We created a landscape in world creator 2 to work with our product Virtual Texture Environment. Enjoy and check out our other products on marketplace www.unrealengi...
ayyo man so im sitting here and wondering whats better to do. Use a heat map for texture placements or use an automaterial like everyone else are doing. Can you give me a vision on what you think is the better choise bro. Also, are you using just a master material with the texture layers for all the different textures, like sand, rock, grass and more? If thats the way then i think i would do the same for an open world survival game. Instead of messing around with creating a complex auto hight based material. I guess its more flexible when it comes to later sculpting the terrain. But if you do the job right right away in world creator then thats the fucking champ move my guy.
Hi there! Automaterial calculations have huge performance cost without Virtual Texturing but it is precise and you have the ability to modify your map freely in editor. Heat maps cost nothing compared to normal automaterial but it is rigid and not quite accurate so less precise. The reason why we made this pack is to eliminate performance cost of automaterial via RVT. If your map size is 1km or smaller then you won't even lose any quality. Also you can't set everything to automaterial, check out our master landscape material to see how we use heat map and automaterial togather. Yes we use just a master material with the texture layers but you look at things as white and black. You can write your master material to use heatmaps for certain texture layers and use height based calculation for others. I am guessing you either don't have this pack yet to inspect our master material or you didn't downloaded it yet to check it out. There is non-vt version and rvt version of the same landscape material. I am sure that if you inspect our master materials, you will be enlightened ;=)
Wonderful work! Would it be possible to get the ProceduralFoliageSpawner settings? Also, do you support overlap avoiding? Meaning Trees cannot overlap Rocks because it happens a lot when two separate spawners used for Rocks and Trees. Cheers.
Thanks! VT Environment have more than one procedural foliage spawner so if you wish an in depth information about it's settings then i wellcome you to our discord channel. But for shorter information about our settings: Spawner checks "collision raidus" and "shade radius" setting on the SMF's settings (static mesh foliage class) and there is a check box on procedural foliage spawner volume "Static Meshes" check box is unticked so it won't spawn on meshes either. Even if you use seperate spawner volume for rocks it will avoid any other foliage. We also use paint layers to restrict some foliage to spawn in areas we don't want them to. Therefore you can use only one spawner volume as well. But we use 4 spawn volumes to be able to make it easier to understand. Also i would like to mention that only "layer grass" in landscape material ignore other things since they don't have any collision. We didn't see a problem with that since you can delete them with painting. But i don't know what you need for your project. May i suggest you to join discord and tell us what are you trying to achieve and your needs for your project so we may help you. Here is the link: discord.gg/Jqx5Zzg
@KeyZen Hey, thank you for your comment. You can always apply same principals to world machine. Price of world creator 2 may seem expensive but it is easier to learn and similar to adobe products in terms of UI. World machine is similar to node base software like substance designer or houdini software.
Yo this music is lit!
When you create an amazing enviroment but youtube video compression says no
man it's great but tell name for this music...please
ayyo man so im sitting here and wondering whats better to do. Use a heat map for texture placements or use an automaterial like everyone else are doing. Can you give me a vision on what you think is the better choise bro. Also, are you using just a master material with the texture layers for all the different textures, like sand, rock, grass and more? If thats the way then i think i would do the same for an open world survival game. Instead of messing around with creating a complex auto hight based material. I guess its more flexible when it comes to later sculpting the terrain. But if you do the job right right away in world creator then thats the fucking champ move my guy.
Hi there! Automaterial calculations have huge performance cost without Virtual Texturing but it is precise and you have the ability to modify your map freely in editor. Heat maps cost nothing compared to normal automaterial but it is rigid and not quite accurate so less precise. The reason why we made this pack is to eliminate performance cost of automaterial via RVT. If your map size is 1km or smaller then you won't even lose any quality. Also you can't set everything to automaterial, check out our master landscape material to see how we use heat map and automaterial togather. Yes we use just a master material with the texture layers but you look at things as white and black. You can write your master material to use heatmaps for certain texture layers and use height based calculation for others. I am guessing you either don't have this pack yet to inspect our master material or you didn't downloaded it yet to check it out. There is non-vt version and rvt version of the same landscape material. I am sure that if you inspect our master materials, you will be enlightened ;=)
@@mythratech5597 Woah man. Thank you for the awesome reply. I'll dig deeper in to the logic behind it.
the "ocean" can be turned into a flat tile so when added to Unreal engine a real ocean can be added?
Yeah
Hi, What's your pc specs
This was recorded in ryzen 5, 64gb ram and gtx 1070TI
Wonderful work!
Would it be possible to get the ProceduralFoliageSpawner settings? Also, do you support overlap avoiding? Meaning Trees cannot overlap Rocks because it happens a lot when two separate spawners used for Rocks and Trees.
Cheers.
Thanks! VT Environment have more than one procedural foliage spawner so if you wish an in depth information about it's settings then i wellcome you to our discord channel. But for shorter information about our settings: Spawner checks "collision raidus" and "shade radius" setting on the SMF's settings (static mesh foliage class) and there is a check box on procedural foliage spawner volume "Static Meshes" check box is unticked so it won't spawn on meshes either. Even if you use seperate spawner volume for rocks it will avoid any other foliage. We also use paint layers to restrict some foliage to spawn in areas we don't want them to. Therefore you can use only one spawner volume as well. But we use 4 spawn volumes to be able to make it easier to understand.
Also i would like to mention that only "layer grass" in landscape material ignore other things since they don't have any collision. We didn't see a problem with that since you can delete them with painting. But i don't know what you need for your project.
May i suggest you to join discord and tell us what are you trying to achieve and your needs for your project so we may help you. Here is the link: discord.gg/Jqx5Zzg
would love to know the music track it is beautiful!
It is also a music pack from unreal marketplace but i can't quite remember because we have tons of assets in our vault
how did you do it can you share with me , thank you
The sound of the videos is not good
C gratuis ?
Hello, what do you mean?
Ist free
@KeyZen Hey, thank you for your comment. You can always apply same principals to world machine. Price of world creator 2 may seem expensive but it is easier to learn and similar to adobe products in terms of UI. World machine is similar to node base software like substance designer or houdini software.
@@Rantio25 VT Environment is not free but there are many functionalities in the asset pack i suggest you to check it out.
広めてください」、