Any ideas?
What happens when you use it with a height map landscape? If the problem is that the water doesn't render, try moving the landscape so that it's above 0 on the Z axis.
how do you get those rocks to have collision?
Ben what resource did you use to obtain the values for absorption and scattering?
I just eyeballed that. There’s nothing scientific about the numbers I used.
Hi Ben! Great video again! I have a problem with this new water system: whenever I try to paint foliage (with the foliage tool) on the sides of the river, the foliage assets are placed on top of the water, not on the riverbed sides, or underwater. Anyone ran into this bug? Help!!
this is awesome, thanks for making this series :) quick question, are you going to do a tutorial on adding an ocean to custom landscape?
My environment is in the mountains - so it wouldn't make sense to add ocean here, but I may do an ocean in a future environment.
@@BenCloward yeah, that makes sense :) keep it up
Thats a great video! I still have a problem when trying to use unreal water on my project - for some reason the river never shows on my landscape. The spline is there but no river. =(
If you place an object at 0,0,0 in your world, is your river below that object? If so, that's the cause. The water is set up by default to only draw in positive Z.
@@BenCloward Ive moved my whole level (all objects and landscape) up until I was sure everything was above the world origin and still the river does not show - I cant figure out why. My only other clue is that Im working with a very big landscape - 4kx4k, but I know of ppl working fine with rivers and lakes on 4k landscapes. Im still investigating - atm Im using a placeholder as river but would help me A LOT if I could use the native rivers. BTW, thanks a LOT for your videos, from the bottom of my heart man! Sharing knowledge is one of the bravest things someone can do! Youre a hero!
@@wortnes I think it is a common problem, because water system is experimental. I had same problem adding rivers, lakes and even oceans. I don't know why sometimes it works perfect and on other landscapes it just won't show up! It usually works when I create my new landscape, and before adding any material or modifying the landscape I add water system. Also when you create a new landscape please make sure you tick the "enable edit layers" and zero your landscape on all axis before clicking create.
I have exact same problem and it's seems to be a little bugged.
Also don't forget to enable layers edit when generating a terrain!
Do it works for ocean