I was looking for this exact thing and found a great answer at unreal forums. I'm going to paste that instead of the link to it, because youtube keeps doing weird things with comments with links in them: the more components you have, the more draw calls there are. think of it as each component being a seperate object. larger components have fewer draw calls, but it also means there is going to be a lot less LOD-ing as each component is bigger and needs to spread its LOD over a larger area. If you have a very flat landscape, use larger components as you can then start out with fewer detail in each component and the LOD-ing becomes less of an issue, and because the landscape would be so flat, you wouldnt want lots of smaller components as you would be seeing lots of them at a time, which would increase the draw call cost. for a very hilly or obstructed landscape, you want lots of smaller components. this is because you can cull out the components you cant see, which increases performance, and because they are being culled you dont suffer from draw call issues. because the components are being culled so well this way, you can increase the detail in the landscape without much performance cost. source: "Understanding landscape size and performance" thread, answered by "Construc")
great thanks for the comment, I downloaded the material from unreal sensi's website directly, i've provided the link here, he has avideo also explains how to make the material if you are interested, this file is a great starter file with great settings. link to material: www.unrealsensei.com/asset/autolandscape
Hi pal Im starting to create in UE5 and I like your tutorials, but sometime Im lost in it because U R covering part of screen when zoom in and I dont see whats happening in right side columns :( For example if I try to get self into option menu for customBrushes on landscape. When I click on landscape in selection mode...no option menu in right side is appearing like in your screen. I didnt found it so I left from it. Nothing bad about U mate Im happy somebody try to do a manuals....thanx god. But some things are covered or made so fast so I must to watch that part many times with stoping every minute :) Maybe Im just stupid to understand with your speed. Im 40 y.o so learning is not goin so fast like before years ;) Thanx for your work and sorry for my english....Im from Czech republic
hI, i have the same problem. Select the mountain object at top level (landscape ...(self)) and move it a bit, then it will render the mountain. It seems some kind of a refresh problem.
For a tutorial, NEVER use beta plugins IMO. i started in VFX and went into a gamejam, followd a tutorial with the beta Niagra Fluids plugin. it was 70% of all my work. when it came to shipping it for the 2023 epic gamejam with half an hour left, the project shipped without any of my vfx work. it was all lost and we had to throw in literly the base template plugins. Now if you just wanna make renders or cinimatics, i guess its fine, but they wont be optomized. but still.
You can delete the current landscape or create a new level and then select blank level. Would you like a tutorial on how to set up new project and add levels and how to set a specific level as the starter level when you open up unreal engine?
Hello, I need to delete my landscape to start a new one, but it’s not letting me delete and the one I made is too big to go 1 by 1, do you know how to delete it completely?
am i 3d animator and I work in Blender and maya but now I'm studying unreal but my spec is R7 6800, rtx3060 and 16gb ram i heard that 16 GB is not enough for UE5 .whats ur opinion?
2:00 No one ever fully explains the best practices at this very first step. Limitations and memory considerations for massive landscapes etc.
I was looking for this exact thing and found a great answer at unreal forums.
I'm going to paste that instead of the link to it, because youtube keeps doing weird things with comments with links in them:
the more components you have, the more draw calls there are. think of it as each component being a seperate object.
larger components have fewer draw calls, but it also means there is going to be a lot less LOD-ing as each component is bigger and needs to spread its LOD over a larger area.
If you have a very flat landscape, use larger components as you can then start out with fewer detail in each component and the LOD-ing becomes less of an issue, and because the landscape would be so flat, you wouldnt want lots of smaller components as you would be seeing lots of them at a time, which would increase the draw call cost.
for a very hilly or obstructed landscape, you want lots of smaller components. this is because you can cull out the components you cant see, which increases performance, and because they are being culled you dont suffer from draw call issues. because the components are being culled so well this way, you can increase the detail in the landscape without much performance cost.
source: "Understanding landscape size and performance" thread, answered by "Construc")
that lake material is good, where you find that?pls provide :D
Great stuff - thanks a lot for this :) But how do i get the downloaded mi_landscape_mountains material into the scene?
great thanks for the comment, I downloaded the material from unreal sensi's website directly, i've provided the link here, he has avideo also explains how to make the material if you are interested, this file is a great starter file with great settings. link to material: www.unrealsensei.com/asset/autolandscape
Hi pal Im starting to create in UE5 and I like your tutorials, but sometime Im lost in it because U R covering part of screen when zoom in and I dont see whats happening in right side columns :( For example if I try to get self into option menu for customBrushes on landscape. When I click on landscape in selection mode...no option menu in right side is appearing like in your screen. I didnt found it so I left from it. Nothing bad about U mate Im happy somebody try to do a manuals....thanx god. But some things are covered or made so fast so I must to watch that part many times with stoping every minute :) Maybe Im just stupid to understand with your speed. Im 40 y.o so learning is not goin so fast like before years ;) Thanx for your work and sorry for my english....Im from Czech republic
at around 7 mins, where did you get the texture from? i cant find it in the description nor in unreal sensei's videos
hello, i can't modify the spline, when i select one, i can move it but the ground don't move on same way... how can i solve that?
hI, i have the same problem. Select the mountain object at top level (landscape ...(self)) and move it a bit, then it will render the mountain. It seems some kind of a refresh problem.
@@bauzel5890 I think its a UE 5.4 bug... have you found any solution? Thanks ( in 5.3 works fine )
For a tutorial, NEVER use beta plugins IMO. i started in VFX and went into a gamejam, followd a tutorial with the beta Niagra Fluids plugin. it was 70% of all my work. when it came to shipping it for the 2023 epic gamejam with half an hour left, the project shipped without any of my vfx work. it was all lost and we had to throw in literly the base template plugins.
Now if you just wanna make renders or cinimatics, i guess its fine, but they wont be optomized. but still.
when i first open UE i get a background full of mountains, what do i do to get the blank slate youre working on?
You can delete the current landscape or create a new level and then select blank level. Would you like a tutorial on how to set up new project and add levels and how to set a specific level as the starter level when you open up unreal engine?
Great👍👏
Hello, I need to delete my landscape to start a new one, but it’s not letting me delete and the one I made is too big to go 1 by 1, do you know how to delete it completely?
am i 3d animator and I work in Blender and maya but now I'm studying unreal but my spec is R7 6800, rtx3060 and 16gb ram i heard that 16 GB is not enough for UE5 .whats ur opinion?
Its good for a start...
Depends on what you are doing but for the most part it’s workable…if you start to use a lot of megascan objects it can start to eat up your ram