I am Mootzart, (Jake). I am a video game environment artist and 3D modeller + generalist. Currently working for Microprose.
This channel will be any educational content that I produce. When I can, I will be delving into my learning experiences and all that I learn ranging from 3D modelling, game development to sound design and music. As well as showcasing some personal projects and work related stuff when im able to show.
So i found out that this is related to the resolution that youre using(Youre using 16k resolution ?), i have 2 questions: 1: what happens when we use low resolution in landscape. 2: how can i know the resolution for 2 or 4k landscape.
@@StaticPlayer Ok that's fair enough. 16321x16321 is going to require a lot of VRam. It can get a little confusing with the terminology. 1: The resolution of the heightmap file will determine the resolution of the height map. When we say 'K' we generally are talking about the heightmap/image size so in this videos example we are using a 16321x16321 heightmap which we call 16k image. Which if we leave at base settings of 1:1 will end up with 16kmx16km due to how UE converts the image to scale. But this does not mean we have to stick with that. We can scale the landscape to whatever sizes we want.. So in this example Im using a 16k image and scaling it to a 30kmx30km map. If you use a 2k heightmap and scale it to 25km x 25km it is likely going to look bad or stretched out due to the heightmap being a low resolution image. 2: You should already know this as its determined by the heightmap size you are using on input.
Your still using half the world partition value of the number of components, 32 components means you need 32 up in the world partition region size as I understand it
Hey, thanks for the message. Sadly this does not work. My landscape is made up of 32 components in this example you are correct. However the World Partition Region Size setting is how many components go into each of the individual regions. Setting it to 32 creates no regions at all as that is the entire landscapes 'makeup'. I'm almost certain that it is a bug and I am setting it up perfectly correct.. as lower scale examples work perfectly with the formula I use. And in fact these versions also work technically. However the bug is where it positions them on maps above 2k. I have tested nearly all setups.
Not a bug as I understand it, as I said in the last video the world partitions region size has to be the same or larger than the number of components or the terrain only partly shows. I'm thinking you get the tilled image thing because your regions are smaller than the components
Hey, thanks for the message. Sadly this is not quite right. I have written back to you explaining why in your other comment. World Partition Region Size setting states 'number of components per Landscape World Partition Region per axis'. Which essentially means how many components go into each individual region. I have tested many different examples. I only tend to get the issue with 4k and 8k maps. Perfectly fine with 1, 2 and 16k maps. So im nearly certain its a bug.
Hey im copying my answer for others to read as you have commented on three videos with the similar comment. And its not worth me rewriting haha. Appreciate the engagement though . "Hey, thanks for the message. Sadly this is not quite right. I have written back to you explaining why in your other comment. World Partition Region Size setting states 'number of components per Landscape World Partition Region per axis'. Which essentially means how many components go into each individual region. I have tested many different examples. I only tend to get the issue with 4k and 8k maps. Perfectly fine with 1, 2 and 16k maps. So im nearly certain its a bug."
Your copy/paste description currently reads "This video is part one of three. Showcasing runtime settings for world partition, leading as a foundation for landscape LOD's and HLOD's" Just an FYI. May want to clean that up :)
Now is there a way to make this size of landscape into nanite without obliterating my computer? I have a solid computer not the latest but I do have a 3080
I honestly wouldn't even bother thinking about it at this point. It really isn't worth wasting your time with at this scale. It takes to much resource to be viable for any type of project beyond 2-4k maps.
Hey, You are able to use typical tools like sculpting, stamps etc in the landscape edit mode. The heightmaps are just a 'better' way of getting initial details etc. Or i can be your final product of course. Hope this helps.
Sadly not this one as its part of my personal project. I am slowly creating a free heightmap playlist for this though. I have only released the 1k versions for free though. The product in the description has 1-8k maps though.
I would love to know how to make HLODs for trees. Would you be able to cover this? FOr exaple i'd love to use them with nanite. far distance ones at billboards and mid and close as nanite. I cannot wrap my head around this
Thank you for your videos, I tried out World Parition back in 5.1 and the lack of tutorials, guidance from Epic was frustrating, looks like its better now
First, also where can we get some good heightmaps? Any free software for generating them? edit: link to Epic store doesn't work. And havent checked Google docs yet
Apologies. I copied the text from the first video and it missed half of it for some reason. The links should work now. There are not really any free solutions that are not highly technical. I personally use Gaea to make mine. The drive will have each heightmap added as i add the videos. 2k will be next. And i will also add various updates to the marketplace pack. Such as islands pack , canyons pack etc as time goes on.
Great video, thank you for that! btw, 32 Ram+4060 And I get out of memory crash( Best I can do now is tiny 16x16km. No way creating a bit bigger landscape involves enormous calculations to require a $5000+ PC. People did that way earlier on potato hardware. I hope Unreal folks will optimize this nonsense.
Yeah the issue really is how they decided to divey up tasks. World Partition takes loads of memory in the first place as it has to break up the input in proxies. Where as before the user would usually make tiled landscapes externally. So now tiled even takes more memory then the old method because UE has to stitch the tiles together to then break them up again into WP proxies. So they will now have to figure ways of making that process better. It has certainly improved a ton since 5.0. but a long way to go for them to figure out other methods. They need to create a tiled hybrid for WP. Where you can use the titled method but you assign quadrants perhaps for inputing and it treats those quadrants as tiles which it breaks up, rather then stitching them together to then break up. There is also the issue with methods for making heightmaps that are bigger then 16k etc and if its worth it at the moment etc. I would say its nearly never worth using 16k .. even if we can scrape together a scene using it.. most people wont be able to run it with their machines etc
I have a gtx1660 and I created just fine a 25x25kms landscape by just importing the heightmap during creation. I had not seen this video when I did it, but I still didn't have any problems or lag.
So, correct me if I'm wrong.. I need to make a gigantic landscape, then I can partition it..? Idk why I was thinking I had to make separate landscapes and stitch them together at the edges somehow to make a quilt of a map lol.
Yeah basically WP is better at dealing with single file landscapes as it needs to make it into proxies/tiles etc. It can deal with tiled landscapes but it has to stitch them together before breaking them up again.. So it's more costly to do that currently and leads to more crashes. So avoid the quilt 😂
The whole problem with HLOD is the large amount of RAM when generating them. On my computer, when creating an HLOD for a large card, it takes more than 60 GB of RAM and at the same time the HOLD grid itself turns out to be uneven, and sometimes even without separate regions. Moreover, the grid generation occurs all the time from scratch, removing the already created HLODS. I do not understand why the Unreal Engine developers did not make it possible to generate HLOD for a populated region without deleting the already created HLOD, so it would be possible to safely generate a complete HLOD for a large map without the possibility of consuming such a huge amount of memory.
I also studied HLOD for a long time, it is a simplified grid with a smaller number of polygons, a low-quality texture and a baked shadow. What you got is the best HLOD and it makes no sense to reduce its field of view, since it is designed purely for the background at long distances.