If you like me started to apply step by step to your material and tiling didnt really gone, double check your texture, it might not be seamless, I started with texture which was looking seamless to me unless I started to add variations, which didnt help much instead highlighted borders more, I changed texture and things got MUCH better. I also suggest to play with parameters on each step to understand what they really do to your texture, thats how you can create gorgeous colour schemes. And of course, many thanks to the author, this tutorial is great and deserves millions of likes
And my respect for the game development time increases 3 fold. If it takes this time for this amount of “node work” just for a simple texture, I can only imagine the time it takes to actually explore these different parameters and create something unique.
@@John-cz7fo you compare making a big complicated out of the box game engine with editor support and a complex node system with makin a paintbrush !??!?!?!
@TURKYM7MD the point is that the creator of a piece of art or a skilled user of a tool isnt worthless compared to the creator of the tools. are racecar drivers not actually skilled because they couldnt build the car themselves? you could say the same about
Better tutorial about making a landscape texture than a lot of things free or paid. Straight to the point, easy to understand, and above all, super practical. Thanks a lot, keep them coming.
Excellent explanation. The hotkey goblin on my shoulder was going nuts watching the video. 1+Left Click = Constant Scalar 3+Left Click = Constant 3 for color / Right Click the node to convert to parameter S+Left Click = Scalar Parameter L+Left Click = LERP M+Left Click = Multiply U+Left Click = TextCoord Node Takes way less time than the right click menu for these common nodes. Not all nodes have hotkeys.
The reason they do this, is those of us who are not familiar with the blue print parts it helps ingrain what something is by typing it, or seeing it written out, you don't know how many times I've watched a video, someone use hot keys and me get lost cause they have thick accent and I can't understand them.
This is literally what I was looking for, incredible! I was looking on my textures and they seemed nice from close position, but sad and ugly from long distance, this literally changes everything.
And since I'm still in college and have laptop without gpu yet, I'll wait for UE's 5.6 version or higher since my parents will only buy a pc/laptop with Ryzen series X3D cpu and any gpu with 12gn vram (Nvidia or AMD) after my graduation from college which will happen in...uh...2028 😅
If you want to make a seamless texture, you can turn it inside out, by cutting it in 4 (tile it in 2x2 and crop to the size of 1 tile centerd, then you can relatively easily blend the center seams. (You can then tile and crop again but to like 1/3rd to fix the tilings of the seams at the borders) 2x2 is a guideline, you can also tile it more and add variation if the base texture is small.
I'm brand new to game design and unreal engine, so im just happy that i even understand a decent amount if what you did. Even if i cant replicate it all yet lol
And dont forget to repeat for the normals (though for far uvs, just use a 0,0,1 const). Also, I suggest passing the micro variation uvs through a swizzle.
I watched almost 5 tutorials, all of them was boring, slow, and I didnt learned anything. But this video is do exactly what i am looking for and Finally i can do it myself because I do understand now why and how does this work. Thank you!
@@GameDevAcademy @GameDevAcademy I would like to ask if is there a way to write a private message. I would like to ask for few suggestions & opinion of my latest work. I am beginner of a ue level designer but i would like to learn a lot more!👌 Thank you again!
It's great an an example, but what I feel was missing was a bit of the "why". Previewing some of the nodes may have helped to understand their influence. I think if I was better at materials then I would have understood, but then, would I have needed this at all, I'm not sure.
Not bad. I feel it might be a little tougher on the GPU than stochastic texture sampling, but this is UE5 so I doubt this is for mobile. Also, remember, people, this is literally a single terrain layer, there would be more for Rocks, dirt, mud, water areas, etc, and then it would be further broken up with foliage. For the rare Unity Folk who clicked on the video, this is all possible in ShaderGraph/URP as well.
Amazing tutorial! Thank you so much. What always gets me when I'm working with materials is the amount of processing power it needs nowadays for a single texture to be displayed "the best way". I mean... For static / slow videos and images I can see how all this processing usage can be rewarded. But in Game Development (that is my case), it's a constant concern.
Literally banging my head against a wall trying to work this out thanks soooo much... your one of the best unreal UA-camrs thanks for all your content!
Once foliage and models are added it would be near impossible to see texture repetition. This video explained a lot I didn't know about. Excellent tutorial, thanks for the great advice.
To reduce texture samples and optimise your material, create a Texture Object and plug it into all the Tex node of all Texture Samples that share a texture. Then make sure each Texture Sample node has their material definition set to "Shared", so that only one texture is being called for every Texture Object, rather than duplicate Texture Samples.
Thanks! What I miss on almost all UE5 tutorials is a short explanation what these nodes actually do. Multiply and Divide I obviously get but ScalarParameter etc. is so abstract for me that I have trouble following the process. Not because you explained it poorly, but rather because I need to know what each step does so it makes sense to me - which helps implementing certain nodes in other things. Video was nicely done tho!
Very nice node flow, you have my respect. The only gripe I have with this method is it being really calculation-intensive, which is a big factor in performance. Perhaps baking the result into something intermediary to skip large part of node operations would help with that.
Fantastic, thanks so much man. Makes the nightmare of getting fully repeating yet interesting textures in a modular kit really easy. Thanks man :) I'll be sure to post my final project here for you to see! thank you again man!
I like the method provided here - I've been leaning from unreal sensei about Master materials. I could see how using these methods while making everything a parameter will make customizing ANY material super fast and convenient in real time. Do this work once and end up with 679 materials with beautiful blends.
I've been stockpiling a few useful tutorials here and there for my passion project that I'm starting and I've got a few of yours in my bookmarks folder, then half way through this video I suddenly realized I recognized the voice. I don't know if you remember but I was one of your students in college quite a few years back, I wasn't a particularly great student but I still 𝘬𝘪𝘯𝘥 𝘰𝘧 tried - but hey I was young and didn't quite realize that I should've tried harder. I'm starting again but learning at my own pace in a form I can manage with my personal life, I have a son now and it's full time parenting at home, and so far your tutorials have been great. Thank you! Very happy to see you're still making great tutorials and helping others further their knowledge!
might be a stupid question, but how do the normals work with these? if you modify the base color "pattern" of the grass but not the normal map , are they still compatible?
@Game Dev Academy too an extent. Thing like grass and stone don't need it (it'll make clear lines you can see) but things like the Quixel bridge forest floor need it to displace the visible sticks and twigs. My rule of thumb is. If something stands out. Change it up.
While I find this extremely useful, I don't understand why this is not built in. I would hazard a bet that by a large margin, this solution is needed far more than 50% of every project created in Unreal. Copying your work is one thing, understanding it well enough to do without reference is another.
I actually make my own seamless textures from scratch in GIMP. I'm going to make a semi-toon/stylized game!! The micro-variations are a very helpful hint for me! It will be sure to give my landscapes more interesting looks
Hi! I found your tips very useful, can you please tell me how you'd mix this kind of work into a landscape painting? If I create this how can I also paint and mix different textures into this kind of work? Thanks a lot for your help
Brilliant tutorial. Not relevant to me at all, but I still enjoyed watching the entire thing. Makes me want to get into unreal 5 to follow this guys tutorials
thank you very much. between this and a couple other videos made by people with different priorities, i think i might have a good master material. seems flexible so far, anyway. naturally, i expect to prove myself wrong at any moment, so take my unwarranted confidence with a grain of salt, please. even so, thank you.
I would love to see how he Nodes in Unity can be used to achieve this. they have loosely the same names, but the functions are quite different in many cases, and so you have to think differently about them.
As someone who only deals in web development (and am looking to make some games for a fun project), this is really cool, but also makes me think that maybe I should stick to what I know haha
This is amazing, a lot of stuff in this is 'vital' to UE5 Level design. I wonder if one day they would just create a simple parameter that is drag and drop and streamlines this process.
Not sure if this is only now in 5.4, but in the directional light, there is a setting to enable 'raytraced shadows' and it fixed it on my model, which was happening on smaller objects in a closeup that were having annoying light bleed issues even though the geometry was clean. Thanks!
It was a bit fast sometimes. how did you get to the material graph? in my case the connected settings looked different, even though i also used it from quixels. i dont know how to continue now
do you repeat this process for each material used in a material blend? For example, I wanted to paint grass, sand and rock onto my landscape and blend them.
Brilliant work, but one of my biggest bug bares of UE, is all this complicated nodel system just to create a simple effect. This is something that is needed a lot in landscapes, so unreal should create a system where you can do this with as few button clicks and nodes as possible. Opportunity for a plugin I think where you can drag your texture in and it disguises repetition in a similer way, but without the user having to add all these nodes.
I believe OpenLand can do something to this effect? I can't use it for my current project, but it came up a bunch when I was researching texture de-tiling. On the other hand, without Blueprints/nodes we would be writing the script for all of this math manually, so it is definitely a step up from that.
by far this is the most complex material i made with unreal. 4 or 5 layer its super spaghetti lol previously bought already made auto layer for landscape but dont understand at all to customize. And ! this tutorial is an enlightment explaining how all these little node work. kudos!
Is there any way to make this more manageable when you have many materials? My landscape has 12 materials and I am wondering if I can avoid doing all of this individually for each material.
Very nice! I wonder what the processing cost is for each of these improvements vs none at all, just the tiled texture. And how that stacks up to using a procedural noise texture.
It depends a lot on implementation, but blending textures isn't very intensive on the gpu, but the large textures for the macrovariations might eat a bit of vram (though like 200 megs at most on a non optimized version with 8k rendering.) Note that I haven't tried it.
If you download the UE5 City Sample project, you can get a far more complex and universal version of this technique by importing and utilizing the MF_CellBombing function from that project.
can I do like this for many layers using as brushes? Could I for example just connect it to landscape layer blend? If not how can I have seamless multiple layers
This is great but does any of the steps change when setting up multiple textures here for a landscape? Nevermind! I took what I learned from prior tutorials and mixed in the instructions here!
If you like me started to apply step by step to your material and tiling didnt really gone, double check your texture, it might not be seamless, I started with texture which was looking seamless to me unless I started to add variations, which didnt help much instead highlighted borders more, I changed texture and things got MUCH better. I also suggest to play with parameters on each step to understand what they really do to your texture, thats how you can create gorgeous colour schemes. And of course, many thanks to the author, this tutorial is great and deserves millions of likes
And my respect for the game development time increases 3 fold. If it takes this time for this amount of “node work” just for a simple texture, I can only imagine the time it takes to actually explore these different parameters and create something unique.
Your "respect" should go to the developers writing the actual engine and renderer, not the monkeys dialing in parameters and connecting nodes. 😂
@@Dr.MSC.W.Krueger What a goofy comment. So the artist is nothing compared to the person who made the paintbrush?
@@John-cz7fo you compare making a big complicated out of the box game engine with editor support and a complex node system with makin a paintbrush !??!?!?!
@TURKYM7MD the point is that the creator of a piece of art or a skilled user of a tool isnt worthless compared to the creator of the tools.
are racecar drivers not actually skilled because they couldnt build the car themselves?
you could say the same about
@@Dr.MSC.W.Krueger The respect goes to everyone working their ass off on their respective job fields. Now stfu
Better tutorial about making a landscape texture than a lot of things free or paid. Straight to the point, easy to understand, and above all, super practical. Thanks a lot, keep them coming.
Thanks dude. I'm glad you liked it.
So by saying it’s better then free or payed, do you think it’s that Apple GET price???
@@Giolopy specifically the GET selection of pre-2014.
Perfectly said!
Plus I feel it's understandable enough that I could take this method and apply to a different node system, like blender
Excellent explanation. The hotkey goblin on my shoulder was going nuts watching the video.
1+Left Click = Constant Scalar
3+Left Click = Constant 3 for color / Right Click the node to convert to parameter
S+Left Click = Scalar Parameter
L+Left Click = LERP
M+Left Click = Multiply
U+Left Click = TextCoord Node
Takes way less time than the right click menu for these common nodes. Not all nodes have hotkeys.
The reason they do this, is those of us who are not familiar with the blue print parts it helps ingrain what something is by typing it, or seeing it written out, you don't know how many times I've watched a video, someone use hot keys and me get lost cause they have thick accent and I can't understand them.
Oh, so you see it too? I'm glad I'm not insane.
yup
This is literally what I was looking for, incredible! I was looking on my textures and they seemed nice from close position, but sad and ugly from long distance, this literally changes everything.
I just started learning UE5. Found this extremely helpful!
And since I'm still in college and have laptop without gpu yet, I'll wait for UE's 5.6 version or higher since my parents will only buy a pc/laptop with Ryzen series X3D cpu and any gpu with 12gn vram (Nvidia or AMD) after my graduation from college which will happen in...uh...2028 😅
If you want to make a seamless texture, you can turn it inside out, by cutting it in 4 (tile it in 2x2 and crop to the size of 1 tile centerd, then you can relatively easily blend the center seams. (You can then tile and crop again but to like 1/3rd to fix the tilings of the seams at the borders)
2x2 is a guideline, you can also tile it more and add variation if the base texture is small.
Or use free software like Materialize and do it automatically for seconds
@@LyubomirIko I haven't tried it but I'm not sure if it works for tiles with individual parts (e.g. an arcade carpet)
I'm brand new to game design and unreal engine, so im just happy that i even understand a decent amount if what you did. Even if i cant replicate it all yet lol
I'm not even subscribed to people I watch almost every day, but you managed to get a sub after 9:45. Keep it up!
Wow! I must've done something right!
And dont forget to repeat for the normals (though for far uvs, just use a 0,0,1 const). Also, I suggest passing the micro variation uvs through a swizzle.
how do you pass it though a swizzle
@@MEK_OUTTERBOX use the swizzle node and pass your texcoord nodes into the xy input then use the xy output into your uv input on your texture sampler
What did you do with the original Micro tin and variation tint? Is that what you replaced with a swizzle?
I watched almost 5 tutorials, all of them was boring, slow, and I didnt learned anything. But this video is do exactly what i am looking for and Finally i can do it myself because I do understand now why and how does this work. Thank you!
That's what, we do here at Game Dev Academy! I hope you'll check out more of my videos
@@GameDevAcademy @GameDevAcademy I would like to ask if is there a way to write a private message. I would like to ask for few suggestions & opinion of my latest work. I am beginner of a ue level designer but i would like to learn a lot more!👌 Thank you again!
Helpful dude, thanks and subbed 👍
A tutorial that I didn't know I needed ❤
This is really helpful. It's pretty long, but the blueprint will save a lot of non seamless textures.
It's great an an example, but what I feel was missing was a bit of the "why". Previewing some of the nodes may have helped to understand their influence. I think if I was better at materials then I would have understood, but then, would I have needed this at all, I'm not sure.
Not bad. I feel it might be a little tougher on the GPU than stochastic texture sampling, but this is UE5 so I doubt this is for mobile. Also, remember, people, this is literally a single terrain layer, there would be more for Rocks, dirt, mud, water areas, etc, and then it would be further broken up with foliage.
For the rare Unity Folk who clicked on the video, this is all possible in ShaderGraph/URP as well.
Thaks so much, removing titling especially on vast terrains and ladscapes was always a big issue
Amazing tutorial! Thank you so much. What always gets me when I'm working with materials is the amount of processing power it needs nowadays for a single texture to be displayed "the best way". I mean... For static / slow videos and images I can see how all this processing usage can be rewarded. But in Game Development (that is my case), it's a constant concern.
This came out just when I needed it! Thanks for a great tutorial :)
You're welcome dude. I'm glad this video was able to help you out at the right time!
Literally banging my head against a wall trying to work this out thanks soooo much... your one of the best unreal UA-camrs thanks for all your content!
@@GameDevAcademy Привет из России )
Once foliage and models are added it would be near impossible to see texture repetition. This video explained a lot I didn't know about. Excellent tutorial, thanks for the great advice.
To reduce texture samples and optimise your material, create a Texture Object and plug it into all the Tex node of all Texture Samples that share a texture. Then make sure each Texture Sample node has their material definition set to "Shared", so that only one texture is being called for every Texture Object, rather than duplicate Texture Samples.
I don't uderstand anything about why we have to use the specific mathematic operations, but that really saved me!
Finally, I can have a landscape that doesn't look like I crocheted it together! ;o) Thankyou!
This is such a well made, insightful, clear, and replicable tutorial! Thank you!
Great Tutorial Shane! Keep up the good work!
Hey! I know you!
😄👍@@GameDevAcademy
Thanks! What I miss on almost all UE5 tutorials is a short explanation what these nodes actually do. Multiply and Divide I obviously get but ScalarParameter etc. is so abstract for me that I have trouble following the process. Not because you explained it poorly, but rather because I need to know what each step does so it makes sense to me - which helps implementing certain nodes in other things.
Video was nicely done tho!
Very nice node flow, you have my respect.
The only gripe I have with this method is it being really calculation-intensive, which is a big factor in performance. Perhaps baking the result into something intermediary to skip large part of node operations would help with that.
Fantastic, thanks so much man. Makes the nightmare of getting fully repeating yet interesting textures in a modular kit really easy. Thanks man :) I'll be sure to post my final project here for you to see! thank you again man!
I like the method provided here - I've been leaning from unreal sensei about Master materials. I could see how using these methods while making everything a parameter will make customizing ANY material super fast and convenient in real time. Do this work once and end up with 679 materials with beautiful blends.
Exactly
you're a literal legend. Instant sub.
I was totally looking forward to the "wherever you are" commented section in the material but hey, excellent video regardless!
this is the best video i've seen in the history of ever
I've been stockpiling a few useful tutorials here and there for my passion project that I'm starting and I've got a few of yours in my bookmarks folder, then half way through this video I suddenly realized I recognized the voice. I don't know if you remember but I was one of your students in college quite a few years back, I wasn't a particularly great student but I still 𝘬𝘪𝘯𝘥 𝘰𝘧 tried - but hey I was young and didn't quite realize that I should've tried harder. I'm starting again but learning at my own pace in a form I can manage with my personal life, I have a son now and it's full time parenting at home, and so far your tutorials have been great. Thank you!
Very happy to see you're still making great tutorials and helping others further their knowledge!
Hey Brandan. Glad you're still taking the time to learn. Congrats on becoming a dad too. Hope to see the passion project one day :)
Great walkthrough, and such a clean design for solving this problem. Can't thank you enough for this.
Thanks a lot, appreciate it. I'm relatively new to all of this without any programming knowledge and it helped me very much. Keep it up :)
might be a stupid question, but how do the normals work with these? if you modify the base color "pattern" of the grass but not the normal map , are they still compatible?
yeah im having this problem too - did you find a solution in the end?
super simple love it. I also use a random rotation to slightly offset my tiles to break them up ontop of all of this :)
Doesn't that ruin the seamless effect of seamless textures?
@Game Dev Academy too an extent. Thing like grass and stone don't need it (it'll make clear lines you can see) but things like the Quixel bridge forest floor need it to displace the visible sticks and twigs. My rule of thumb is. If something stands out. Change it up.
This is pure gold. Ty
Genius, subbed! Keep em coming!
I spanked the thumbs up and absolutely folded the red button...awesome tutorial.
😂😂😂
how do u make it so when u scale a cube with a texture, it doesnt stretch?
Crazy good. Thank you! 💯
While I find this extremely useful, I don't understand why this is not built in. I would hazard a bet that by a large margin, this solution is needed far more than 50% of every project created in Unreal. Copying your work is one thing, understanding it well enough to do without reference is another.
How can I have a node for the tiling and for the texture size at the same time?
I actually make my own seamless textures from scratch in GIMP. I'm going to make a semi-toon/stylized game!!
The micro-variations are a very helpful hint for me! It will be sure to give my landscapes more interesting looks
I cant find macro texture the black and white one for using in texture samples plzz help
This is great man, all the tiling features you would need. Cheers!
Excellent tutorial! Thanks a lot and keep them coming!
This works extremely well. Thanks a lot for sharing!
Hi! I found your tips very useful, can you please tell me how you'd mix this kind of work into a landscape painting? If I create this how can I also paint and mix different textures into this kind of work? Thanks a lot for your help
Brilliant tutorial. Not relevant to me at all, but I still enjoyed watching the entire thing. Makes me want to get into unreal 5 to follow this guys tutorials
UE5 is tons of fun. You should definitely check it out
thank you very much. between this and a couple other videos made by people with different priorities, i think i might have a good master material. seems flexible so far, anyway. naturally, i expect to prove myself wrong at any moment, so take my unwarranted confidence with a grain of salt, please. even so, thank you.
I would love to see how he Nodes in Unity can be used to achieve this. they have loosely the same names, but the functions are quite different in many cases, and so you have to think differently about them.
Really useful and helpful tutorial
Very useful tutorial. Thanks a lot mate. The best!
hey man, thanks a lot for this tutorial. this helped me for my exam project
I'm really glad I could help you out. Hope you do/did well in the exam :)
Great video, so useful!🎉
Thanks for the great tutorial!👍
My pleasure!
New to Unreal Engine, How do I open the window at 5:40 to enable MicroTint and MicroVariationTint?
Nice tutorial, it always bugs when you can see the tile lines, this technique is straight forward and looks great. Very clear presentation, thanks.
As someone who only deals in web development (and am looking to make some games for a fun project), this is really cool, but also makes me think that maybe I should stick to what I know haha
Just what I needed. Thanks!
awesome tutorial. instantly liked and subscribed. thank you!
Thanks dude. I appreciate the sub.
it Works Thanks Mate
Gotta do this with the in-game building systems too. Houses look too tiled
This is amazing, a lot of stuff in this is 'vital' to UE5 Level design. I wonder if one day they would just create a simple parameter that is drag and drop and streamlines this process.
Sometimes UA-cam recommends quality stuff!
It's not usually my stuff though! The is the best one of my videos has ever done!
Thanks a lot! I was really scratching my head to how to solve the tiling issue. Great tutorial!
You're welcome :)
Could you give a link to the texture you created for us to use?
Is it possible to add several of these textures and decorate with them?
Couldn't you just lerp between near/far parameters fed to the variation section instead of duplicating it? Or would that have a different effect
Perfect timming as i was exactly doing that 👍
I know
I've been watching you...
Man i like that you used Sonic 2 level start screen
Best game ever 👍
@@GameDevAcademy All classic sonics are good! mainly because they couldn't do first hour patches but it did make the games food on release
Not sure if this is only now in 5.4, but in the directional light, there is a setting to enable 'raytraced shadows' and it fixed it on my model, which was happening on smaller objects in a closeup that were having annoying light bleed issues even though the geometry was clean. Thanks!
I really wanna thank you from the bottom of my heart for this
You're welcome dude. I'm glad you found it useful.
Still the best video online on this topic. 👍
What does this do to performance? What about old video cards? Do those support this?
It was a bit fast sometimes. how did you get to the material graph? in my case the connected settings looked different, even though i also used it from quixels. i dont know how to continue now
do you repeat this process for each material used in a material blend? For example, I wanted to paint grass, sand and rock onto my landscape and blend them.
So pretty easy and self explanatory.
does it work for multi-layered landscape materials?
I don`t even use UE5. Or do game developing.. but this is genious... I only use textures to archviz renders in twinmotion these days.
Brilliant work, but one of my biggest bug bares of UE, is all this complicated nodel system just to create a simple effect.
This is something that is needed a lot in landscapes, so unreal should create a system where you can do this with as few button clicks and nodes as possible.
Opportunity for a plugin I think where you can drag your texture in and it disguises repetition in a similer way, but without the user having to add all these nodes.
I believe OpenLand can do something to this effect? I can't use it for my current project, but it came up a bunch when I was researching texture de-tiling.
On the other hand, without Blueprints/nodes we would be writing the script for all of this math manually, so it is definitely a step up from that.
by far this is the most complex material i made with unreal. 4 or 5 layer its super spaghetti lol previously bought already made auto layer for landscape but dont understand at all to customize. And ! this tutorial is an enlightment explaining how all these little node work. kudos!
Is there any way to make this more manageable when you have many materials? My landscape has 12 materials and I am wondering if I can avoid doing all of this individually for each material.
Very nice! I wonder what the processing cost is for each of these improvements vs none at all, just the tiled texture. And how that stacks up to using a procedural noise texture.
Test it out and let me know!
I’m not sure about the others,but i’m pretty sure that by far seamless is the cheapest
It depends a lot on implementation, but blending textures isn't very intensive on the gpu, but the large textures for the macrovariations might eat a bit of vram (though like 200 megs at most on a non optimized version with 8k rendering.)
Note that I haven't tried it.
How might I be able to take this material and blend between another material just like it on landscapes? is that possible?
will the same work for brick texture?
Bro just called me an absolute gangsta....
Love it ! Thanks !
Thanks man, good video.
Fantastic video thanks for your help.
I didn't know about the micro/macro. Really cool thank you 👍
You're welcome
Now I just have to figure out how to add multiple materials like dirt and sand so I can paint the landscape. Yay
If you download the UE5 City Sample project, you can get a far more complex and universal version of this technique by importing and utilizing the MF_CellBombing function from that project.
NICE WORK bro saved me
can I do like this for many layers using as brushes? Could I for example just connect it to landscape layer blend? If not how can I have seamless multiple layers
This is great but does any of the steps change when setting up multiple textures here for a landscape? Nevermind! I took what I learned from prior tutorials and mixed in the instructions here!
Great tutorial 👏
does this work with all textures from quixel bridge ? rocky also textures?