Expect to see new tutorials every week. Also don't forget to subscribe to the Unreal Sensei Newsletter and press the bell icon to see all my community post!
Thanks for the tutorial ! For those who are concerned by the white blending problem with Megascans assets, i found that it might be because you're using assets with Fuzz material instance applied. In this case, the Master material's Shading Model is set to "Cloth" to work properly with fuzzy feature, but it leads to the error in height blending with RVT. Just turn back the shading model to Default Lit to use RVT properly.
Thanks bro, Developers should make a video on how to fix issues like this. After 2 days of struggle, I finally found the fix but instead of connecting Fuzzy-VT-OUTPUT, I connected Map adjustment-VT-Output, then I had to just enable shading Model on Material instance and it worked perfectly. My settings are Falloff-25 Heights-1. 1 Contrast-2 And these settings worked perfectly.
10/10 tutorial, unbelievably clear and to the point! And thank you so much for explaining WHY you're doing what you're doing with the nodes. I've only seen one of your videos but you are the straight Andrew Kramer of UE landscape tuts.
If you are getting an error at 15:48, first add the VT_Height Virtual Texture we created at the start into the VT_Height "sample parameter" and also use "Default Lit" in shading model option inside material output node. Anyways, good tutorial sensei! : )
For anyone having issues with low quality results of landscape textures applied over static meshes or having any visual glitches that should not be there, try increasing "tile size" under Project Settings > Virtual Textures. I wonder how it looked so good for Unreal Sensei with the default 128 value, but my terrain textures have 2K resolution so I increased the tile size to 2048 as well and it looks much better. Anyway thanks for the great tutorial as always.
I've been following your tutorials and has taught me so much since ive only started developing from the beginning of this year. Thank you for your amazing and informative tutorials, it has brought me a long way from absolutely zero to creating my own landscapes with ease.
For those who got stuck with setting up the MESH Material: Drag and drop your VT Height into your Mesh Material's Virtual Texture Sample which is connected to your alpha's Height Information and the VT Mat into your standard base color, normal, roughness Virtual Texture Sample information. Also make sure your material output is set to "use material attributes" to be able to connect it.
I became a huge fan of sensei within a single video of ue. The only channel that has tought me to use ue 4/5 so thoroughly that now I feel confident using it. Thank you Sensei.
Such a very interesting and helpful tutorial you made, I search and try almost 12-13 tutorial on youtube but I am satisfied with your straight-to-the-point tutorial that make sense to learn a virtual texture in the Unreal engine. I was a bit scary just because I have UE5 and your explanation is in UE 4.27 but, after all the hustle I had created the virtual texture well and blend the object with the landscape in my scene. Thank you once again.
Thanks. Anyone doing Unreal tutorials should view your content to see how to do it properly. The first virtual texturing tutorial that actually makes sense! Especially important given UE5's lack of tessellation support.
looking at the stuff u just did in this video it seems like newbies will take ages to reach till this point just to figure whats happening....ur brain works on the scale of a computer man!!!
Welcome back Sensei. I'm definitely going to follow this tutorial a bit later in my day. I know how long enivomrnet tutorials can be to record and create for us. But would love to glad I found ya last year when I re-discovered my love for environment artwork and learning it in unreal for a change of pace. :)
I teach 3D Digital and these are the very best Unreal instructional videos I have ever seen, (outside of Epic content). I will be recommending your channel to my students.
The good thing about this person is, He really teaches you a lot of things during his tutorial, 2nd he does not show you the annoying self video after every 5 seconds xD , which usually tut guys are doing out there. I do not know if it's annoying to me only :( To see tutor's face after 5 sec instead of the program he is teaching.
Glad you like it. Yes I find that annoying also which is why I tend to only show myself when introducing a new concept. Also I avoid a facecam in the corner so that viewers can see the entire screen.
Outstanding tutorial! I had done your Auto Material tutorial and thought that was good enough for VT, but I ran into some annoyances and realize I did not understand everything going on, and this tutorial filled in the gaps. Yes, I remember you suggesting it. ;)
Awesome tutorial, really make the whole process as simple as possible while still explaining all he's doing. Wich, BTW, I don't find that simple. Am I the only one thinking that blending 2 materials is such a common need that there should be an easier way to do this in the engine ? Basically, I feel like the end result of this awesome work ( a simple node to blend another material ) should already exist and be optimised in the engine.
Absolutely, this should be made way easier, there are so many steps involved to do this. I have a plugin for Blender which basically does this exact thing in literally 2 clicks (its called blendit addon for blender you can look it up) something should hopefully exist for UE in the future
Great job with the tutorial, really solid explanation and I especially enjoyed it when you go explaining in detail why you do something and what happens if you ignore specific steps. Keep up the good work!
Would you say since UE5 has come out, are the Megascans materials more tricky now? I've been trying to use their MS asset materials with the VT I made in your tutorials, and damned if I can get them to work. Any suggestions?
You channel is absolutely amazing. So much work and all for free for everyone. Long needed stuff too! Please keep on going and great there is an option to buy all your courses too!
I'm really thankful for this video, but I'm lost on why my virtual texture looks nearly white, like a washed out version of the landscape, but only on the megascans assets and not on the log. I followed along with both. The log worked perfect, a megascan asset looks wrong.
Think this is right! I found the SM_Log_L_01 under RuralAustralia/StaticMeshes/Vegetation/Log_L_01 and dragged it into the map called RuralAustralia_Example_03 at X=4520 and Y=6240. Lifted the log above ground and snapped back down to get the gap showing. This is to follow along with the tutorial as far as I can tell =)
Welcome back Sensie.. Can you please show us how to put green screen actors on Unreal background, with camera tracking data? Not virtual live production but the good old fashioned/economical compositing? Please.
Good call to return to videos before UE5 beta releases, i don't think it's coming out super soon since metahuman just now got a preview release, I think they plan on releasing 4.27 before 5 too.
when i open the example mountain project, it displays correctly, but if i import the project into my project the texture doesnt work. i have virtual textures enabled in my settings, so i'm not sure what the problem is. anybody any suggestions?
22.44 you could have transformed the output normal from te virtual texture sample from world to tangent before blending, so that you do not make the same operation twice.
I find that using the bounding box makes the blend factor size dependant of the static mesh you're using. That might be what you're looking for but I'd rather have a simple offset that works and blends every static meshes at the same height. I did that by only using the subtraction of Absolute world position and VT height world height, then subtracting a paramter offset that would be the height at which blending starts and then only dividing with parameter for falloff and then saturate. No bounding box needed as it make something in the equation size dependant of the static mesh
Brilliant, works super well, but upon light bake static meshes have slightly different lighting to the landscape and so have a lighting seam, any ideas on fixes?
Hi, a question: You showed that there's a fallen off bark on the other side of the log and because it's so close to ground, it gets fully retextured to ground. Is there a way to avoid this? I presume none besides cutting it out of that mesh and placing it separately, or simply covering it by another mesh.
I'm new to this, but I feel like it should be possible to paint another texture to fine-tune the blending, instead of using only the height map. That would give a lot more control over the final result.
thank you for this amazing tutorial. But i have one problem i am not able to fix. For the material i originally created it in, it works absolutely fine. But as soon as I add the material function to an other material, the blending is only white and it does not capture the Landscape material anymore. I have no clue what the problem is. I am using UE5 by the way. And sorry for my insufficient English, it is not my native language.
There are some glitches a way I found to fix some of them is to set your scene to world settings>lightmass>advance arrow>force no precomputed lighting (if it is fully dynamic) and in the top left hand corner select build and build the scene
Does Runtime Virtual Texture works similar in UE4 and UE5? Although VT is enabled in project settings when i double click on it it's blank in UE5. I cannot find the settings in UE5 like in UE4. Any idea?
Expect to see new tutorials every week. Also don't forget to subscribe to the Unreal Sensei Newsletter and press the bell icon to see all my community post!
Sensei🔥
Thank you Sensei!
Great. Please do more on planets and Mars/ Moon / asteroid surfaces, atmospheres, if possible.
Idol, thank you very much. Like what others say, I can't thank you enough for all of these very helpful and practical tutorials you shared with us.
So..What's going on with this udk 5 beta? Any new rummors? You said you will be back when beta begins.
Thanks for the tutorial !
For those who are concerned by the white blending problem with Megascans assets, i found that it might be because you're using assets with Fuzz material instance applied. In this case, the Master material's Shading Model is set to "Cloth" to work properly with fuzzy feature, but it leads to the error in height blending with RVT. Just turn back the shading model to Default Lit to use RVT properly.
Great Man!.. the textureBlending isn't white anymore....BUT now it's blurry! :( something like bad resolution
Thanks man, helped a lot!
Thanks bro, Developers should make a video on how to fix issues like this. After 2 days of struggle, I finally found the fix but instead of connecting Fuzzy-VT-OUTPUT, I connected Map adjustment-VT-Output, then I had to just enable shading Model on Material instance and it worked perfectly.
My settings are
Falloff-25
Heights-1. 1
Contrast-2
And these settings worked perfectly.
THANK YOU! That fixed it. To get rid of the blur, open VT_MAT and play with the resolutions. I set to 2048 and the blur is gone.
you saved my day :)
One rarly can find a channel so keen on explaining and understanding. I can't thank you enough
10/10 tutorial, unbelievably clear and to the point! And thank you so much for explaining WHY you're doing what you're doing with the nodes. I've only seen one of your videos but you are the straight Andrew Kramer of UE landscape tuts.
If you are getting an error at 15:48, first add the VT_Height Virtual Texture we created at the start into the VT_Height "sample parameter" and also use "Default Lit" in shading model option inside material output node.
Anyways, good tutorial sensei! : )
For anyone having issues with low quality results of landscape textures applied over static meshes or having any visual glitches that should not be there, try increasing "tile size" under Project Settings > Virtual Textures. I wonder how it looked so good for Unreal Sensei with the default 128 value, but my terrain textures have 2K resolution so I increased the tile size to 2048 as well and it looks much better.
Anyway thanks for the great tutorial as always.
I've been following your tutorials and has taught me so much since ive only started developing from the beginning of this year.
Thank you for your amazing and informative tutorials, it has brought me a long way from absolutely zero to creating my own landscapes with ease.
For those who got stuck with setting up the MESH Material: Drag and drop your VT Height into your Mesh Material's Virtual Texture Sample which is connected to your alpha's Height Information and the VT Mat into your standard base color, normal, roughness Virtual Texture Sample information. Also make sure your material output is set to "use material attributes" to be able to connect it.
Bro ur the best UE4 utuber Ever!
Nice to see you back. Looking forward to see what you've got ;)
You're the best teacher I found ❤️ Plz continue
I became a huge fan of sensei within a single video of ue. The only channel that has tought me to use ue 4/5 so thoroughly that now I feel confident using it. Thank you Sensei.
Such a very interesting and helpful tutorial you made, I search and try almost 12-13 tutorial on youtube but I am satisfied with your straight-to-the-point tutorial that make sense to learn a virtual texture in the Unreal engine. I was a bit scary just because I have UE5 and your explanation is in UE 4.27 but, after all the hustle I had created the virtual texture well and blend the object with the landscape in my scene.
Thank you once again.
My anxious brain loves how fast pace your tutorials are!
Thanks. Anyone doing Unreal tutorials should view your content to see how to do it properly. The first virtual texturing tutorial that actually makes sense! Especially important given UE5's lack of tessellation support.
Super helpful, thanks! I really appreciate how you take it a few steps further and make the modular material function at the end - well thought out!
looking at the stuff u just did in this video it seems like newbies will take ages to reach till this point just to figure whats happening....ur brain works on the scale of a computer man!!!
Now materials can interact. Thats amazing
Welcome back Sensei. I'm definitely going to follow this tutorial a bit later in my day. I know how long enivomrnet tutorials can be to record and create for us. But would love to glad I found ya last year when I re-discovered my love for environment artwork and learning it in unreal for a change of pace. :)
The legend is back!
I teach 3D Digital and these are the very best Unreal instructional videos I have ever seen, (outside of Epic content). I will be recommending your channel to my students.
The good thing about this person is, He really teaches you a lot of things during his tutorial, 2nd he does not show you the annoying self video after every 5 seconds xD , which usually tut guys are doing out there. I do not know if it's annoying to me only :( To see tutor's face after 5 sec instead of the program he is teaching.
Glad you like it. Yes I find that annoying also which is why I tend to only show myself when introducing a new concept. Also I avoid a facecam in the corner so that viewers can see the entire screen.
Outstanding tutorial! I had done your Auto Material tutorial and thought that was good enough for VT, but I ran into some annoyances and realize I did not understand everything going on, and this tutorial filled in the gaps. Yes, I remember you suggesting it. ;)
10/10 Tutorial, clear explanations and clean execution. Loved it and helped soooo much!! Thanks!!
Thank you so much. I successfully copied RVT in ue5.1.1. You are so handsome, and your voice is very magnetic, just like your tutorial.😋
Awesome tutorial, really make the whole process as simple as possible while still explaining all he's doing.
Wich, BTW, I don't find that simple. Am I the only one thinking that blending 2 materials is such a common need that there should be an easier way to do this in the engine ?
Basically, I feel like the end result of this awesome work ( a simple node to blend another material ) should already exist and be optimised in the engine.
Absolutely, this should be made way easier, there are so many steps involved to do this. I have a plugin for Blender which basically does this exact thing in literally 2 clicks (its called blendit addon for blender you can look it up) something should hopefully exist for UE in the future
Why? Just make it a material function like he does at the end and you can easily add it to any material, no fuss.
Great job with the tutorial, really solid explanation and I especially enjoyed it when you go explaining in detail why you do something and what happens if you ignore specific steps. Keep up the good work!
This tutorial helped me so much!! I have been struggling to get my meshes to blend with my landscape for 2 days. Thank you so much for this!
Would you say since UE5 has come out, are the Megascans materials more tricky now? I've been trying to use their MS asset materials with the VT I made in your tutorials, and damned if I can get them to work. Any suggestions?
Hey mate Did you find a Solution for you problem, as i am having issues to
am i the only one who thinks the before and after at 0:12 look almost indistinguishable? I can't tell anymore. The graphics are too good!!!
I am SO elated to see more videos from you! Excellent stuff, thanks so much for your time and effort!
You channel is absolutely amazing. So much work and all for free for everyone. Long needed stuff too! Please keep on going and great there is an option to buy all your courses too!
Amazing tutorial, thank you for taking the time to make it!
Dude thanks for allways putting out easy to follow quality content :D
absolutely fantastic stuff - finally a really easy to understand tutorial - thank you very much
Hi, I have an issue where the virtual texture projected onto my objects is a really low resolution. Any ideas?
This is some crazy magic here. Thanks for the vid!
Amazing tutorial! I tried it in UE5 and it looks awesome
Great video and explanation of how this all works, many thanks for sharing this.
Wow! Thanks Sensei!
The result is just amazing, thank you!
Thank you man for your impact on our education! You the best!
Thx a lot !!! one of the best tutorial on RVT !!!
Thanks, Great tutorial! Appreciate that you explain every node as you go :)
This is one of the best tutorials out there! Damn!
Cant WAIT to watch this later!!
I'm really thankful for this video, but I'm lost on why my virtual texture looks nearly white, like a washed out version of the landscape, but only on the megascans assets and not on the log. I followed along with both. The log worked perfect, a megascan asset looks wrong.
Think this is right! I found the SM_Log_L_01 under RuralAustralia/StaticMeshes/Vegetation/Log_L_01 and dragged it into the map called RuralAustralia_Example_03 at X=4520 and Y=6240. Lifted the log above ground and snapped back down to get the gap showing. This is to follow along with the tutorial as far as I can tell =)
Es una locura lo que acabas de enseñar, se agradece muchisimo. Esto te da un profesionalismo increible a la hora de mapear. 10/10
Welcome back Sensie.. Can you please show us how to put green screen actors on Unreal background, with camera tracking data? Not virtual live production but the good old fashioned/economical compositing? Please.
Thank you! Helpful elaboration on the section on ue5 basics tut
Wow that’s awesome! You’re a node wizard!
Good call to return to videos before UE5 beta releases, i don't think it's coming out super soon since metahuman just now got a preview release, I think they plan on releasing 4.27 before 5 too.
when i open the example mountain project, it displays correctly, but if i import the project into my project the texture doesnt work. i have virtual textures enabled in my settings, so i'm not sure what the problem is. anybody any suggestions?
What a great video! Works great, well explained!
Thanks for this!
22.44 you could have transformed the output normal from te virtual texture sample from world to tangent before blending, so that you do not make the same operation twice.
U got my sub. I'm currently learning ue4 right now !
Just easy to follow..lots of love
Thanks! So much better than the pixel depth dithering stuff
Best UE channel on YT!
Oh my god this is amazing tnx for this video guide.
Very keen on details, thank you Sensei
it's a long video, but it's necessary... i don't understand how somebody disliked this video :'D
what's extra impressive, is that it seems you do this tutorial in in real time with no edits.... You're a natural.
@@bcgames92 Oh their are edits I just try to make them seamless.
We need more of you sir
Great content, please keep doing such amazing tutorials❤️🔥
I find that using the bounding box makes the blend factor size dependant of the static mesh you're using. That might be what you're looking for but I'd rather have a simple offset that works and blends every static meshes at the same height. I did that by only using the subtraction of Absolute world position and VT height world height, then subtracting a paramter offset that would be the height at which blending starts and then only dividing with parameter for falloff and then saturate. No bounding box needed as it make something in the equation size dependant of the static mesh
why is my terrain material stretching over the Megascans object? there is no clear detail as in the video. With what it can be connected?
Great Gem your Landscape Material and Virtual Texture Material Function. thx
Thank you.😊 Also, very good to understand virtual textures in general. 👍
Wonderful video, thank you so much!
Why do snow textures appear after mixing?
That work like a charm, you are very good senpai.
Best class ever 🔥🔥🔥🔥
Really nice! I feel they should build this into Unreal tho.
great tutorial, very well explained.
beautiful, thank you Sensei!
Brilliant, works super well, but upon light bake static meshes have slightly different lighting to the landscape and so have a lighting seam, any ideas on fixes?
Love your videos! Keep it up, your tutorials are great
Best best tutorial ever
excelent tutorial for RVT
Cool! Thank you!!
Hi, a question: You showed that there's a fallen off bark on the other side of the log and because it's so close to ground, it gets fully retextured to ground. Is there a way to avoid this? I presume none besides cutting it out of that mesh and placing it separately, or simply covering it by another mesh.
I'm new to this, but I feel like it should be possible to paint another texture to fine-tune the blending, instead of using only the height map. That would give a lot more control over the final result.
Thank you for sharing great information...
thank you for this amazing tutorial. But i have one problem i am not able to fix. For the material i originally created it in, it works absolutely fine. But as soon as I add the material function to an other material, the blending is only white and it does not capture the Landscape material anymore. I have no clue what the problem is. I am using UE5 by the way. And sorry for my insufficient English, it is not my native language.
I'm having the same problem, some help will be appreciate :)
I'm not really sure why such important stuff aren't built inside of engine, but anyway, that's a great tutorial to help us out
Not all projects require this feature and it adds bloat to the engine if it's built-in and not being used.
Incredible tutorial, a little complex at moments to understand the use/impact of some nodes, but definitely helpfull!
thank you you are very kind to sahred this video, thank you
Thank you so much!
Love Your tutorials can You do a Live Camera setup from start to finish. Everyone leaves out important info and You are very thorough. Thanks
Thank you 🙏
Creating a runtime virtual texture on Unreal Engine 5 and opening it seems to simply lead to a blank configuration window, is this a known issue?
There are some glitches a way I found to fix some of them is to set your scene to world settings>lightmass>advance arrow>force no precomputed lighting (if it is fully dynamic) and in the top left hand corner select build and build the scene
Amazing!
He's Back!
Professional clean work bro
it is very good Thank. But see the effet when moving parameters on the material, but not affected the viewport .. Have an idea ?
Awesome tutorial!!
But it's WAAAY too complex for such needed feature. How about drag and dropping materials into a terrain plugin? :-D
Does Runtime Virtual Texture works similar in UE4 and UE5? Although VT is enabled in project settings when i double click on it it's blank in UE5. I cannot find the settings in UE5 like in UE4. Any idea?
As an Aussie, I really respect the representation :)
You are the best bro