thank you so much for your tutorials, i sub to fatty bull i wasn't sure it was you until i heard your voice LOL, once again thank you man!!! no doubt your one of my favorite teachers UA-cam
.im wondering if its possible for one to set it up once and use it for other projects as well,because i im always afraid and discouraged when i consider the amount of time it takes to make a runtime virtual texture
Hey I'm a bit late but i came across the issue that the blending happens only along a straight line parallell to the flat Landscape position. Is there a way to let the virtual texture show up based on the deistance between the static and the Landscape Vertex Normals?
im curious why you convert the normal from tangent to normal and then in the asset material you convert back to tangent? On my RVT blend mat I actually set my asset mat tangent space normals to off in the material definition. That way I can blend the world normal of my landscape RVT with the world normals of the asset. This this works fantastically for the tight boundary between the landscape and the asset. In your video you can still see a seam where the two conflicting world normals dont quite blend. Id recommend giving my technique a try.
for me the gradient between the two materials looks a bit boring. I would like to add a texture based blending between those two materials. (Much like height blending the layers you can paint with on the terrain) But i sadly havend found a way to do this.
same error. On an other Scene work, now on a new Scene just black outline and nothing more. I tried to delete the Landscape and remake it, apply new materials, ... the RVT preview work, but when it came the time to apply to the objects, I cannot find a way. Any help?
I'm getting a strange bug where it kinda looks like the image of my map is being tiled on every tile of my world partition. I was perfect for a bit, and now it's a total tiled mess. :(
It’s the same process as shown with the Patent Material of the Cliff. You just copy and paste the nodes. More simplified version is to use a Material Function. Which is nothing else than a group or container of all these nodes. Then you plug the Function into your Material of your choice.
Thanks for the tutorial, everything words perfectly but i ran into some issues, the landscape material projected its not following the tiling on the material and so blurry, it feel like im projecting a different material, you can still see the seams
hmm.. it's hard to say what's going in your file, without seeing anything. Could be a lot of things. If your textures are blurry, you might have been running out of RAM. easiest way I guess is to download the project file, then you can see behind the curtain and have a setup up and running.
@@bernhard.rieder Thanks for the answer, the texture are from quixel and i have enough ram on my computer, what i found later that the texture tiling is not correct, i mean the landscape is tiled to 0.5 but it feel like the RVT is tiled to 1, i tried something, its to control the tiling of the RVT, it kinda worked but it wasnt as good as the normal texture
@@aymenselmi8318 I have the same problem. The "gradient" looks very blurry. It has nothing to do with the memory. The blending just looks ugly. Anyone?
@@agora3D I worked it out, it’s because you can’t plug it back in without converting the normal back again at the end. So use the transform vector again but the opposite way
hey man, cool video, I start to follow your channel, I was wondering if you can help to understand how to get a single landscape instead of having many ''landscape streaming proxy''? cheers!
Exactly what i needed to build my game level so thank and you earn a subscriber but i can't believe epic has not yet simplify the process!
Danke! Lot's of incomplete tutorials on this out there. Yours works!
thank you so much for your tutorials, i sub to fatty bull i wasn't sure it was you until i heard your voice LOL, once again thank you man!!!
no doubt your one of my favorite teachers UA-cam
Thank you!
Unreal 5.3 all worked perfectly!
.im wondering if its possible for one to set it up once and use it for other projects as well,because i im always afraid and discouraged when i consider the amount of time it takes to make a runtime virtual texture
Hey I'm a bit late but i came across the issue that the blending happens only along a straight line parallell to the flat Landscape position. Is there a way to let the virtual texture show up based on the deistance between the static and the Landscape Vertex Normals?
Idk if this still works- Ive followed exactly but my objects still seem to show the seam (they blend the texture, but the seam still shows)
I get ugly lines like if there's a UV projection from wrong direction that are stretched on the blended area
did you find solution?
im curious why you convert the normal from tangent to normal and then in the asset material you convert back to tangent? On my RVT blend mat I actually set my asset mat tangent space normals to off in the material definition. That way I can blend the world normal of my landscape RVT with the world normals of the asset. This this works fantastically for the tight boundary between the landscape and the asset. In your video you can still see a seam where the two conflicting world normals dont quite blend. Id recommend giving my technique a try.
for me the gradient between the two materials looks a bit boring. I would like to add a texture based blending between those two materials. (Much like height blending the layers you can paint with on the terrain) But i sadly havend found a way to do this.
I have the same error. I tried to delete landscape and setup it again but it still not working. There is any way to fix it?
same error. On an other Scene work, now on a new Scene just black outline and nothing more. I tried to delete the Landscape and remake it, apply new materials, ... the RVT preview work, but when it came the time to apply to the objects, I cannot find a way.
Any help?
Thanks for making this! Really helpful.
The best videos teach you from for scratch. Taking notes 📝. Thanks for sharing
I appreciate that!
I'm getting a strange bug where it kinda looks like the image of my map is being tiled on every tile of my world partition. I was perfect for a bit, and now it's a total tiled mess. :(
Thanks for the amazing tutorial. 😁
Awesome!!
Great video. So once you set the volumes, how easy is it to add it to new elements, trees, etc. as you populate the landscape?
It’s the same process as shown with the Patent Material of the Cliff. You just copy and paste the nodes.
More simplified version is to use a Material Function. Which is nothing else than a group or container of all these nodes. Then you plug the Function into your Material of your choice.
Thanks for the tutorial, everything words perfectly but i ran into some issues, the landscape material projected its not following the tiling on the material and so blurry, it feel like im projecting a different material, you can still see the seams
hmm.. it's hard to say what's going in your file, without seeing anything. Could be a lot of things. If your textures are blurry, you might have been running out of RAM.
easiest way I guess is to download the project file, then you can see behind the curtain and have a setup up and running.
@@bernhard.rieder Thanks for the answer, the texture are from quixel and i have enough ram on my computer, what i found later that the texture tiling is not correct, i mean the landscape is tiled to 0.5 but it feel like the RVT is tiled to 1, i tried something, its to control the tiling of the RVT, it kinda worked but it wasnt as good as the normal texture
@@aymenselmi8318 I have the same problem. The "gradient" looks very blurry. It has nothing to do with the memory. The blending just looks ugly. Anyone?
Has anybody found a solution for the blurred blend issue?
I get an error with the makematerial attribute on the material for the mesh?
same
@@agora3D I worked it out, it’s because you can’t plug it back in without converting the normal back again at the end. So use the transform vector again but the opposite way
@@agora3D I can send you another similarity tutorial that explains why this is necessary if you need
@@krkdesigns9510 yes I will please, thank you for your answer and your help
@@agora3D ua-cam.com/video/xYuIDFzKaF4/v-deo.html essentially the setup is the same as this video, just a few extra nodes that help with the errors
hey man, cool video, I start to follow your channel, I was wondering if you can help to understand how to get a single landscape instead of having many ''landscape streaming proxy''?
cheers!
hmm.. what exactly do you mean a single landscape instead of many?
yes, i have always a big collection of landscapes and working its pretty annoying, I cant find any info online about that
thank you @@bernhard.rieder
u r welcome@@sorog.online1378
Suuuuper bro, thank you so much!
✨👌😎😮😎👍✨
Welcome 👍