Create Massive World Landscape Auto Material - Unreal Engine 5 Complete Tutorial
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- Опубліковано 11 тра 2024
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Timestamps:
00:00 - Intro
01:10 - CGDealers Membership Program
01:45 - Udemy Courses & Free Skillshare Premium
02:00 - Opacity Mask
07:51 - Depth Fade
10:15 - Pivot Mask
11:53 - Pixel Depth Dither
15:45 - Slope Mask
18:59 - Water Mask
24:09 - Roughness
26:53 - Snow
30:29 - Snow Mask
38:50 - Combine Normals Simple
41:25 - Combine Normals
46:03 - Water
01:03:53 - SubSurface
01:08:06 - Landscape UVs
01:11:36 - Layer Blend
01:23:46 - Default Layer
01:35:40 - Auto Material Creation UVs
01:44:02 - Auto Material Creation Depth Fade Mask
01:44:40 - Auto Material Rock Layer
01:50:31 - Auto Material Stones Layer
01:52:47 - Auto Material Grass Layer
01:54:45 - Auto Material Dirt Layer
01:56:31 - Auto Material Snow Layer
01:59:30 - Auto Material Opacity Mask
02:00:10 - Auto Material Remove Foliage
02:01:34 - Auto Material Mask
02:04:51 - Auto Material Snow Mask
02:06:09 - Auto Material Dirt Mask
02:07:11 - Auto Material Stones Mask
02:08:06 - Auto Material Grass Mask
02:09:01 - Auto Material Water Mask
02:10:18 - Auto Material Layer Blend
02:15:32 - Auto Material Combine Normals Simple
02:16:38 - Auto Material Variation
02:18:11 - Auto Material "UseLandscapeVariationSwitch"
02:19:30 - Auto Material Roughness
02:20:16 - Auto Material Normal Variation
02:24:05 - Auto Material Procedurals
02:34:06 - Auto Material Specular
02:36:04 - Auto Material Water
02:38:34 - Auto Material Snow
02:39:22 - Auto Material Debug
02:42:44 - Auto Material Material Connections
02:44:05 - Create Auto Material Instance
02:44:27 - Auto Material Fixes
02:45:31 - Apply Material on Landscape
02:45:26 - Test and Fix Auto Material Parameters
02:52:18 - Final Result and how to Add Procedurals
02:54:00 - Outro
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!
This is absolutely amazing, thank you so much for creating such a detailed tutorial.
Your welcome.
Adding this to my list for when I get home tomorrow. Can't wait.
Your auto-material is fantastic! Thank you for sharing and providing such an extensive tutorial.
Glad it was helpful!
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!
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.
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!
Really happy! This is amazing! Thank you so much for creating such a detailed tutorial
Glad it was helpful!
Thank you. It's amazing this is free on youtube and not a paid course.
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 is definietly an awesome tutorial. Thank you for sharing it with us.
Glad it was helpful!
this guide proved to myself that i can concentrate for 6hours straight xD great guide!
Glad to hear that :D
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.
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?
This is a really good tutorial. Thank you for posting!
You're welcome!
Like how thorough you take each step.
I've waited a year for this thank you!
Hope you enjoyed it!
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.
Extremely grateful for this video!
Glad it was helpful!
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
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)
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
Thank you so much , is is seriously the best tutorial I have found on the subject :)
You're very welcome!
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!
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!
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!
This is amazing! Thanks for sharing your knowledge for free 🙏💙
Glad it was helpful!
wooo finally, i've waited for this
Hope it helps!
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!
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.
Thanks a heap for ALL your efforts
My pleasure! I’m glad that i can help you in your game dev journey :)
Also thank you for the super thanks!
@kiwi hawk u keen to catch up? im from nz 2, looking to make some games?
This is soo huge! Thank you!
You are welcome :)
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
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 ! :)
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
This the First Time I finished any tutorial it was fun took me 10 hours to finish
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?
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.
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!
Thank you mate! Helpful!
Any time!
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
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.
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!
Amazing stuff, thank you!
Glad you enjoyed it!
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?
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!
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.
This video is incredible man.. Thank you!
My pleasure!
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
@@vonklinkenhoffn5801 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.
@@vonklinkenhoffn5801 thank you so much for your reply I can continue to video now 🫂
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
Thank u so much dude ! This is awesome!
Where did u get the Water Refraction UV ? U didnt create in this tutorial
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.
CG Dealers: "If you stay with me for the next 3 hours"
Me 10 hours Later: 😭
:D
me too bro
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.
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.
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
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.)
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.
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?
[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.
Thank you so much!🖥🖱
You're welcome!
wow thank you for the tutorial.
You're welcome 😊
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.
Great video. Extremely helpful.
Glad it was helpful!
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.
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!
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
Tysm you helped me learn a lot
I'm so glad!
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 am very neat with my graphs and I use Add Name Reroute Declaration Node ( You Will Love Them !! )
Very helpful. Loved the video.
Glad you enjoyed it!
Me Again. I was wondering if you could maybe help me with two problems.
- Snow areas spawn everywhere in patches.
-Water covers everything except snow.
Besides that, great and very helpful tutorial. Thanks!
not so detailed but very very completely and amazing tutorial! I've never met similar on youtube
Glad you enjoyed it!
is there a way to use custom height maps from gaea for the snow , grass , slopes etc.
Amazing!!
you are geniuus!!!
Thank you! Cheers!
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 :)
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 ?
Great job, great logo
I'm glad you like it
Amazing Video Thank you so much :)
You're welcome!
awesome video, mans a legend I literally found gold
Glad I could help
Awesome! Thanx)
Hi, very amazing tutorial, along with the one on Gaea and the one for the realistic water material that i'll be working on to follow at some point for my project. After this one tutorial for the auto-material, i was wondering (and trying, tho not succesful) how it is possible to add a displacement setting in this auto-material so the textures wouldn't be appearing too "flat" on the landscape (like i have quite a bit of rocky surfaces, where the displacement would be amazing to see). If anybody know how to add a displacement setting in this already nice and complex material, let me know :)
Displacement is still new. Appeared again in 5.3 and the performance is till not good. However I'm testing now how to implement this into my auto material :) If I make it work, you can find it in the patreon.
Thank you!
You're welcome!
Amazing video
Thanks for the visit
@@CGDealers that is what the projects with massive worlds are already using or maybe close to it. it is gold to me. Ty very much
I have an error in MF_DefaultLayer when I save in my M_LandscapeAutoMaterial. I check it but is saying texture sampler should be color and it is normal. But not. I check and it is how supposed to be. Im lost
Thanks a bunch, really appreciate the walkthrough. Only wish you mentioned which megascans you used for the textures. Been going through them but they massive and i cant seem to find the ones you used... other than that thanks for an awesome vid.
The megascans asset files indexing are available on my Patreon: www.patreon.com/CGDealers
To understand. In this video we will make the material you use at start? Its amazing
Yes exactly.
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?
when he said cup of coffee. I felt that
:D
Yuo crazy, it's amaizing!!! 🔥👍🙏👏
Thank you! Cheers!
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))
This is awesome, the only thing I'm missing is the height adkustable layer for the sedbed/beach and I'm guessing I can switch off the water or mask it if I use an ocean asset?... I make island world using the ocean as the boarders
Yes. Just go to the water latyer and there should be "Use Water" bool. Check it off and the water is gone. You can create a seabed layer and modify it to be the water layer.
So in general you can convert water layer to seabed.
Then just rename the Dirt Layer to be "Beach" and tweak it.
Everything is adjustable you just need to play around with it and test different things.
@@CGDealers The water layer remains, whether you turn it off or not.
@@dreadtrain2846 In the video I showed how to remove it. Use the height.
At Step : Auto Material Connection
When i linked Water_Normal_R to Normal. An eror happened with the in4mation was :
[SM6] Function MF_DefaultLayer: (Node TextureSample) Sampler type is Normal, should be Color for /Game/AutoMaterial/Textures/Normal_Mocap.Normal_Mocap
please help me
Join discord this is a common problem and the community solved it long ago.
discord.gg/NbV9ZUwnx6
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?
thanks for the tutorial. I must have screwed up something somewhere, because my snow is the bottom layer now and my other layers are the top point of mountains etc. I must have missed a negative value or something somewhere.
You reveres them somehow. Hop in discord to talk with the community. They will help you out.
how difficult to use nanite and virtual textures with this. noob very appreciative of your efforts, your the man bro
Thanks!
Thank you!
Hi! Great tutorial, that was hard but I repeated after you and I've make it! Thanks a lot. I have a question about textures, how to assign roughness map?
You need to create connection in the shader for rougness.
@@CGDealers do u mean to create a new connection or did I miss some part in the video?
You are the best bro
Thx
thank u! this is great!!!
Thx
Just finished Combine Normals part. Second part tomorrow ^^
Nice work!
That's awesome! Finally, after 3 days, everything started working :> After some sleep, I'll modify a few elements and build towns, villages, etc. Thanks for such a comprehensive and valuable tutorial :>>
Does your material supports RVT built in, or does it need to be added separately? Thanks! 🙂
No, you need to add it.