second one ~ Two Sided. No. DO NOT DO THAT. Use that for something like Glass or cloth or hair cards where the physical geometry is consistent from both sides!! Do not use it for something like the wall asset as the "wood plank" part bulging out will now bulge in. Instead, Select the placed object, go to properties, and "shadow Two Sided" after searching for "two". This will cause the shadow to work without giving you an inaccurate view of the facings. Your ground trick (if not set to nanite) will also very quickly overload the project. Yikes!
Is almost like this set of tricks should never be used in actual production for a good reason. It's that youtube trap of making something look (not really) good for thumbnails alone.
Video Notes: Height Maps Setting Material as Two-Sided (material property/instance) Modeling Tools Editor Mode to adjust meshes, set arrays, etc In modeling tools, apply material to plane-(in remesh) raise # of triangles-(in displace) texture to 2d and apply displacement map which would be the Blue ARD texture. Adjust subdivision if too spiky Blueprint Class-DefaultCameraShake. Track the new class in sequencer’s camera actor(camera shake option)
hi, can you tell me how add/ paint textures to a building in UE5 i made using sketchup pro? i imported the model into UE but whenever i change the wall to some concrete texture from quixel bridge, i looks like a plain color (or the textures are tooo small that it looks like one plain color,idk)
don't make it two sided, it costs rendering. instead there is an option in that asset that allows shadows regardless of normals pointing to camera or not.
I always pass by “5 magic tricks” videos because I was disappointed so many times with clickbait titles. But this one.. man, I’m glad I haven’t missed this one! That’s a real helpful piece.
Really? I thought many of these were against best practices. 2 sided wall materials? Why not 2 sided shadows! And the SHEER NUMBER of vertices for the sand "technique"... People are going to run into serious optimization issues using tips like these!
@@kaingagame4351 Yeah, I felt really uncomfortable watching some of these ! Since we have Nanite, there's a much more performance friendly way to add displacement within any Static Mesh's parameter under Nanite where you can add one or displacement maps, specify the magnitude and height mid range. Nanite will manage the tesselation on its own. It takes less steps and gives a better result overall so why not teach this as a "tip" ?
6:05: Scattering Patterns All Over The Place 6:55-7:20: How to make PBR materials with Unreal Engine 5 8:10: The Final PBR Result! 😯😯😊😊 That's so awesome!! Mr. Cinecom! I like it so much! 😯😯😊😊
Can you use displacement texture with Voxel landscape? Been trying to get Voxel textures to not be tiled and have more of a natural blend from grass to stone aswell as painting other textures onto it for different biomes
But when i want to make lets say an island, and i want 3d ground textures. Do i have to copy paste that one tile to make it the whole map. Or is there a better and quicker way? I made one nice looking island, put ocean there etc, then i put the surface, and its 2d. Can i make it 3?
isn't the 4th one going to be really heavy to render? isn't better to use the duplication tool on the remesh plugin so the engine uses already baked data to copy it?
Instead of displacement you should use Bump offset or Parallax occlusion mapping for most cases, but for big rocks or highly detailed geometry its mix of real geo and bump map, but probably parallax work as well on quixel assets IDK.
These tips are incredible! It's not my first time using 3D software, but I did just started learning Unreal. Height maps are definitely something I wish I knew about sooner. I think I'll be getting a lot of mileage out of these five tricks, especially the modeling plugin. Also, tip number 4 did indeed blow my mind! Might be too resource intense for a game, but for a movie I can see it adding a lot of life to a scene.
Thank you!! Ive been looking for 'pattern' tool but i didn't know what it was called, so couldn't find it. Also height map tutorials were always 'create a height map' without really explaining how or why. Really appreciate this vid.
The height map tip is very powerful. I'm from Iceland and the geological office has extremely detailed height maps that I can use for extraordinary results.
Definitely the height map!! Having a hard time sculpting too, but wow man, I didn’t know you could create an entire landscape with just painting randomly😂love it!
The model deformation is the one I was missing, others I have already worked with. I do modular lvl design so my geo is generally perfect and fits like glove (especially for procedural level generation) but it is nice that I do not have to make a separate model for some details. Also, if you see this, the fuq is the correct name for the infinite materials in Unreal? They are the equivalent to Blenders procedural materials with mapping nodes, I need it as a base to cover some walls so I do not have to bake in blender or make them out of segments since I have a huge room and would prefer not to do it in segments. I am a new sub so I have no idea if you went over it by now... Thanks!
I am 100% using the skyline height map tool. I just saw a video about using nanite to displace in 5.2, without remesh. Is that really a thing or am I mistaken? Also, when you use the pattern tool does it create more objects or just the appearance of them?
I tried using the heightmap image tip in UEFN but constantly get an error message about the grayscale. After the first error looked up all the proper settings, downloaded GIMP and changed the image to be Grayscale and 16 - bit, but the grayscale error keeps popping up. I can load the heightmap but its unusable. I searched online and found the same issue on the Epic Games dev community, I used all of the same information they suggested for exporting/importing the image, but it is not working for me in UEFN and they've closed that discussion. I've posted on the dev community page but wonder if anyone here has suggestions? Thanks for the tips!
cool tips, I think the best advice/trick of all for anyone that is struggling to reach high cinematic quality is to learn the basics first. Understand composition, lighting, color theory and how these 3 interact with each other, those are the most valuable "tricks" in creating art regardless of software
I went into this thinking I'd learn nothing of value, but I honestly had no clue there was a modelling plugin in-engine. Although I'm not entirely sure how performance friendly it would be when used as you did.(20000 faces is insane for a small detail like the floor [at that point just use normal maps and manually place rocks where it looks like it should overlap])
Just keep in mind if you use a 2-sided material, you're doubling the geometry of that mesh, so while it's easy to turn it on, it's expensive to use. A better method is to use CSG geometry to fill in the backs.
I would have gone easy layering the high density plane around. It would be more effective if you switched to landscape and used custom meshes to fill the gaps. Unless youre just doing something quick like filming. Those displacements can be high performance and paralax can do it better.
In Unreal Engine 5.2 the displacement is brought back. One note though - you need to apply it in the original mesh, not in the material. But that means that this fake displacement method is no longer needed.
hi, can anyone tell me how to add/ paint textures to a building in UE5 i made using sketchup pro? i imported the model into UE but whenever i change the wall to some concrete texture from quixel bridge, it looks like a plain color (or the textures are tooo small that it looks like one plain color,idk) and how to add plants on wall (i’m trying to make an abandon building in UE5 from a fresh building made in sketchup)
hi i don't know why but when i import my heightmap i've got a weird " steps scales " aspect on my landscape... if anayone knows how to fix that i'll be honored to know xD
like always, you guys kill it with teaching! seriously, been a big fan two years ago and since then i have also encountered much other helpful inspiring youtubers (for video and now virtual production) but none offer top quality balance of information and entertainment like y'all; and yes, I've learned so much with y'all so big thank you guys 🙏 keep up the awesome balance!! P.S. height maps is my fav
Why must you make me jealous with that crazy laptop of yours 😫- I recently bought a gaming laptop for game dev and it has a Ryzen 9 5900HX, RTX 3060 6gb and 32gb RAM. Well I was on a budget tbh…
second one ~ Two Sided. No. DO NOT DO THAT. Use that for something like Glass or cloth or hair cards where the physical geometry is consistent from both sides!! Do not use it for something like the wall asset as the "wood plank" part bulging out will now bulge in.
Instead, Select the placed object, go to properties, and "shadow Two Sided" after searching for "two".
This will cause the shadow to work without giving you an inaccurate view of the facings.
Your ground trick (if not set to nanite) will also very quickly overload the project. Yikes!
this
OMG Was about to comment this too.
Is almost like this set of tricks should never be used in actual production for a good reason. It's that youtube trap of making something look (not really) good for thumbnails alone.
You have saved multiple Projects with this comment lol, I would break my pc if one more project crashed on me :")
I don't think it's intentional sabotage or anything on the part of the poster but... woah.... Ehh.
Video Notes:
Height Maps
Setting Material as Two-Sided (material property/instance)
Modeling Tools Editor Mode to adjust meshes, set arrays, etc
In modeling tools, apply material to plane-(in remesh) raise # of triangles-(in displace) texture to 2d and apply displacement map which would be the Blue ARD texture. Adjust subdivision if too spiky
Blueprint Class-DefaultCameraShake. Track the new class in sequencer’s camera actor(camera shake option)
hi, can you tell me how add/ paint textures to a building in UE5 i made using sketchup pro?
i imported the model into UE but whenever i change the wall to some concrete texture from quixel bridge, i looks like a plain color (or the textures are tooo small that it looks like one plain color,idk)
don't make it two sided, it costs rendering. instead there is an option in that asset that allows shadows regardless of normals pointing to camera or not.
I always pass by “5 magic tricks” videos because I was disappointed so many times with clickbait titles. But this one.. man, I’m glad I haven’t missed this one! That’s a real helpful piece.
Really? I thought many of these were against best practices. 2 sided wall materials? Why not 2 sided shadows! And the SHEER NUMBER of vertices for the sand "technique"... People are going to run into serious optimization issues using tips like these!
@@kaingagame4351 Yeah, I felt really uncomfortable watching some of these !
Since we have Nanite, there's a much more performance friendly way to add displacement within any Static Mesh's parameter under Nanite where you can add one or displacement maps, specify the magnitude and height mid range. Nanite will manage the tesselation on its own. It takes less steps and gives a better result overall so why not teach this as a "tip" ?
lies
@@SpasmAtaKtrue, and teaching this as a technique for better blending of some asset is also ridiculous, since there are runtime virtual textures
You’re joking right? This was an ad for the laptop
All tips were useful. I have just started using Unreal Engine and I am most amazed at the rendering speed.
QUESTION: Does your unreal 5 course, well is it outdated with 5.2 or would it be fairly compatible? Thanks.
Compatible, every single update on UE5 is for adding now stuff on it. Not an other "final version" of UE5.
The most important thing in the modelling section for me is the pivot. You can change the origin point permanently without using other tools
6:05: Scattering Patterns All Over The Place
6:55-7:20: How to make PBR materials with Unreal Engine 5
8:10: The Final PBR Result! 😯😯😊😊
That's so awesome!! Mr. Cinecom! I like it so much! 😯😯😊😊
Unreal Engine looks so crisp.
Love it to bits!
Not seeing the "Pattern" in the Create Modeling section. I'm using UE 5.0.3 - is this only higher versions?
This is soo useful, I'm a spanish student learning Unreal 5 this year, and you are saving my life with these videoss ❤❤❤ Thanksss!!!
thanks for useful tips. can i use this method for applying dispacement to a brick??? i mean how can i reach to correct remesh for a brick?
Muchas Gracias amigo! Excelentes Tips 🎉🎉🎉
Can you use displacement texture with Voxel landscape? Been trying to get Voxel textures to not be tiled and have more of a natural blend from grass to stone aswell as painting other textures onto it for different biomes
what is the asset pack you are using?
These videos are a goldmine for someone like me, thankyou sir.
But when i want to make lets say an island, and i want 3d ground textures. Do i have to copy paste that one tile to make it the whole map. Or is there a better and quicker way? I made one nice looking island, put ocean there etc, then i put the surface, and its 2d. Can i make it 3?
Wow. Very useful these tips! Almost all of them where on my mind the last 1.5 years trying to learn UE5, no kidding.
i cant do dis (7:07) because it is a spline how can i do it with a splice pls?
Coming from unity dan decided to learn unreal.
wonder about trick number 4. is the trick will affect the performance ?
I also really would love to know thst.
It does heavily affect performance if nanite is disabled.
isn't the 4th one going to be really heavy to render? isn't better to use the duplication tool on the remesh plugin so the engine uses already baked data to copy it?
Awesome. Thanks!. And this horse in the gras field is you project or something on Marketplace please?
Instead of displacement you should use Bump offset or Parallax occlusion mapping for most cases, but for big rocks or highly detailed geometry its mix of real geo and bump map, but probably parallax work as well on quixel assets IDK.
thanks but how di i make more landscapes?
These tips are incredible! It's not my first time using 3D software, but I did just started learning Unreal. Height maps are definitely something I wish I knew about sooner.
I think I'll be getting a lot of mileage out of these five tricks, especially the modeling plugin. Also, tip number 4 did indeed blow my mind! Might be too resource intense for a game, but for a movie I can see it adding a lot of life to a scene.
Great tips sick laptop. I already have a msi laptop now and it’s only like two years old.
Awesome content! Thanks a lot for sharing!🎉
Thank you!! Ive been looking for 'pattern' tool but i didn't know what it was called, so couldn't find it. Also height map tutorials were always 'create a height map' without really explaining how or why. Really appreciate this vid.
hey my lovely, the two sided tip was 1000 times the best tip ive have needed, so thank you 🧸
thank you Pal you have save me time and effort!
Two Sided Material check box has been in Unreal Engine since at least 2.5.... How is this worthy?
I tried to import a height map but got a “16 actors need to be rebuilt” error. And after rebuilding the landscape, still not working😔. Please help?
wow great tricks jordy we would love to see more of these
Can't wait to start learning Unreal 5, would i be able to import a model ive created in Maya with Arnold textures?
Thank you thank you thank you thank you I was looking for this
Does the re-mesh affect the UV mapping of an object?
Which of these 5 tips is your favorite? Do you have any other must know tips & tricks for Unreal Engine? 😅🔥
The height map tip is very powerful. I'm from Iceland and the geological office has extremely detailed height maps that I can use for extraordinary results.
Definitely the height map!! Having a hard time sculpting too, but wow man, I didn’t know you could create an entire landscape with just painting randomly😂love it!
Height map 🔥
The model deformation is the one I was missing, others I have already worked with. I do modular lvl design so my geo is generally perfect and fits like glove (especially for procedural level generation) but it is nice that I do not have to make a separate model for some details. Also, if you see this, the fuq is the correct name for the infinite materials in Unreal? They are the equivalent to Blenders procedural materials with mapping nodes, I need it as a base to cover some walls so I do not have to bake in blender or make them out of segments since I have a huge room and would prefer not to do it in segments. I am a new sub so I have no idea if you went over it by now... Thanks!
I am 100% using the skyline height map tool. I just saw a video about using nanite to displace in 5.2, without remesh. Is that really a thing or am I mistaken? Also, when you use the pattern tool does it create more objects or just the appearance of them?
You guys are my inspiration. Thanks a lot for making amazing contents, You Guys ROCK!!!
that displace thing is amazing
Even a pro Unreal Engine like myself user learn from these videos.
I tried using the heightmap image tip in UEFN but constantly get an error message about the grayscale. After the first error looked up all the proper settings, downloaded GIMP and changed the image to be Grayscale and 16 - bit, but the grayscale error keeps popping up. I can load the heightmap but its unusable. I searched online and found the same issue on the Epic Games dev community, I used all of the same information they suggested for exporting/importing the image, but it is not working for me in UEFN and they've closed that discussion. I've posted on the dev community page but wonder if anyone here has suggestions?
Thanks for the tips!
What is the name of the library, i cant hear it eell
youve definitely earned your follow bro. Super helpful videos!!
Such as great information!, thanks.
Which version of Unreal 5 is this, I'm not able to find the pattern option in the modelling toolkit?
I'm using 5.0.3
same question
Ways to make you project non game ready and really tank performance while setting fire to your PC.
xD Every unreal engine game ever
True@@hereticstanlyhalo6916
Quick tip for the camera shake. If you set the duration value to 0.0 it will be continuous to your timeline.
cool tips, I think the best advice/trick of all for anyone that is struggling to reach high cinematic quality is to learn the basics first. Understand composition, lighting, color theory and how these 3 interact with each other, those are the most valuable "tricks" in creating art regardless of software
amazing! Thank you!
I went into this thinking I'd learn nothing of value, but I honestly had no clue there was a modelling plugin in-engine. Although I'm not entirely sure how performance friendly it would be when used as you did.(20000 faces is insane for a small detail like the floor [at that point just use normal maps and manually place rocks where it looks like it should overlap])
thnx a lot💝💝
Loved this video. Very informative ✌️and tip 4 really blowed my mind 🧠🤯💥
bro amazing work thx
Beatiful Channel !👋
Woah watch out! There's a video in your sponsor advertisement!
excellent explanation but I have to admit that I was more enchanted with the laptop!😊
What the am I watching? Tricks about UE5 but 50% is paid promotion about MSI Pen and a laptop.
Yea almost all of these videos are just grimy ad segments
And what‘s the problem?
@@AeroGaming_and_Planes it’s not providing real and valuable information just trying to get you to buy products?
The man gotta eat
nah its a video about msi pen and laptop but 50% is tricks about ue5
Did I hear well you are from Belgium? Where is this dream laptop available here best with querty keyboard 😊 great video and tips !
Thanks bro, pro content
you were right. #4 is awesome
How much ram do I need on my core i5 to install UE
That was stupid helpful. Thanks!
you're a genius man...
Damn I want that laptop. 🙃
It's better than my custom-built PC. Is that laptop like 4k?
I am blown away by trick 4
Just keep in mind if you use a 2-sided material, you're doubling the geometry of that mesh, so while it's easy to turn it on, it's expensive to use. A better method is to use CSG geometry to fill in the backs.
I love the rest, quite handy, specially deforming the assets, been wanting to look into that
I would have gone easy layering the high density plane around. It would be more effective if you switched to landscape and used custom meshes to fill the gaps. Unless youre just doing something quick like filming. Those displacements can be high performance and paralax can do it better.
Man, I wish this laptop was around back when I bought my XPS 17. It's like my laptop but with a killer GPU.
Thanks seth
I love your tut much and you're really a good professor.
Can't you show us how to animate tears ? 😭
In Unreal Engine 5.2 the displacement is brought back. One note though - you need to apply it in the original mesh, not in the material. But that means that this fake displacement method is no longer needed.
i cant find the pattern setting, is it gone now?
thank you
hi, can anyone tell me how to add/ paint textures to a building in UE5 i made using sketchup pro?
i imported the model into UE but whenever i change the wall to some concrete texture from quixel bridge, it looks like a plain color (or the textures are tooo small that it looks like one plain color,idk)
and how to add plants on wall (i’m trying to make an abandon building in UE5 from a fresh building made in sketchup)
i wish they would support dissplacement same way as it was on ue4.
useful thanks :D
Dude, search for 5.3 nanite tessellation. Itssssssss commmmmmming!!!
You get my like, just for the first 3 sec of the intro
your a major pro
thank you
hi i don't know why but when i import my heightmap i've got a weird " steps scales " aspect on my landscape... if anayone knows how to fix that i'll be honored to know xD
Not me having a great nostalgia of swooping the subdivision slider in blender while he adds the displacement maps.. 😶
You should do more
even that rtx 4070 and i9 gen 13th laptop still feels laggy... 2:05
Hey , a class on ue and afrer effects
Tip 4 was nice.
8:00
The most complicated thing for me is to imprort a character who is disassembled can someone help on how to fix this
nice laptop ad
useful!
Can we please get some blender tutorials too?
Awesome
ue 5.2 is out !!
and you are running the laptop on battery??
Yeah, it has great power management 🔥
All i Care about is…how Did he make the little mountain looks so good
yo this laptop is so nice
like always, you guys kill it with teaching! seriously, been a big fan two years ago and since then i have also encountered much other helpful inspiring youtubers (for video and now virtual production) but none offer top quality balance of information and entertainment like y'all; and yes, I've learned so much with y'all so big thank you guys 🙏 keep up the awesome balance!! P.S. height maps is my fav
Interesting tricks, although I noticed a lot of corrections too.
Why must you make me jealous with that crazy laptop of yours 😫- I recently bought a gaming laptop for game dev and it has a Ryzen 9 5900HX, RTX 3060 6gb and 32gb RAM. Well I was on a budget tbh…
Great