And your colormap landscape texture is really nice to use as global texture for distance blending on all layers. Then use weightmaps /heatmaps / Splatmap to define the areas for each landscape material layer based on the slope/flow/hills and also by color of the colormap...
very nice tutorial bul i can not figure out how to make brushify grass work with pathtracer in viewport or render.. it works in lit mode but disapears when i use PT
Good day everyone. I need help with correcting something. I installed the bridge addon for World Creator in Unreal Engine 5.3 to import my terrain, but when I click on synchronise, it only imports a black plane. I'd like to know why this happens and how I can correct it. Thank you as I await your response. Note: I do synchronise also from World Creator.
I have always got the best quality heightmaps when exporting as .R16 (RAW16) PNG always give me low res exports that look like minecraft maps. But RAW workes really good.... And i think UE5.3 now supports 32bit. BMP image import now supports 16 and 32 bit bitmaps and most advanced formats. Not sure if / when R32 (RAW32-bit) will come. Or PNG 32-bit for grayscaled heightmaps, and satellite / colormapping
@@MG_3D Thanks for quick response sir. Inside the Sync folder there is a height map but I cannot open a RAW file that WC created and I do have the xml file that shows coordinates . I'll run it from scratch. I might be doing something wrong. Thanks again.
Hi. Yes World Creator is a paid software. You can use Gaea which I believe is free. I've used it before and it is really good. I use WC because I like some of the features and ease of use.
And your colormap landscape texture is really nice to use as global texture for distance blending on all layers. Then use weightmaps /heatmaps / Splatmap to define the areas for each landscape material layer based on the slope/flow/hills and also by color of the colormap...
Thanks for the tutorial. You have been very helpful! Greetings from Spain!
Is there any other interactivity besides import/export? Can I control height-map generation with Blueprints for example?
very nice tutorial bul i can not figure out how to make brushify grass work with pathtracer in viewport or render.. it works in lit mode but disapears when i use PT
Good day everyone. I need help with correcting something. I installed the bridge addon for World Creator in Unreal Engine 5.3 to import my terrain, but when I click on synchronise, it only imports a black plane. I'd like to know why this happens and how I can correct it. Thank you as I await your response.
Note: I do synchronise also from World Creator.
Thank you for making the video! Which size had your landscape?
On ne sais plus s'inscrire sur le site de Worldcretor... donc impossible de récupéré le plugin, : Avez vous une autres sources pour le plugin ? svp
I have always got the best quality heightmaps when exporting as .R16 (RAW16)
PNG always give me low res exports that look like minecraft maps. But RAW workes really good....
And i think UE5.3 now supports 32bit. BMP image import now supports 16 and 32 bit bitmaps and most advanced formats.
Not sure if / when R32 (RAW32-bit) will come. Or PNG 32-bit for grayscaled heightmaps, and satellite / colormapping
cool tutorial thx!
Wait, put it in the "proper folder...." where exactly is that? can you be more specific?
Hi.. so do you have to copy the WC Bridge into every UE5 project that you create? Or can it be directly into the UE5 install directory?
Imported with no materials... any help ? Its all blank, i see the materials but it stays all neutral..
Looks great
i thought these land tools could place foliage, so you need a auto material instead?
You can place foliage as well. Go to foliage mode, add static meshes and paint them right on the landscape.
Only black plane is imported. Any help here?
Have you checked your height map? You might just be exporting a flat plane.
@@MG_3D Thanks for quick response sir. Inside the Sync folder there is a height map but I cannot open a RAW file that WC created and I do have the xml file that shows coordinates . I'll run it from scratch. I might be doing something wrong. Thanks again.
thanks for sharing!
My pleasure!
will you be able to test 1000 km x 20 km of area?
I don’t see why not.
@@MG_3D can i share our asset with you a 150 km long map ?
Nanite landscape is coming in 5.3 which should improve performance even more.
Can you implement footprints or reactive grass as well?
hello which grass you use?
The grass in the demo is part of the Brushify.io landscape material. You can find the material on the Epic Market. Cheers!
I'm pretty sure UE 5.1 enabled Nanite for terrains. How's that behave?
its not free
it isnt free or is it because ive seen this before and you have to purchase it
Hi. Yes World Creator is a paid software. You can use Gaea which I believe is free. I've used it before and it is really good. I use WC because I like some of the features and ease of use.
@@MG_3D can you share the plugins 😅
@@samuelkilik8233 👍☺️☺️
@@samuelkilik8233 hey there! The plug-in can be downloaded from the world creator website.
If only it can easily do Configurable path and road I pay any money
uhhhh
ua-cam.com/video/I2yHeydcnOg/v-deo.html
ua-cam.com/video/UjwT1qw7r08/v-deo.html
There’s lots of free tools or cheap tools for that, it’s also pretty easy to make your own