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How long do i need to wait to get this material, i thought i can get the mat soon as i become member to your channel, so i don't have to create it from scratch?
The best free tutorial I've ever done. I've got more then 5 years into UE and I still learned a lot from this. This is definitely not just for newbies, but for experienced devs also. Thanks man next coffee is on me!
I constantly look things up, even the most basic things sometimes. I am self taught, so I only learn what I need to know when I am busy with something, so I will never know everything, but that being said, Unreal is constantly changing, so no one will ever know everything anyway. Don't worry about your learning pace as its different for everyone.@@JustJoshinYouBro
I would argue that this tutorial is for experienced users only, bc you can look up what you have to click. Newbies can maybe follow along, but they don't understand what they are doing bc it doesn't get explained.
btw, to improve compilation speeds (a little), if you are clamping between 0 and 1, use a saturate node instead. The compiler will swap out the clamp for a saturate behind the scenes, so if you don't have to force it to do that, it helps. From unreal: "Saturate cuts the values off at 0 and 1, keeping the value in that range. A Clamp does the same thing but you can define the numbers the value is chopped-off at but it's more expensive (a little) vs the normalize 0-1 range. A clamp at 0-1 is a saturate and the compiler will swap that out for you."
Those Albedo textures you can make in paint. Just make a text 72 or so size. Save to pics, drag into content draw. Just if someone needs to know. There just a temporary placement.
Pros: This is the most clean, fucntional and effective auto material I have seen so far. Thanks a lot for the tutorial. I really like how organized and clean the mode graphs are. This is amazing and thanks a lot. Cons: Why things are happening, is not very well explained. But that's quite ok. I also have a few questions. 1. how to incorporate the combined textures like AO, Roughness, Metallic; or AO, Roughness, Displacement for separate materials? 2. how to incorporate Triplanar for the cliffs or stone material? 3. how to incorporate RVT (Realtime VIrtual Texturing) for blending static meshes with the landscape? (someone also pointed out that the animated water is a problem for that. 4. how to use displacement (virtual height field mesh) with the auto material? 5. how to paint the materials manually and remove foilage manually? 6. how to use macro variation (I guess it's incorporated) and/or cell bombing technique with this auto material? I will try to solve these problems while I create the material. but if anyone knows how to, please feel free to reply.
Join my discord channel. Our community solved most of your questions! Thanks for the kind words! If you want to see more videos like this you can support the channel via patreon, if not its okey :))
Even though I'm not entirely finished with this tutorial yet, I'm loving it so much that your next cup of coffee is on me. Thanks for making all of these!
For those who get the error [SM6] Function M_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture. Go to 1:45:42 of the video and you can see that there was a tiny detail that was cut from the video. It's actually the most viewed part of the video :) You just need to assign a different texture image to TextureRockNormal. Make sure that that image is set up as a Normal, not color image. Make sure this is applied to all the other layers too.
This tutorial is actually amazing. I went into this knowing nothing about ue5 landscaping and came out with a basic understanding of how to make landscapes. I was even able to modify this to my needs, such as a sand layer which is masked above certain heights and a separate biome. Thanks for sharing this.
How did you manage to understand anything, I was just copying him like a robot and I wasn't able to understand anything. (Not because the tutorial was bad but because it was so complicated.) Did you understand how to tweek certain stuff in the material after you finished it or did you actually understand some of the blueprints and stuff in the structure of the material?
@@shacharlavi5994 Inititially, yeah i was just copying him like a robot. But once it all came together I started to understand what things were doing and how the parameters affect the material. Once you have the material, pick a texture and follow it from start to finish though all the functions, you'll start to see how things are masked and blended. Its still very complicated and I wouldn't be able to reproduce this, but I roughly understand the flow of texture -> material. And using another material I made, I figured out how to take the final outputs and add paint layers for that material or a desert biome.
@@shacharlavi5994 a general advice, try to never copy a tutorial, get the nag of what each step is, and then go into detail, this most certainly will take much more time than just watching as you wouldhave to ply the video and follow several times but you will get a better understanding to any type of tutorial, also depending on the tutorial some people like to explain what things do and some other dont try to get the hang if you are a listener/viewerr or a doer when learning something, that way you will understand in less time since you will occupy yourself in wht is best for you to understand
@@shacharlavi5994 I have to agree BananaMan. Nothing is actually learned about this particular shader from this tutorial. In the end you get a very good shader, and you are even able to add or remove texture layers just because he himself had to repeat some and so you get the gist of how the layers are added. But nothing behind the logic of why you're doing what you're doing, the 3dmath behind it and what stuff does and represents in 3d space. What I learned here is that you can create material functions to re-use later and that you can reroute nodes to keep you blueprints clean, and that's something I guess. But tbh I'd recommend people to not waste the 3 hours, because it's time burned, unless you really can't afford the 2$ to buy the shader. I've just finished the tutorial and I have 2 compiler errors, and I'd need to go back and burn more time. So I don't even have a shader to speak of. Guess I'll buy it.
This is seriously the most amazing tutorial I have done. I joined your Patreon because you Sir have earned my money. This alone will save me countless hours. Thank you for this.
Fantastic tutorial brother! I learned so much about Unreal engine as a whole here and i have an environment i can always reuse for all my projects. next coffee is on me and thanks again for this wonderful tutorial!
I think this is the best implementation of automaterial on YT. I noticed other tutorials use a very performance intensive aproach, where you blend like 7 materials per pixel shader.
This was very helpful but i'm always amazed by the fact that developers can fill this massive open worlds. And there isn't much tutorial for optimizing such open world games for computers. If you consider could you make a serie where you fill a massive open world little by little with mediore detail
Wow, that took some doing, but I finally made it, this is an excellent tutorial! I ended up buying it as it was worth it. I did have an issue with my landscape being all black, for some reason, I needed to uncheck the texture boxs, then check then again, to get it the textures to refresh or something. This fixed my issue. Also don't forget to go into landscape mode, in paint mode, and make sure you are using layer info. I did lol. Hope that helps anyone with the same issues I had. Best of luck out there.
A bit late to the party. I'm starting this tutorial and I can tell I'll get a lot out of it, so thank you in advance. A bit of a criticism though: I'm aware there is a time constraint but still, the issue with what you are doing, like a LOT of people doing tutorials, is lack of explanation for the actions you do. For example, "Now we are going to use a function XYZ and connect that to the result, and now we have a value of XYZ in result" - yes, obviously, but what exactly is XYZ and how does it relate to everything else? Just a pet peeve of mine I guess, but thumbs up anyway because the video is miles above most in quality AND explanation despite not being as in-depth as I personally would like^^, even the ones under paywall. And anyone who feels like me, get used to googling these unexplained pieces of code because otherwise you are just copy pasting and it will be a lot harder to actually learn to do things by yourself. (Again, this stuff is free, thank you for the hard work. If I finish it, coffee is on me )
I just spent a couple of days building this and it works great! There were a couple of snags I ran into (mainly the 'SM6 Normal > Color' error) but with some help from Discord and going back through the video to catch things I missed I got it working great. Now I just have to pick whichever textures and procedurals to use from Quixel. Thanks for making this video!
Glad to hear that you managed to finish it! Our community is great in discord so for future question refer there. Also you can help other people there too. Give back to the community when you can :)
I just finished creating the material, and get the same error.. [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Textures/Normal_Mocap.Normal_Mocap How did you fix it?
For those asking, if it says to change the node from “Normal” to “Color” then do that. The error will go away. Also, when I changed the parameters on the material, it took a few seconds for the changes to show in the viewport so be patient. Also, if your Quixel meshes aren’t showing up, they could just be too small. Increase their scale.
Bro you're the best man in the world. I don't know how to to support you more, i will definitely subscribe on premium. Do you have any suggestions how i can thank you ? Because you're my life saver with just two videos. You just explained the whole undiscovered things for me...
Thanks for the kind words. I’m super happy that i helped you! I’m making those youtube videos in my spare time at midnight but they take a lot of effort to do. If you want to help me out I’ve created a higher tier in my UA-cam Membership for people that want to support the growth of this channel and me - making more videos that can help you out! Without any support it will be hard to grow this channel to reach more people and keep those videos coming. As you can see I’m giving all this knowledge completly free. If somebody don’t want to support they still can have 100% of the knowledge for Free. Thanks again!
Hi, thanks for the walkthrough, I followed it and got it working relatively easy, now trying to get a feel for it and to understand what is happening there. I got a few questions and ideas for discussion. 1) What happened to Sub-surface function? It was created but remains unusued. 2) It feels like the Normal intensity parameter on different layers, like DirtNormalIntensity, affect more than normals. They seem to affect the diffuse color and the way the layers are blended (affects the mask?) It's almost like a height-map based blending, but not really... Is this on purpose? What's the technique called? 3) What's going on with roughness and Lighting, when water is turned on it seems that several layers get very shiny "wet" apperanace. Is this on purpose? 4) Does it make sense to use this automaterial with PCG volumes? I like how this helps me avoid painting landscape by hand, but I want to plug this into PCG graphs somehow. Can I get layer info from inside PCG, or is it better to maybe spawn a bunch of invisible tagged actors to drive PCG graphs?
The shine comes from the specularity which is set to 0.5 in the parent automaterial function. If you set this to 0, you will remove the shinyness from the layers.
Heads up to anyone using this tutorial, in my experience, using a Lerp node with a scalar parameter to control parts of the material you want to turn on and off (basically, replacing the static switch nodes) is better for performance in the long haul because they can be changed at runtime and therefore do not require a separate material to be generated when the game starts for every different combination of features. Best used in master materials that will have many, many variations of material instances for the most benefit.
Could you go more into detail about how to do this? I am stuck on changing the static switch parameter to a lerp node and setting up the scalar parameter.. I'm very new to unreal
Finally made it to the end and seem to have made some mistakes, will have to go back through the errors/warnings hopefully tomorrow. Thanks for the tutorial!
Thank you for the tutorial. Everything is nicely ordered and made in a clean way. Just one suggestion: maybe would be better to use extremely cheap SATURATE node instead CLAMP(0,1) ?
A great lesson! There are very few really useful materials on UA-cam to study, but here it's a godsend. I would like to know if it is possible to divide each texture into a separate layer, so that it would be possible: 1) Edit sections 2) Add physical material.
So. I sort of figured out the physical materials. More precisely, I'm trying to figure it out and it's going on) I tried to connect the rerout of layers of basic colors and kind of sees everything. Of course, due to the fact that snow and water are mixtures of layers, that is, small bugs. I used masks and everything seems to be fine. But damn, it's a little trouble because of the transitions. Where the rock material should be, for example, he sees dirt. I.e., the blend of materials knocks him down a little. I can assume that this is due to the priorities of the overlay (like one texture is higher than the other and therefore only it is visible). We are working, trying to figure it out, adapting)))😀
I don't know yet. For PCG, only physical materials are suitable for surface recognition, or will it still be easier to do other options 1) Just manually generate individual areas 2) Still learn how to divide this material into layers))
Great tutorial! I am very new to this, but I was able to follow along. After finishing the video, mine is clearly is not coming out the way yours is. I must have messed up somewhere. Not even sure where to begin to try to find where I went wrong. Brian is fried though, going to try and bring fresh eyes to this project later... I really want to learn how to understand all this better
If you want to download the material, textures and skip 3 hours of creating the landscape auto material. I've switched from UA-cam Membership to Patreon. Get the Landscape Auto Material and support the channel here: www.patreon.com/CGDealers Our community is great, so if you need any help join our discord channel too! Discord Channel: discord.gg/NbV9ZUwnx6
Hi I have downloaded the AutoMaterial and tried to import to my project to Content file. However, it was shown empty inside. Did I import the wrong way or is there other way to import the file? Thankyou.
@@bl4ckeyesstreaming18 So the albedo is the picture or color of your material, his is a place holder. All of the layers "Rock Albedo" etc are just meant to be replaced with your downloaded material files of color, Normal, UV (The color looking file of the 3 you get when you download a quixel megascan)
Brilliant Tutorial hand down one of the best I have seen. 🎉 Just one question. Is there a video that shows how to incorporate the displacement into this material??
Very Impressive! I have no clue how u can be that focused for three hours. One thing, Absolute World Position gives me three outputs, XYZ XY & Z. I guess XYZ is the right one?
@@TomDenny-s7n if you use the Z output it's the same as having a blue component mask on. XYZ is the full vector, which you can plug into a component mask, but you can make it simpler by ditching the component mask for blue and just using the Z output. Same for XY, which correspond to R and G masks
Hey OG Dealer I have a question about the texture Albedo Mocap. I got over a hour into the tutorial and did everything you did but the Albedo Mocap I'm unfortunately new to how textures work and learning from you is making it much better. If you can tell me what that is and how to make it or get it would be appreciated. I joined your discord but didn't know where should I ask that question on there. Thanks and have a wonderful day.
The albedo texture is just a white background with a text "Albedo". It is used for placeholder. Later on you will plug into the Material Instance your own textures downloaded from Quixel or that you've created. If you want all the textures and my files check out my patreon.com/CGDealers You will find a lot of stuff there to download and use across your projects.
@@CGDealers Thanks a lot I can't tell you how much I appreciate the fast response. I'll have to look into getting your files. I'm trying to learn as much as I can and with your tutorials it's making it a lot easier. Thanks again and take care.
Really could have used a note for that subtle change for the image of the texture normals. It's not mentioned in the video, but it causes errors further down the line if you don't change it to a normal image aswell.
Hi! I think I'm having this problem now, did the error appear in the default layer function? My error says that the texture node is set to Normal but it should be Color, althoug the nodes that it is talking about is the texture nodes that are supposed to be normal and have a normal map as reference. Do you know how i can fix it?
Absolutely amazing work! This has saved me so much time and is much more efficient and of greater quality than the way I was doing my landscapes in the past. I'm having some issues getting the procedurals to work but I will try to get an answer on your discord. Thanks again for this awesome tutorial. I am officially on your Patreon now. Keep up the good work!
Amazing one! So You give a full tutorial for free but want someone to skip all this terrifically useful stuff paid? Guess You had to oneminus that:) Even though I had some issues with MI items I just rewatched all 3 hours and fixed those, moreover learnt a lot more. Before watching this i knew literally nothing about different nodes so i couldn't even adjust mask spreading! Definitely useful not only about landscape texturing but also some basic node patterns. Hats off, that's worth membership
At the risk of sounding ungrateful, it is a free automaterial terrain material after all, but I wish you (and most youtubers really) wouldn't just say what you're doing but why you're doing it.
If I did that this video would be 10h+ long. Read the documentation for the nodes or hop in our discord channel to talk with the community and get knowledge :)
There is Unreal Engine 5 documentation where you can read about all the nodes. If i start explaining all the nodes this will be 20+ hours long video. It took me around 2-3 months to make this :) Make a little effort yourself to read the unreal docs if you don't know a specific node and his function.
@@CGDealers Knowing what the nodes do doesn't explain the logic behind what you're doing. If that were the case we'd all read the syntax of a programming language and available APIs and be Zuckerberg. I appreciate your effort in doing this, but if it doesn't actually teach us anything because it would take 20 hours what is the point of going through the 10+ hours of following the video? And don't say that that isn't putting in the effort.
Thanks. Tested. 1. Do not forgot to add all foliage types to landscape grass layers even if they are empty. Otherwise UE will stop spawn foliage after some distance. Big question: as we know landscape grass does not has collision (it has only if you draw it manually from editor) but how to spawn Trees with collision using these layer masks?
Don't use them. Use PCG for Trees and other objects that you want to interact with. I have a full tutorial how to make a customizable Forest with PCG. Go check my other videos.
That is awesome, I just think adding a Runtime Virtual texture would greatly improve performances, but as the water cannot br animated when using a RVT, could we mix the animated water and mask after the RVT is used? great job !
I can't answer that question as I never tried it. But feel free to test the RVT and masked animation and let me know. This is very nice question and topic to explore :) Cheers!
for what you offer here is amazing and its free of charge this really show what sort of bloke you are when it comes down to video tutorials. about the only thing so far ive struggled with is what nodes sometimes you use. some of them seem different not sure if i picked the right ones but they are a few times you didnt really explain what node you just pressed on it and i cant match it since ive only been using unreal for a week and a half. im currently in the process of learning alot from you and its helping with building my first video game. thank you so much......its the real world position node that i cant seem to get right mine seems to have 3 attachments but i used the one at the top with all 3 xyz so im guessing i did right. again not sure
Yes, you connect it right with using XYZ. The things is that If i start explaining every node this tutorial will be 30+ hours. Use Unreal Documentation just to read briefly about the nodes and what they does. I left room for self research. Also join our discord community you will learn a lot of stuff there! discord.gg/RXEFUnPwSJ
@CGDealers I'm already they on your discord I joined the same night I seen this I'm half way through this video now and it's taken me nearly 3 days to get that far. For now I'm going to have to rebuild my PC since I've just brought a monster of a case for my new gpu to go into next week. Once done I'll carry on at least I got that bit right then I just took a guess wrote it down on a sheet of paper and if I got it wrong I could change it out. 2 weeks in to unreal engine and I've learnt one hell of alot of stuff from you already.
@@CGDealers Thank you pal took me 4 hours and killed an M.2 which was only a day old but got they in the end think the M.2 was faulty how can moving a board kill it over my head and ive been building machines for 20 odd years. sat down now going through default layer so im pretty much half way through now. i watch a minute or so pause and carry on. The game im working on is really going to burst once i get this completed im thinking i might just make this a preset package so i dont have to set it all up again.
@@CGDealers these textures your using during the video, i dont have the textures so what am i using instead of those. i have plenty of them from mega scan but ive never heard of a noise mask so what am i doing they. thanks again
I'm following this tut step by step! But I'm stuck at a point, can you please point me in the right direction please? At 1:05:49, where did you get that albedo texture from, i literally have no idea what that is and how to get it for myself. I have been running around on forums but nothing seems to help!!! Thank you, i love your tutorial!
The albedo texture is white background with text "Albedo". It is just a placeholder for your future textures to connect it. Nothing fancy. You can put whatever you want in that slot :)
You can put anything, I believe. I used the demon icon ("AICON-RED") that comes with Unreal :) At the end of the day, you'll overwrite this texture with whatever you landscape needs in your Material Instance :)
One thing I'm really happy they implemented in the material editor is Portals. Being able to make named reroute nodes has been amazing for cleaning up complex materials.
Some tips for others that create this material (will update this comment if i find anything more) 1. Remove Foilage Mask brush 2:00:20: Make sure to create the Layer info as a non-weight-blend otherwise this wont work when trying to paint away the foilage. (only creates a hole in the ground instead!) 2. You can enhance the material so that it's using displacement, just follow this video and implement it to your mastermaterial: ua-cam.com/video/Ws8V_8IxpmI/v-deo.html
@@ryangregg1916 when you are in landscape mode and is painting the selected layer, you first need to create layer info file. Thats where you select the non-weight-blend.
yooooooooo Im on UE 5.3 and getting the error: "[SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Textures/albedo.albedo"
I keep getting an error in the AutoMaterial that is saying that i need to change the texture samples for the normals in MF_DefaultLayer to color instead of normal. I have watched the portion of this video for the default layer multiple times and have it setup the same, but it keeps giving me that error in the AutoMaterial.
@@TechyTreky Yeah this was definitely my problem. The texture preview looked like a normal texture but it was color. I thought the problem was in the material function but it was just the texture I selected in the material itself.
I hope everything is well CG Dealer, I finished the World Landscape Auto Material. So far so good just have to tweak a couple of things like the place holders we talked about before. In the "Apply Material on landscape" at the end you said make sure you have everyone of these displayed. I have all but two displayed. For the life of me I can't locate the two. It's Landscape world UV size, and Use inverted Roughness. If you know on the top of your head where it's located then I would extremely appreciate it. I checked over and over again and I can't find it. Thanks and have a great day Dealer.
I will need to check. However the quick way is to join discord and ask the community where are they. The Material is complex and I don't remember everything about it :)
Hi again, I'm well into your tutorial, loving it so far! Quick question though, the Albedo textures you use at 01.06.01 Where would I get those? It looks like just white background with "Albedo" text, can I make them easily by myself maybe? Edit: I just made one myself and it seems fine actually, nvm :)
@@CGDealers Actually, just to be absolute certain, I'll ask to be sure. I just make 3 png's with white background and "Albedo" in red, blue and yellow. And import to UE5 and it's fine, right? 😅 Edit: Oh, no wait, it's not actually. I see what you did now, nvm. Again... Xd
@@gokuvinod2850 Hi Goku. I just made a 512x512 white background in 3D Paint with text on it that said "Albedo" in red. I also made one that said "Normal" in blue as well. Imported both to UE5 and made sure the normal one had compression settings set to normal and turned off sRGB. The other one I imported with default settings I believe.
Great tutorial but I have a question how did you generate the Landscape Variation Mask and Normals? Did you use Gaea? World Machine? or another software?
I followed the tutorial but found quite a few issues when using UE5.2; all the textures I used (despite being seamless) have very clear seams when applied, and the snow has a very hard and flat cutoff for some reason. Any idea what could be causing these issues? Or at least which material functions/sections could be causing the issues?
Thanks for an amazing tutorial. However, I get an error code when creating the Auto material Final connections (2:43:55 into the recording). It states that there is an issue with the Color/Normal in MF_DefaultLayer. Errorcode: [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/StarterContent/Textures/T_Ground_Gravel_D.T_Ground_Gravel_D I have tried to change the Sampler type but that does not help. Any suggestions?
Maybe the node itself is flagged as Normal and should be color. Check back all your nodes in Default Layer. The error is very detailed what is the problem :)
To those who are getting the same error: In Landscape_AutoMaterial, you should change texture in Texture Normal (Param Tex Object) for each layer (Rock, Stones etc.). In other words, you should use another texture which is actually normal in those nodes (TextureRockNormal, TextureStonesNormal etc.)
[SM6] Function M_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture Not sure where I have gone wrong as I have now triple checked everything against the tutorial section for "Default Layer" and all Texture Samplers are set to the correct settings. Not sure if just using the "default texture" is somehow causing a problem, since I didn't have an "albedo placeholder". Any ideas how to resolve this one? It seems to stop the whole material from rendering at all so my landscape still looks like the default blank texture. Great tutorial otherwise, I found it very easy to follow along as a complete beginner. Looking forward to more of your content as I dive further into madness! *EDIT* I fixed it! It was indeed the "default texture" being used as a normal, but it wasn't in the "default layer" function itself, but rather in the material inputs on the master material itself. Took a bit of messing around but I worked it out :D
@@CGDealers Yes it just took me a while to figure out what it was referencing. Confidence boosted, since I have been using UE for about 5 days only, and I feel like this is somewhat advanced techniques :D Thanks again for the great tutorial!
@@harshitpenamata2682 In the master material I changed the normal map texture to use a normal map. I initially put a default texture as a placeholder but it somehow knows if that texture is actually a normal map or not.
You know what I'm subscribing to your patreon, and not because I want to download the materials. I'm currently doing that manually just to learn how for the future (currently scrolling in discord to fix that MF_DefaultLayer and MF_LayerBlend Errors) but this has got to be the most ive learned in one video ANYWHERE on youtube!
Hello I followed the tutorial Landscape Material but when I apply it it marks that : [SM6] Function MF-DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture
@@CGDealers I changed all the texture samples in MF_DefaultLayer to Colour and I am still getting the same error still. Please help. thank you for your efforts
Amazing tutorial. Been looking for something like your tutorial for multiple months. I love the way you organized all of your functions. One question I had was what if you wanted to limit a texture between two heights. For example’s sake, you have snow world position of -1500 that then goes through the 1-x node-what would you do if you wanted to limit the snow between -1500 and -1400? Does this method produce the empty black texture look? I’d assume not since it’s a mask performing the calculation rather than a height blend.
Incredible Tutorial!! Thankyou for the great content. I was wondering if you ever ended up doing a video on adding displacement to this auto material. or at least i'm curious where to start after watching your other video.
@@CGDealers Great to hear! cant wait to see what you do. I've manage to connect displacement per layer. I just cant figure out how to get an scaler to adjust per layer. I'm new to UE materials but your video helped my understanding heaps.
How TF does one come up with all of this?? Did you have some revelation in your dream? I can't see myself doing such thing like ever. I understood perfectly what does every nodetree do and why was it set up this way but holy shiet First hour making it by myself I'd spend 70% thinking that "It can't be this complex, I had to mess it up big time" and then prolly ditch it. Great tutorial and insanely helpful!
following your video and at 2:01:44 im just wondering how i get noise mask texture you have or how i can make one like the one you have in your video many thanks
i wanted to make landscapes, drove myself nuts trying to shape them out, downloaded world machine, houdini, gaea, vue, messed around with landmass plugin, contemplated getting terracrust. now im doing the same with trying to figure out how to texture it now without manually painting it all on.
I would like to paint paths and some area like beaches and other. I looked at the automaterial and I've no idea how to proceed and I really don't want to go back to boring old school landscape material hahaha. Could you make a video about or if it's some quick steps, then explain to me how do it? Thank you for your videos. I appreciate the work that you do teach Unreal.
This is amazing, any chance you can show how to add layers to this ? Also, I have an issue where it isn't liking some of the textures but then it's happy with snow ?
Thank you for making this! Getting to make something so useful has really given me a jumping off point for material design. I’m shocked with a video this long that at the end it just… worked! I’m learning about all the different nodes now to tweak and personalize it.
Great tutorial! Really enjoying it. So far, so good. Ran into the 2hr section [forgive me for not knowing how to timestamp] and i'm current adding a texture object with a "Noise" texture. I tried creating one online from a tutorial, but it wasn't compatible with the texture object. Made a regular texture. If you could explain how to create the noise texture that'd be great! I'd prefer to watch for another hour then join, but can if need be. I want this Auto-Material in my life
@@CGDealers is this a file that's available only for members? the issue is for newer people following a long, this is a massive barrier for those that aren't where you got or made certain materials.
Double click the texture in your content browser and search for "compression settings" then set this to masks (no SRGB) in the drop down menu. This should resolve the error.
Thank you for these videos! I have completed the Gaea to Unreal and Auto Material tutorials. I have also downloaded the completed Landscape Auto Material files. Everything looks very impressive. One question I have, is are there any lighting tutorials that you might recommend? I am new to Unreal and lighting is still a bit of a mystery to me. Anyway, thanks you for lifting the fog on this subject. Now if only I could control the fog and lighting in Unreal.
The problem is, there are no paintable layers? Also no setup for Virtual textures? Looks great acts great. Oh and the procedurals done this way do NOT have collisions ( Like on stones and stuff). Great material if you are doing a small scene. A great tutorial as well. Just pointing out some of the drawbacks.
I'm getting this error in MF_SlopeMask and can't find a solution for it: [SM6] Function MF_SlopeMask: (Node PixelNormalWS) Invalid node PixelNormalWS used for Normal input.
Tried TWO automaterial tutorials before this (one was trash, one was VERY badly documented so couldn't work out how to use it), this one is cool so far!
Done it with Unreal Engine 4.27.2 It was along video to folow, 3h that become near 7-8h for pausing it, do the work, press play again... long.. had to take breaks 🤣 but learned alot from all this. I Didn't know about reroutes and learned the quick keyboard of alignment cuz of you 😁That will now save me alot of pains in futures. Im new to Unreal, just started 6 months ago and still learning. I was looking for landscape things in youtube and found your video by luck... saw a 3h long and why not looking. The only part at the moment that is not working on my landscape is about i get the Material to properly apply like yours? It seem that most of your functions is realted to seperate heightmap layers of some sort or i am wrong? Because whenever i apply my Material instance into my landscape terrain i only see it fully white. There i must be something missing something somewhere...
@@CGDealers oh i see. yes my Z axis is about 4000 because of the ocean line is at 0.0 and my terrain was like too deep, i had to raise him up to 4000. I made it with World Machine free version. Which parameters do i have to change in the material instance to get it working, because there is like a tons of it, my mind is blowing atm 😂 I used the same parameters names you made in your video. Here is my land's heightmap data. Resolution: 1009x1009 Location: -201600.0, -201600.0, 4000.0 Scale: 400.0, 400.0, 50.0 I might start checking your How To Create Open World playlist, since i see it there now. Because the Automaterial was the 1st i saw... skiped a part without knowing 🤣🤣🤣
Hello everyone, I encountered this problem, does anyone know how to solve it? [SMS] Function MF_Slope_Mask: (Node PixelNonnalWS) Invalid node PixelNormalWS used for Normal input.
Thanks, I followed along the tutorial, and everything works in the end. The only downside I noticed was that it is performance heavy. I guess it's only usable in cinematics due to lags and low FPS (4060ti, i5 13400f). Good exercise tho
It took me 2 days to get through this 😁 Would be awesome if you could expand on it so we can also paint layers onto the terrain though, for manual adjustment!
This tutorial is amazing. I didn't found anything like this. And I have a question. Can you use displacment with all of this ? It would be the best of the best to have more realistic landscapes. Even if it's allready amazing.
@@CGDealers I have two issues. In the instance material and in the MF_AutoLandscape Function MF_DefaultLayer. Cannot Cast from static bool to booL and Function MF_Water. (Node Reroute) Reentrant expression... Do you know a solution to fix this ?
I want a spline tool to place along the world map edges that can be placed under water to hide the map edges and falloff smoothly so the character can't see the hard edges. Like a giant brush falloff tool with an inner ring and outermost ring.
Great tutorial. This is definitely one of, if not, my favorite landscape materials. Is there any way you could explain where you got the noise mask from? Unreal doesn't have one like that and I cant seem to figure out how to make one. Thanks and keep up the great work
In photoshop create a 2048x2048 image with a white background, then use the channels to select each channel one at a time and use Filter > Render > Clouds to generate a random distribution of black and white (your Foreground and Background colours). This should create different clouds on each channel and ultimately a rainbow noise like the one used in the tutorial. Save as PNG. After importing to Unreal double click the texture and search for "compression settings" and change the type to mask (no SRGB). This should resolve the issue.
Hi, I did all the actions as in the video, but I had a problem - for some reason my snow lies in different places, for example on the ground where there are no mountains. How can this be fixed?
i Couldn't get the water normal to work, and none of my normal slots worked probably, watched this video 50 times and i did them all right, i keep getting a v2 cant connect to float in MF_Water but i did find, "MW Landscape Auto Material" for free in the Fab A.K.A market work the same and the code is also written the same but i did enjoy following this tutorial very good video keep up the good work
They are available on my patreon with the material itself done. Also you can get footsteps working, RVT and paint layers on that material. patreon.com/CGDealers Otherwise if you want to create it yourself via the video, the textures are nothing more than a text with with white background. You can do them in Paint. Just for the normal map, download one from Quixel bridge.
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How long do i need to wait to get this material, i thought i can get the mat soon as i become member to your channel, so i don't have to create it from scratch?
@@Adore_04 same happened to me, i paid via youtube and everything is locked...
I am having the same issue, i joined on UA-cam, but I cant file a single file, and also the discord server link is dead or locked. is this abandoned?
@@marioreis532 did you solve you issue?
@@Adore_04 did you solve your issue?
The best free tutorial I've ever done. I've got more then 5 years into UE and I still learned a lot from this. This is definitely not just for newbies, but for experienced devs also. Thanks man next coffee is on me!
I'm glad it helped you out! The coffee is in my patreon if you want to get some more in-depth stuff, files etc :)
Cheers!
Being you have more time here then most. Do you find yourself still needing to look stuff up often? I'm worried I'm learning too slow lol.
I constantly look things up, even the most basic things sometimes. I am self taught, so I only learn what I need to know when I am busy with something, so I will never know everything, but that being said, Unreal is constantly changing, so no one will ever know everything anyway. Don't worry about your learning pace as its different for everyone.@@JustJoshinYouBro
I would argue that this tutorial is for experienced users only, bc you can look up what you have to click. Newbies can maybe follow along, but they don't understand what they are doing bc it doesn't get explained.
@@peterdreck8446 yeah, moreover some stuff are paywalled behind Patreon
btw, to improve compilation speeds (a little), if you are clamping between 0 and 1, use a saturate node instead. The compiler will swap out the clamp for a saturate behind the scenes, so if you don't have to force it to do that, it helps. From unreal:
"Saturate cuts the values off at 0 and 1, keeping the value in that range. A Clamp does the same thing but you can define the numbers the value is chopped-off at but it's more expensive (a little) vs the normalize 0-1 range. A clamp at 0-1 is a saturate and the compiler will swap that out for you."
sure that will work too.
Those Albedo textures you can make in paint. Just make a text 72 or so size. Save to pics, drag into content draw. Just if someone needs to know. There just a temporary placement.
Yes, exactly.
Pros: This is the most clean, fucntional and effective auto material I have seen so far. Thanks a lot for the tutorial. I really like how organized and clean the mode graphs are. This is amazing and thanks a lot. Cons: Why things are happening, is not very well explained. But that's quite ok.
I also have a few questions.
1. how to incorporate the combined textures like AO, Roughness, Metallic; or AO, Roughness, Displacement for separate materials?
2. how to incorporate Triplanar for the cliffs or stone material?
3. how to incorporate RVT (Realtime VIrtual Texturing) for blending static meshes with the landscape? (someone also pointed out that the animated water is a problem for that.
4. how to use displacement (virtual height field mesh) with the auto material?
5. how to paint the materials manually and remove foilage manually?
6. how to use macro variation (I guess it's incorporated) and/or cell bombing technique with this auto material?
I will try to solve these problems while I create the material. but if anyone knows how to, please feel free to reply.
Join my discord channel. Our community solved most of your questions!
Thanks for the kind words!
If you want to see more videos like this you can support the channel via patreon, if not its okey :))
@@CGDealers will join the discord and put my effort to support you!
Even though I'm not entirely finished with this tutorial yet, I'm loving it so much that your next cup of coffee is on me. Thanks for making all of these!
You are so welcome! Thanks!
For those who get the error [SM6] Function M_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture. Go to 1:45:42 of the video and you can see that there was a tiny detail that was cut from the video. It's actually the most viewed part of the video :) You just need to assign a different texture image to TextureRockNormal. Make sure that that image is set up as a Normal, not color image. Make sure this is applied to all the other layers too.
MVP
Very helpful advice! I was wondering why it was not working properly.
You Sir, you just saved 2 days of me following this tutorial to the end and finding out something is wrong... :D THANKS!!!
Thank you!!!!!!!!
Thank you that was driving me nuts
This tutorial is actually amazing. I went into this knowing nothing about ue5 landscaping and came out with a basic understanding of how to make landscapes. I was even able to modify this to my needs, such as a sand layer which is masked above certain heights and a separate biome. Thanks for sharing this.
Glad it helped!
How did you manage to understand anything, I was just copying him like a robot and I wasn't able to understand anything.
(Not because the tutorial was bad but because it was so complicated.)
Did you understand how to tweek certain stuff in the material after you finished it or did you actually understand some of the blueprints and stuff in the structure of the material?
@@shacharlavi5994 Inititially, yeah i was just copying him like a robot. But once it all came together I started to understand what things were doing and how the parameters affect the material. Once you have the material, pick a texture and follow it from start to finish though all the functions, you'll start to see how things are masked and blended. Its still very complicated and I wouldn't be able to reproduce this, but I roughly understand the flow of texture -> material. And using another material I made, I figured out how to take the final outputs and add paint layers for that material or a desert biome.
@@shacharlavi5994 a general advice, try to never copy a tutorial, get the nag of what each step is, and then go into detail, this most certainly will take much more time than just watching as you wouldhave to ply the video and follow several times but you will get a better understanding to any type of tutorial, also depending on the tutorial some people like to explain what things do and some other dont try to get the hang if you are a listener/viewerr or a doer when learning something, that way you will understand in less time since you will occupy yourself in wht is best for you to understand
@@shacharlavi5994 I have to agree BananaMan. Nothing is actually learned about this particular shader from this tutorial. In the end you get a very good shader, and you are even able to add or remove texture layers just because he himself had to repeat some and so you get the gist of how the layers are added. But nothing behind the logic of why you're doing what you're doing, the 3dmath behind it and what stuff does and represents in 3d space. What I learned here is that you can create material functions to re-use later and that you can reroute nodes to keep you blueprints clean, and that's something I guess. But tbh I'd recommend people to not waste the 3 hours, because it's time burned, unless you really can't afford the 2$ to buy the shader. I've just finished the tutorial and I have 2 compiler errors, and I'd need to go back and burn more time. So I don't even have a shader to speak of. Guess I'll buy it.
this guide proved to myself that i can concentrate for 6hours straight xD great guide!
Glad to hear that :D
Good to know it takes less time than I thought I'd have to spend... just starting it today! lol! :o)
note to self... I was wrong, at 6 hrs (at 1hr into the video
) lol!
This is seriously the most amazing tutorial I have done. I joined your Patreon because you Sir have earned my money. This alone will save me countless hours. Thank you for this.
Awesome, thank you!
Fantastic tutorial brother! I learned so much about Unreal engine as a whole here and i have an environment i can always reuse for all my projects. next coffee is on me and thanks again for this wonderful tutorial!
Glad I could help!
Your auto-material is fantastic! Thank you for sharing and providing such an extensive tutorial.
Glad it was helpful!
This is absolutely amazing, thank you so much for creating such a detailed tutorial.
Your welcome.
This the First Time I finished any tutorial it was fun took me 10 hours to finish
I think this is the best implementation of automaterial on YT. I noticed other tutorials use a very performance intensive aproach, where you blend like 7 materials per pixel shader.
Glad it was helpful!
you are literally the greatest of all time
This was very helpful but i'm always amazed by the fact that developers can fill this massive open worlds. And there isn't much tutorial for optimizing such open world games for computers. If you consider could you make a serie where you fill a massive open world little by little with mediore detail
Use nanite :)
@@CGDealers except nanite doesn't work on landscapes yet
@@davidnickisson2555 check the 5.1 version of unreal :) it works
@@CGDealers Are there any tutorials on nanite? I am very new to the ue5 engine
@@CGDealers How would you then deal with the Virtual Shadow Maps needed for such a large amount of foliage?
Never Tried one for myself before and everything worked out perfectly, learned a lot I hadn't known. Easy to follow and well planned out, Thank you
Thank you. It's amazing this is free on youtube and not a paid course.
Wow, that took some doing, but I finally made it, this is an excellent tutorial! I ended up buying it as it was worth it. I did have an issue with my landscape being all black, for some reason, I needed to uncheck the texture boxs, then check then again, to get it the textures to refresh or something. This fixed my issue. Also don't forget to go into landscape mode, in paint mode, and make sure you are using layer info. I did lol. Hope that helps anyone with the same issues I had. Best of luck out there.
A bit late to the party. I'm starting this tutorial and I can tell I'll get a lot out of it, so thank you in advance. A bit of a criticism though: I'm aware there is a time constraint but still, the issue with what you are doing, like a LOT of people doing tutorials, is lack of explanation for the actions you do. For example, "Now we are going to use a function XYZ and connect that to the result, and now we have a value of XYZ in result" - yes, obviously, but what exactly is XYZ and how does it relate to everything else?
Just a pet peeve of mine I guess, but thumbs up anyway because the video is miles above most in quality AND explanation despite not being as in-depth as I personally would like^^, even the ones under paywall. And anyone who feels like me, get used to googling these unexplained pieces of code because otherwise you are just copy pasting and it will be a lot harder to actually learn to do things by yourself. (Again, this stuff is free, thank you for the hard work. If I finish it, coffee is on me )
Adding this to my list for when I get home tomorrow. Can't wait.
I just spent a couple of days building this and it works great! There were a couple of snags I ran into (mainly the 'SM6 Normal > Color' error) but with some help from Discord and going back through the video to catch things I missed I got it working great. Now I just have to pick whichever textures and procedurals to use from Quixel. Thanks for making this video!
Glad to hear that you managed to finish it! Our community is great in discord so for future question refer there. Also you can help other people there too. Give back to the community when you can :)
How did you manage to fix the error 'SM6 Normal > Color' , I have the same issue, can't figure out what to do :/
I just finished creating the material, and get the same error.. [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Textures/Normal_Mocap.Normal_Mocap
How did you fix it?
Hey i have this same error, How did you go about fixing it?
For those asking, if it says to change the node from “Normal” to “Color” then do that. The error will go away. Also, when I changed the parameters on the material, it took a few seconds for the changes to show in the viewport so be patient. Also, if your Quixel meshes aren’t showing up, they could just be too small. Increase their scale.
Bro you're the best man in the world. I don't know how to to support you more, i will definitely subscribe on premium. Do you have any suggestions how i can thank you ? Because you're my life saver with just two videos. You just explained the whole undiscovered things for me...
Thanks for the kind words. I’m super happy that i helped you!
I’m making those youtube videos in my spare time at midnight but they take a lot of effort to do. If you want to help me out I’ve created a higher tier in my UA-cam Membership for people that want to support the growth of this channel and me - making more videos that can help you out!
Without any support it will be hard to grow this channel to reach more people and keep those videos coming. As you can see I’m giving all this knowledge completly free. If somebody don’t want to support they still can have 100% of the knowledge for Free.
Thanks again!
Hi, thanks for the walkthrough, I followed it and got it working relatively easy, now trying to get a feel for it and to understand what is happening there. I got a few questions and ideas for discussion.
1) What happened to Sub-surface function? It was created but remains unusued.
2) It feels like the Normal intensity parameter on different layers, like DirtNormalIntensity, affect more than normals. They seem to affect the diffuse color and the way the layers are blended (affects the mask?) It's almost like a height-map based blending, but not really... Is this on purpose? What's the technique called?
3) What's going on with roughness and Lighting, when water is turned on it seems that several layers get very shiny "wet" apperanace. Is this on purpose?
4) Does it make sense to use this automaterial with PCG volumes? I like how this helps me avoid painting landscape by hand, but I want to plug this into PCG graphs somehow. Can I get layer info from inside PCG, or is it better to maybe spawn a bunch of invisible tagged actors to drive PCG graphs?
Hi buddy, could u help me find a noise texture for the water material or could u even link one? Thanks a lot
The shine comes from the specularity which is set to 0.5 in the parent automaterial function. If you set this to 0, you will remove the shinyness from the layers.
@@SoulsBlood idg ur answer😂 but thanks anyways. But do u have acces to a noise texture which u can share easyly?
Like how thorough you take each step.
Heads up to anyone using this tutorial, in my experience, using a Lerp node with a scalar parameter to control parts of the material you want to turn on and off (basically, replacing the static switch nodes) is better for performance in the long haul because they can be changed at runtime and therefore do not require a separate material to be generated when the game starts for every different combination of features. Best used in master materials that will have many, many variations of material instances for the most benefit.
Nice tip!
Could you go more into detail about how to do this? I am stuck on changing the static switch parameter to a lerp node and setting up the scalar parameter.. I'm very new to unreal
@@maxten1463 Get into our discord server. The community will help you out a lot. Link is in the description of the video.
Finally made it to the end and seem to have made some mistakes, will have to go back through the errors/warnings hopefully tomorrow. Thanks for the tutorial!
No worries! Join our discord and ask questions there if you have some. The community is very helpful.
discord.gg/kUAF4nWuvY
Thank you for the tutorial. Everything is nicely ordered and made in a clean way. Just one suggestion: maybe would be better to use extremely cheap SATURATE node instead CLAMP(0,1) ?
Well maybe yeah :) You could modify this!
Just as a note for your reference "Exp" on power isn't "Exposure" it's "Exponent".
Yeah, exactly. Miss spelled it. Thx!
This man never disappoints
Thanks!
When he said “stay with me 3 hours”, I was like oh God where is my ADD meds?!
@@Luckytron add meds? xD
A great lesson! There are very few really useful materials on UA-cam to study, but here it's a godsend. I would like to know if it is possible to divide each texture into a separate layer, so that it would be possible:
1) Edit sections
2) Add physical material.
So. I sort of figured out the physical materials. More precisely, I'm trying to figure it out and it's going on) I tried to connect the rerout of layers of basic colors and kind of sees everything. Of course, due to the fact that snow and water are mixtures of layers, that is, small bugs. I used masks and everything seems to be fine. But damn, it's a little trouble because of the transitions. Where the rock material should be, for example, he sees dirt. I.e., the blend of materials knocks him down a little. I can assume that this is due to the priorities of the overlay (like one texture is higher than the other and therefore only it is visible). We are working, trying to figure it out, adapting)))😀
I don't know yet. For PCG, only physical materials are suitable for surface recognition, or will it still be easier to do other options
1) Just manually generate individual areas
2) Still learn how to divide this material into layers))
Great tutorial! I am very new to this, but I was able to follow along. After finishing the video, mine is clearly is not coming out the way yours is. I must have messed up somewhere. Not even sure where to begin to try to find where I went wrong. Brian is fried though, going to try and bring fresh eyes to this project later... I really want to learn how to understand all this better
Watch this video 2-3 times and re-made it. You will learn a LOT!
I would follow along with the video several times, you will understand a little more each time.
Amazing tutorial! I'm new to unreal engine and this video was comprehensive and well thought out. Thanks!
Glad it was helpful!
If you want to download the material, textures and skip 3 hours of creating the landscape auto material.
I've switched from UA-cam Membership to Patreon.
Get the Landscape Auto Material and support the channel here: www.patreon.com/CGDealers
Our community is great, so if you need any help join our discord channel too!
Discord Channel: discord.gg/NbV9ZUwnx6
I only need the textures that you have connected to the Landscape Variation and texture Noise for the mask
Hi I have downloaded the AutoMaterial and tried to import to my project to Content file. However, it was shown empty inside. Did I import the wrong way or is there other way to import the file? Thankyou.
@@jacksonchen4824 Join discord. The community will help you out. It's a comman problem. discord.gg/NbV9ZUwnx6
I don't want to skip I appreciate your work but I'm ok to do all the work even if it take 3 hours juste want to know what is suppose to be the albedo
@@bl4ckeyesstreaming18 So the albedo is the picture or color of your material, his is a place holder. All of the layers "Rock Albedo" etc are just meant to be replaced with your downloaded material files of color, Normal, UV (The color looking file of the 3 you get when you download a quixel megascan)
Brilliant Tutorial hand down one of the best I have seen. 🎉
Just one question. Is there a video that shows how to incorporate the displacement into this material??
No, but the files are on my patreon and you can learn from them.
Very Impressive! I have no clue how u can be that focused for three hours.
One thing, Absolute World Position gives me three outputs, XYZ XY & Z. I guess XYZ is the right one?
I did that in few months not hours. The edit is hours :D
@@CGDealers Ah ok, now I feel better about myself. But you are still a hero🎆
@@CGDealers What about the XYZ problem?
@@TomDenny-s7n just use xyz!
@@TomDenny-s7n if you use the Z output it's the same as having a blue component mask on. XYZ is the full vector, which you can plug into a component mask, but you can make it simpler by ditching the component mask for blue and just using the Z output. Same for XY, which correspond to R and G masks
Hey OG Dealer I have a question about the texture Albedo Mocap. I got over a hour into the tutorial and did everything you did but the Albedo Mocap I'm unfortunately new to how textures work and learning from you is making it much better. If you can tell me what that is and how to make it or get it would be appreciated. I joined your discord but didn't know where should I ask that question on there. Thanks and have a wonderful day.
The albedo texture is just a white background with a text "Albedo". It is used for placeholder. Later on you will plug into the Material Instance your own textures downloaded from Quixel or that you've created.
If you want all the textures and my files check out my patreon.com/CGDealers
You will find a lot of stuff there to download and use across your projects.
@@CGDealers Thanks a lot I can't tell you how much I appreciate the fast response. I'll have to look into getting your files. I'm trying to learn as much as I can and with your tutorials it's making it a lot easier. Thanks again and take care.
Really could have used a note for that subtle change for the image of the texture normals. It's not mentioned in the video, but it causes errors further down the line if you don't change it to a normal image aswell.
Hi! I think I'm having this problem now, did the error appear in the default layer function? My error says that the texture node is set to Normal but it should be Color, althoug the nodes that it is talking about is the texture nodes that are supposed to be normal and have a normal map as reference. Do you know how i can fix it?
Hi, I have same problem, did you find a solution pls?@@mundenius
@@mundenius Is this something to do with the "Sampler Type" should be set to "Normal" in the "Material Expression Texture Base" section?
Absolutely amazing work! This has saved me so much time and is much more efficient and of greater quality than the way I was doing my landscapes in the past. I'm having some issues getting the procedurals to work but I will try to get an answer on your discord. Thanks again for this awesome tutorial. I am officially on your Patreon now. Keep up the good work!
You're very welcome!
Amazing one! So You give a full tutorial for free but want someone to skip all this terrifically useful stuff paid? Guess You had to oneminus that:) Even though I had some issues with MI items I just rewatched all 3 hours and fixed those, moreover learnt a lot more. Before watching this i knew literally nothing about different nodes so i couldn't even adjust mask spreading! Definitely useful not only about landscape texturing but also some basic node patterns. Hats off, that's worth membership
Glad it was helpful!
I'm 2 Hours and 9 minutes into this thing and I have no idea what I'm doing, or how any of this is going to make a landscape! LEAP OF FAITH!
You will make it! :D
At the risk of sounding ungrateful, it is a free automaterial terrain material after all, but I wish you (and most youtubers really) wouldn't just say what you're doing but why you're doing it.
If I did that this video would be 10h+ long. Read the documentation for the nodes or hop in our discord channel to talk with the community and get knowledge :)
I agree, I cannot see the point of following along when we aren't actually learning anything. There is no point to this.
There is Unreal Engine 5 documentation where you can read about all the nodes. If i start explaining all the nodes this will be 20+ hours long video. It took me around 2-3 months to make this :)
Make a little effort yourself to read the unreal docs if you don't know a specific node and his function.
@@CGDealers Knowing what the nodes do doesn't explain the logic behind what you're doing. If that were the case we'd all read the syntax of a programming language and available APIs and be Zuckerberg. I appreciate your effort in doing this, but if it doesn't actually teach us anything because it would take 20 hours what is the point of going through the 10+ hours of following the video? And don't say that that isn't putting in the effort.
@@CGDealers Having said that, maybe this would be a good topic for a full paid course. I'd certainly buy it.
Thanks. Tested. 1. Do not forgot to add all foliage types to landscape grass layers even if they are empty. Otherwise UE will stop spawn foliage after some distance.
Big question: as we know landscape grass does not has collision (it has only if you draw it manually from editor) but how to spawn Trees with collision using these layer masks?
Don't use them. Use PCG for Trees and other objects that you want to interact with. I have a full tutorial how to make a customizable Forest with PCG. Go check my other videos.
Thanks! I will see most of your videos. Does your tutorial will show how to "connect" auto material layers with PCG? @@CGDealers
That is awesome, I just think adding a Runtime Virtual texture would greatly improve performances, but as the water cannot br animated when using a RVT, could we mix the animated water and mask after the RVT is used? great job !
I can't answer that question as I never tried it. But feel free to test the RVT and masked animation and let me know. This is very nice question and topic to explore :)
Cheers!
@@CGDealers I will try it ;) keep up the good work ! :)
for what you offer here is amazing and its free of charge this really show what sort of bloke you are when it comes down to video tutorials. about the only thing so far ive struggled with is what nodes sometimes you use. some of them seem different not sure if i picked the right ones but they are a few times you didnt really explain what node you just pressed on it and i cant match it since ive only been using unreal for a week and a half. im currently in the process of learning alot from you and its helping with building my first video game. thank you so much......its the real world position node that i cant seem to get right mine seems to have 3 attachments but i used the one at the top with all 3 xyz so im guessing i did right. again not sure
Yes, you connect it right with using XYZ. The things is that If i start explaining every node this tutorial will be 30+ hours. Use Unreal Documentation just to read briefly about the nodes and what they does.
I left room for self research. Also join our discord community you will learn a lot of stuff there!
discord.gg/RXEFUnPwSJ
@CGDealers I'm already they on your discord I joined the same night I seen this I'm half way through this video now and it's taken me nearly 3 days to get that far. For now I'm going to have to rebuild my PC since I've just brought a monster of a case for my new gpu to go into next week. Once done I'll carry on at least I got that bit right then I just took a guess wrote it down on a sheet of paper and if I got it wrong I could change it out. 2 weeks in to unreal engine and I've learnt one hell of alot of stuff from you already.
@@oswuldleofricvivadirr3839 Glad to help you out bro. Congrats on the new machine!
@@CGDealers Thank you pal took me 4 hours and killed an M.2 which was only a day old but got they in the end think the M.2 was faulty how can moving a board kill it over my head and ive been building machines for 20 odd years. sat down now going through default layer so im pretty much half way through now. i watch a minute or so pause and carry on. The game im working on is really going to burst once i get this completed im thinking i might just make this a preset package so i dont have to set it all up again.
@@CGDealers these textures your using during the video, i dont have the textures so what am i using instead of those. i have plenty of them from mega scan but ive never heard of a noise mask so what am i doing they. thanks again
I'm following this tut step by step! But I'm stuck at a point, can you please point me in the right direction please?
At 1:05:49, where did you get that albedo texture from, i literally have no idea what that is and how to get it for myself. I have been running around on forums but nothing seems to help!!!
Thank you, i love your tutorial!
The albedo texture is white background with text "Albedo". It is just a placeholder for your future textures to connect it.
Nothing fancy. You can put whatever you want in that slot :)
@@CGDealers just like that? 😂
Thankks man! Coffee's on me!
@@CGDealers Thanks! So glad I was able to "find search" "Albedo" on YT. I'm hoping its the case for the others as well. lol
came here looking for answers to my albedo texture problem haha
You can put anything, I believe.
I used the demon icon ("AICON-RED") that comes with Unreal :)
At the end of the day, you'll overwrite this texture with whatever you landscape needs in your Material Instance :)
One thing I'm really happy they implemented in the material editor is Portals. Being able to make named reroute nodes has been amazing for cleaning up complex materials.
yeah
Some tips for others that create this material (will update this comment if i find anything more)
1. Remove Foilage Mask brush 2:00:20: Make sure to create the Layer info as a non-weight-blend otherwise this wont work when trying to paint away the foilage. (only creates a hole in the ground instead!)
2. You can enhance the material so that it's using displacement, just follow this video and implement it to your mastermaterial:
ua-cam.com/video/Ws8V_8IxpmI/v-deo.html
Thanks for the tips!
I don't get what I'm changing here ?
@@ryangregg1916 when you are in landscape mode and is painting the selected layer, you first need to create layer info file. Thats where you select the non-weight-blend.
Thanks for this, very useful to know, I'd have missed this completely and be banging my head on the desk! :o)
yooooooooo Im on UE 5.3 and getting the error: "[SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Textures/albedo.albedo"
Join our discord. This is common mistake and the community already solve it. It's available in discord.
@@CGDealers Okay thank you
I keep getting an error in the AutoMaterial that is saying that i need to change the texture samples for the normals in MF_DefaultLayer to color instead of normal. I have watched the portion of this video for the default layer multiple times and have it setup the same, but it keeps giving me that error in the AutoMaterial.
Same....
same here
Same here man :(
In Landscape_AutoMaterial make sure for each Layer your Texture"X"Normal is set to any normal texture and not the default.
@@TechyTreky Yeah this was definitely my problem. The texture preview looked like a normal texture but it was color. I thought the problem was in the material function but it was just the texture I selected in the material itself.
I hope everything is well CG Dealer, I finished the World Landscape Auto Material. So far so good just have to tweak a couple of things like the place holders we talked about before. In the "Apply Material on landscape" at the end you said make sure you have everyone of these displayed. I have all but two displayed. For the life of me I can't locate the two. It's Landscape world UV size, and Use inverted Roughness. If you know on the top of your head where it's located then I would extremely appreciate it. I checked over and over again and I can't find it. Thanks and have a great day Dealer.
I will need to check. However the quick way is to join discord and ask the community where are they. The Material is complex and I don't remember everything about it :)
@@CGDealers I truly appreciate it Dealer, I will ask the community if I have any other questions. Thanks again and stay safe.
Hi again, I'm well into your tutorial, loving it so far! Quick question though, the Albedo textures you use at 01.06.01 Where would I get those? It looks like just white background with "Albedo" text, can I make them easily by myself maybe?
Edit: I just made one myself and it seems fine actually, nvm :)
Nice :)
@@CGDealers Actually, just to be absolute certain, I'll ask to be sure. I just make 3 png's with white background and "Albedo" in red, blue and yellow. And import to UE5 and it's fine, right? 😅
Edit: Oh, no wait, it's not actually. I see what you did now, nvm. Again... Xd
@@vonklinkenhoffn1 Hey How did u made it please tell!
@@gokuvinod2850 Hi Goku. I just made a 512x512 white background in 3D Paint with text on it that said "Albedo" in red. I also made one that said "Normal" in blue as well. Imported both to UE5 and made sure the normal one had compression settings set to normal and turned off sRGB. The other one I imported with default settings I believe.
@@vonklinkenhoffn1 thank you so much for your reply I can continue to video now 🫂
Great tutorial but I have a question how did you generate the Landscape Variation Mask and Normals? Did you use Gaea? World Machine? or another software?
I followed the tutorial but found quite a few issues when using UE5.2; all the textures I used (despite being seamless) have very clear seams when applied, and the snow has a very hard and flat cutoff for some reason. Any idea what could be causing these issues? Or at least which material functions/sections could be causing the issues?
Same here
Aagh, don't tell me that, I'm on UE5.2 doing this video too! lol!
Thanks, i havn't watched the video yet, but im happy that i will save some money and understand how it works instead of paying for some auto material.
Glad I could help!
Thanks for an amazing tutorial.
However, I get an error code when creating the Auto material Final connections (2:43:55 into the recording). It states that there is an issue with the Color/Normal in MF_DefaultLayer.
Errorcode: [SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/StarterContent/Textures/T_Ground_Gravel_D.T_Ground_Gravel_D
I have tried to change the Sampler type but that does not help.
Any suggestions?
Maybe the node itself is flagged as Normal and should be color. Check back all your nodes in Default Layer. The error is very detailed what is the problem :)
@@philblack9098 It worked for so many people. Join our discord we have big community. They will help you out. This is common mistake.
@@CGDealers Problem was simply applying to all the landscape tiles instead of the parent only. Thanks!
I'm having this exact problem too. Any joy in finding the solution?
To those who are getting the same error: In Landscape_AutoMaterial, you should change texture in Texture Normal (Param Tex Object) for each layer (Rock, Stones etc.). In other words, you should use another texture which is actually normal in those nodes (TextureRockNormal, TextureStonesNormal etc.)
WOW... This is crazy. Everything in one video. Thanks so much :-)
You're very welcome
[SM6] Function M_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture
Not sure where I have gone wrong as I have now triple checked everything against the tutorial section for "Default Layer" and all Texture Samplers are set to the correct settings. Not sure if just using the "default texture" is somehow causing a problem, since I didn't have an "albedo placeholder". Any ideas how to resolve this one? It seems to stop the whole material from rendering at all so my landscape still looks like the default blank texture.
Great tutorial otherwise, I found it very easy to follow along as a complete beginner. Looking forward to more of your content as I dive further into madness!
*EDIT*
I fixed it! It was indeed the "default texture" being used as a normal, but it wasn't in the "default layer" function itself, but rather in the material inputs on the master material itself. Took a bit of messing around but I worked it out :D
The message itself says what is the problem :))
@@CGDealers Yes it just took me a while to figure out what it was referencing. Confidence boosted, since I have been using UE for about 5 days only, and I feel like this is somewhat advanced techniques :D Thanks again for the great tutorial!
Thank you for that, I had the same issue and the comment helped me figuring it out
Hey , can you help what exactly you changed that solved your issue ?
@@harshitpenamata2682 In the master material I changed the normal map texture to use a normal map. I initially put a default texture as a placeholder but it somehow knows if that texture is actually a normal map or not.
You know what I'm subscribing to your patreon, and not because I want to download the materials. I'm currently doing that manually just to learn how for the future (currently scrolling in discord to fix that MF_DefaultLayer and MF_LayerBlend Errors) but this has got to be the most ive learned in one video ANYWHERE on youtube!
Thanks. I hope my future videos and asset files will help you too!
Did u fix MF_DefaultLayer error?
Hello I followed the tutorial Landscape Material but when I apply it it marks that : [SM6] Function MF-DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Engine/EngineResources/DefaultTexture.DefaultTexture
Change the type of the texture to color :)
@@CGDealers I changed all the texture samples in MF_DefaultLayer to Colour and I am still getting the same error still. Please help. thank you for your efforts
@@v8matey Hop in our discord to get help.
Really awesome!!!! Thank you so much for sharing this.
Just curious simple blend for Normal Map doesn't work? Such a complected mix per channel.
You could try it and make it even more optimized. However when you turn on Nanite on your landscape the performance is green :)
CG Dealers: "If you stay with me for the next 3 hours"
Me 10 hours Later: 😭
:D
me too bro
Me.... (update) 20 hrs later! :o)
Proving the theory of relativity
This is definietly an awesome tutorial. Thank you for sharing it with us.
Glad it was helpful!
why dont you even explain something, what you do is really confused. It is good but difficult to follow along
Just follow along inch by inch and you will be fine.
Amazing tutorial. Been looking for something like your tutorial for multiple months. I love the way you organized all of your functions.
One question I had was what if you wanted to limit a texture between two heights. For example’s sake, you have snow world position of -1500 that then goes through the 1-x node-what would you do if you wanted to limit the snow between -1500 and -1400? Does this method produce the empty black texture look? I’d assume not since it’s a mask performing the calculation rather than a height blend.
You need to mask it out and clamp the range.
Incredible Tutorial!! Thankyou for the great content. I was wondering if you ever ended up doing a video on adding displacement to this auto material. or at least i'm curious where to start after watching your other video.
Yes you can connect it but displacement is still buggy and I'll wait until Epic fix it in the next patches.
@@CGDealers Great to hear! cant wait to see what you do. I've manage to connect displacement per layer. I just cant figure out how to get an scaler to adjust per layer. I'm new to UE materials but your video helped my understanding heaps.
How TF does one come up with all of this??
Did you have some revelation in your dream?
I can't see myself doing such thing like ever.
I understood perfectly what does every nodetree do and why was it set up this way
but holy shiet
First hour making it by myself I'd spend 70% thinking that "It can't be this complex, I had to mess it up big time" and then prolly ditch it.
Great tutorial and insanely helpful!
Glad you likedit :)
following your video and at 2:01:44 im just wondering how i get noise mask texture you have or how i can make one like the one you have in your video many thanks
Join discord and text me. I’ll send it :)
i wanted to make landscapes, drove myself nuts trying to shape them out, downloaded world machine, houdini, gaea, vue, messed around with landmass plugin, contemplated getting terracrust. now im doing the same with trying to figure out how to texture it now without manually painting it all on.
This will work great for you!
I would like to paint paths and some area like beaches and other. I looked at the automaterial and I've no idea how to proceed and I really don't want to go back to boring old school landscape material hahaha. Could you make a video about or if it's some quick steps, then explain to me how do it? Thank you for your videos. I appreciate the work that you do teach Unreal.
This is amazing, any chance you can show how to add layers to this ?
Also, I have an issue where it isn't liking some of the textures but then it's happy with snow ?
Thank you for making this! Getting to make something so useful has really given me a jumping off point for material design. I’m shocked with a video this long that at the end it just… worked! I’m learning about all the different nodes now to tweak and personalize it.
Thanks! Dont forget to subscribe and join the community in discord :)
Did you forget to change TextureStonesNormal's SamplerType to Normal when you copy RockLayer to StonesLayer?
If you have error there. I might. Check it out.
Great tutorial! Really enjoying it. So far, so good. Ran into the 2hr section [forgive me for not knowing how to timestamp] and i'm current adding a texture object with a "Noise" texture. I tried creating one online from a tutorial, but it wasn't compatible with the texture object. Made a regular texture. If you could explain how to create the noise texture that'd be great! I'd prefer to watch for another hour then join, but can if need be. I want this Auto-Material in my life
You can grab my noise texture from my patreon page. Otherwise if it's different it's up to your taste. If it works use yours!
@@CGDealers is this a file that's available only for members? the issue is for newer people following a long, this is a massive barrier for those that aren't where you got or made certain materials.
@@jumpieva drive.google.com/file/d/1HOoV33EK1pHVulG2j_BIKA51-3dAi0iN/view?usp=sharing
Use this instead
Double click the texture in your content browser and search for "compression settings" then set this to masks (no SRGB) in the drop down menu. This should resolve the error.
Thank you for these videos! I have completed the Gaea to Unreal and Auto Material tutorials. I have also downloaded the completed Landscape Auto Material files. Everything looks very impressive. One question I have, is are there any lighting tutorials that you might recommend? I am new to Unreal and lighting is still a bit of a mystery to me. Anyway, thanks you for lifting the fog on this subject. Now if only I could control the fog and lighting in Unreal.
I'll make one video about that topic. It's super important!
check william fauchers videos
The problem is, there are no paintable layers? Also no setup for Virtual textures? Looks great acts great. Oh and the procedurals done this way do NOT have collisions ( Like on stones and stuff). Great material if you are doing a small scene. A great tutorial as well. Just pointing out some of the drawbacks.
How to add paintable layers is explained in our discord server. On the RVT topic I'm working on it for the next video I'm making :)
how difficult to use nanite and virtual textures with this. noob very appreciative of your efforts, your the man bro
To understand. In this video we will make the material you use at start? Its amazing
Yes exactly.
Really happy! This is amazing! Thank you so much for creating such a detailed tutorial
Glad it was helpful!
wooo finally, i've waited for this
Hope it helps!
I'm getting this error in MF_SlopeMask and can't find a solution for it:
[SM6] Function MF_SlopeMask: (Node PixelNormalWS) Invalid node PixelNormalWS used for Normal input.
Join our discord. This is a common mistake and it's solved there.
Hah! This came at the exact right time, made two Auto Materials that were trash. I'll be diving in tomorrow, thanks in advance!
This should be the one you are looking for!
Tried TWO automaterial tutorials before this (one was trash, one was VERY badly documented so couldn't work out how to use it), this one is cool so far!
Done it with Unreal Engine 4.27.2
It was along video to folow, 3h that become near 7-8h for pausing it, do the work, press play again... long.. had to take breaks 🤣 but learned alot from all this. I Didn't know about reroutes and learned the quick keyboard of alignment cuz of you 😁That will now save me alot of pains in futures. Im new to Unreal, just started 6 months ago and still learning. I was looking for landscape things in youtube and found your video by luck... saw a 3h long and why not looking.
The only part at the moment that is not working on my landscape is about i get the Material to properly apply like yours? It seem that most of your functions is realted to seperate heightmap layers of some sort or i am wrong? Because whenever i apply my Material instance into my landscape terrain i only see it fully white.
There i must be something missing something somewhere...
No. It is fully white because your landscape is too high in Z axis. Move it down/up so that the other layers can pop out. Thanks!
@@CGDealers oh i see. yes my Z axis is about 4000 because of the ocean line is at 0.0 and my terrain was like too deep, i had to raise him up to 4000. I made it with World Machine free version. Which parameters do i have to change in the material instance to get it working, because there is like a tons of it, my mind is blowing atm 😂 I used the same parameters names you made in your video.
Here is my land's heightmap data.
Resolution: 1009x1009
Location: -201600.0, -201600.0, 4000.0
Scale: 400.0, 400.0, 50.0
I might start checking your How To Create Open World playlist, since i see it there now. Because the Automaterial was the 1st i saw... skiped a part without knowing 🤣🤣🤣
Great Tutorial, Auto Material is fantastic, Cant wait to see how far i can push it!
I've added painted layers, footsteps sounds and a lot more stuff but it's on my patreon. I will make videos on how to make those.
It's the greatest tutorial ever... Thank you, but how 5o get Albedo texture?? 1:05:50
Its just white background with text albedo. Its a placeholder. You can make it in paint even 😃
Hello everyone, I encountered this problem, does anyone know how to solve it?
[SMS] Function MF_Slope_Mask: (Node PixelNonnalWS) Invalid node PixelNormalWS used for Normal input.
Join our discord community. There is an answer for that question.
Awesome tutorial! But is there a way to be able to paint over it manualy as well?Adding like paths and such?
Yes, but this is available in my patreon for download. Including physical layer gor footsteps etc.
Thanks, I followed along the tutorial, and everything works in the end. The only downside I noticed was that it is performance heavy. I guess it's only usable in cinematics due to lags and low FPS (4060ti, i5 13400f). Good exercise tho
Turn on nanite on your landscape na foliages and it will be in green.
@@CGDealers yeah I tried to enable nanite on landscape, but for some reason it only becomes worse. What might be a reason? Thanks in advance
It took me 2 days to get through this 😁 Would be awesome if you could expand on it so we can also paint layers onto the terrain though, for manual adjustment!
The community already did that in discord. Check out the #useful-links channel.
Can you add a link to how to set that up?
This tutorial is amazing. I didn't found anything like this. And I have a question. Can you use displacment with all of this ?
It would be the best of the best to have more realistic landscapes. Even if it's allready amazing.
You need to add it. But yes, you will be able to use it.
@@CGDealers I have two issues. In the instance material and in the MF_AutoLandscape
Function MF_DefaultLayer. Cannot Cast from static bool to booL
and
Function MF_Water. (Node Reroute) Reentrant expression...
Do you know a solution to fix this ?
I’m almost at the end… and all fall apart at the Instance… it is so frustrating…
Thank you so much , is is seriously the best tutorial I have found on the subject :)
You're very welcome!
I want a spline tool to place along the world map edges that can be placed under water to hide the map edges and falloff smoothly so the character can't see the hard edges. Like a giant brush falloff tool with an inner ring and outermost ring.
This is available in my Water System go check my last videos.
Great tutorial. This is definitely one of, if not, my favorite landscape materials. Is there any way you could explain where you got the noise mask from? Unreal doesn't have one like that and I cant seem to figure out how to make one. Thanks and keep up the great work
Thanks, i've made it in photoshop. You can search on the internet for similar. If not you can get it from my patreon.
Thanks for the nice comment!
In photoshop create a 2048x2048 image with a white background, then use the channels to select each channel one at a time and use Filter > Render > Clouds to generate a random distribution of black and white (your Foreground and Background colours). This should create different clouds on each channel and ultimately a rainbow noise like the one used in the tutorial. Save as PNG. After importing to Unreal double click the texture and search for "compression settings" and change the type to mask (no SRGB). This should resolve the issue.
Hi, I did all the actions as in the video, but I had a problem - for some reason my snow lies in different places, for example on the ground where there are no mountains. How can this be fixed?
This video is incredible man.. Thank you!
My pleasure!
i Couldn't get the water normal to work, and none of my normal slots worked probably, watched this video 50 times and i did them all right, i keep getting a v2 cant connect to float in MF_Water but i did find, "MW Landscape Auto Material" for free in the Fab A.K.A market work the same and the code is also written the same but i did enjoy following this tutorial very good video keep up the good work
Join my discord and send me a DM. I'll help you out. Write to @colwave
discord.gg/ercUmfTm
Thank u so much dude ! This is awesome!
Where did u get the Water Refraction UV ? U didnt create in this tutorial
Bro what are these textures at 1:05:49 used in the video?? Where can I find them or are they made in some other video?? Plz help.
They are available on my patreon with the material itself done. Also you can get footsteps working, RVT and paint layers on that material. patreon.com/CGDealers
Otherwise if you want to create it yourself via the video, the textures are nothing more than a text with with white background. You can do them in Paint. Just for the normal map, download one from Quixel bridge.
@@CGDealers Thank you, sir.
where do I find the textures used? eg: Albedo and the water texture