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Mootzart Dev
Mootzart Dev
Mootzart Dev
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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.

www.mootzart.co.uk
Unreal Engine 5.4  -  Console Variables
7:47
5 месяцев назад
Unreal Engine 5: Fog Issue Fix
9:40
6 месяцев назад
Unreal Engine 5.2 - 20kmx20km Map Test
0:24
9 месяцев назад
Комментарии
@Lootboy3000
@Lootboy3000 22 часа назад
so hard to follow this tutorial
@mootzartdev
@mootzartdev 20 часов назад
Sorry to hear that. Its quite a difficult thing to get your head around at first. But you can get there with some practice
@cyberaxe_lznj
@cyberaxe_lznj День назад
I'm a noob, instead of scaling, why can't the landscapes be tiled?
@StaticPlayer
@StaticPlayer 3 дня назад
Sir i have set the size for 25km map but im getting VideoCard ram full error(i have 3090)
@mootzartdev
@mootzartdev 3 дня назад
Have you triple checked the total component amount in your settings? It should not exceed what i have in my setup.
@StaticPlayer
@StaticPlayer 3 дня назад
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.
@mootzartdev
@mootzartdev 3 дня назад
@@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.
@StaticPlayer
@StaticPlayer 3 дня назад
@@mootzartdev Thank you for the reply <3
@surajprakash3181
@surajprakash3181 4 дня назад
This video really helped me, thanks!
@KiwiHawk-downunder-nz
@KiwiHawk-downunder-nz 4 дня назад
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
@mootzartdev
@mootzartdev 4 дня назад
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.
@KiwiHawk-downunder-nz
@KiwiHawk-downunder-nz 4 дня назад
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
@mootzartdev
@mootzartdev 4 дня назад
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.
@KiwiHawk-downunder-nz
@KiwiHawk-downunder-nz 4 дня назад
I'm lead to believe the world partitions region size has to be the same or larger than the number of components or the terrain only partly shows
@mootzartdev
@mootzartdev 4 дня назад
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."
@Derjyn
@Derjyn 6 дней назад
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 :)
@sohan79900
@sohan79900 10 дней назад
how can i make endless roads with this one, and is brushify optimized??
@LumberingTroll
@LumberingTroll 10 дней назад
you have 32x32 components but you are telling it you want each of those grids to have 16 components across, try setting it to 8. 8x4=32
@mootzartdev
@mootzartdev 10 дней назад
Excellent! Thank you for the comment. i will try this out for the market asset update. Ill be adding new landscapes to it soon
@LumberingTroll
@LumberingTroll 10 дней назад
@@mootzartdev Im not sure if its accurate, but worth a shot I guess.
@Grigga
@Grigga 14 дней назад
What are those purple lines? Do we need them? I've been trying to hide them but i don't find any solution...
@mootzartdev
@mootzartdev 13 дней назад
Purple line are thr landscape regions. Found within thr landscape actor.
@Hozq3D
@Hozq3D 19 дней назад
The tutorial seems awesome, I keep getting exception access violation crashes. I'm boutta give up this is ridiculous
@TylerIRufener
@TylerIRufener 19 дней назад
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
@mootzartdev
@mootzartdev 19 дней назад
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.
@TylerIRufener
@TylerIRufener 19 дней назад
@@mootzartdevthank you for the advice
@TylerIRufener
@TylerIRufener 19 дней назад
So quick question with this method you dont need to have a secondary program cut a height map into tiles?
@mootzartdev
@mootzartdev 19 дней назад
No, world partition is designed to deal with single file heightmaps predominantly. Tiled actually takes more resources with world partition.
@williamreid-u7z
@williamreid-u7z 20 дней назад
Noob here, after you import those 8k heightmaps are you able to change them in anyways?
@mootzartdev
@mootzartdev 20 дней назад
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.
@cryptidddd
@cryptidddd 28 дней назад
my brother in christ, that the heck?
@AfterHoursDevchannel
@AfterHoursDevchannel 29 дней назад
So no need to worry about them at all,try to use at all if working solo?
@TheMursol
@TheMursol 29 дней назад
Thank you!
@pennaverdeful
@pennaverdeful 29 дней назад
Please make more of these like trees and foliage far away, no one talk about this, so valuable!
@activemotionpictures
@activemotionpictures 29 дней назад
Amazing tutorial. Question: how do you texture such huge landscape floor?
@mootzartdev
@mootzartdev 28 дней назад
I would suggest a landscape auto material to get yourself started
@blainto
@blainto 29 дней назад
can you link the heightmap used?
@mootzartdev
@mootzartdev 28 дней назад
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.
@blanketparty5259
@blanketparty5259 Месяц назад
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
@TolisPiperas82
@TolisPiperas82 Месяц назад
Which landscape material you use?
@AdireetiVlogs
@AdireetiVlogs Месяц назад
what is the qyality of road material are they in 4k ?
@alexrybin3798
@alexrybin3798 Месяц назад
Thank you for the tutorial. I have noticed that your clouds casting shadows. not sure my cloud does. any special settings?
@HyewonAn-q7r
@HyewonAn-q7r Месяц назад
please help me. I don't get that landscape region as I create the map...
@MertDemir2
@MertDemir2 Месяц назад
Thank you very much, I thought there was a bug because of this problem for a while, so I stopped trying.
@shahmaarbaba
@shahmaarbaba Месяц назад
can u please help me i made 8kmX8km map nd the empty map generate 1000 above draw call how i reduce draw calls
@emptybruh
@emptybruh Месяц назад
This shit is too buggy. I'd steer away from using it for a long while more.
@reezogames5991
@reezogames5991 Месяц назад
you should delete tutorial
@barkeysny.650
@barkeysny.650 Месяц назад
who?
@shahmaarbaba
@shahmaarbaba Месяц назад
my landscape material showing only cell size not whole landscape please help me edit :- ok i found the solution thank u
@reezogames5991
@reezogames5991 Месяц назад
Bro can you help . I have a map in my mind, i want to create Height map . Which app can help me to create Height map as per my Landscape Map.
@mootzartdev
@mootzartdev Месяц назад
Gaea if you want to buy software.
@reezogames5991
@reezogames5991 Месяц назад
Which app is good for creat8ng height map
@reezogames5991
@reezogames5991 Месяц назад
Where you create height map can you please share tutorials
@Fizziepop
@Fizziepop Месяц назад
Thank you! This is great.
@dondahighhh12
@dondahighhh12 Месяц назад
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
@JSG-m1t
@JSG-m1t Месяц назад
You mean desired m instead of km
@SolarCookie300
@SolarCookie300 Месяц назад
Beautiful work men
@SAPER1985rus
@SAPER1985rus Месяц назад
OMG!!!! OMG!!!! TY!!!
@hellcool2804
@hellcool2804 2 месяца назад
wtf free?
@mootzartdev
@mootzartdev 2 месяца назад
@@hellcool2804 the height maps. In the description. I'll add one each video I upload .
@AchillesMele
@AchillesMele 2 месяца назад
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
@mootzartdev
@mootzartdev 2 месяца назад
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.
@Mirakuruuu
@Mirakuruuu 2 месяца назад
Gaea
@williammorris7157
@williammorris7157 2 месяца назад
1000th sub 😎 nice video
@mootzartdev
@mootzartdev 2 месяца назад
I will remember you as my first major milestone! Thanks for subscribing
@Gladiy
@Gladiy 2 месяца назад
ty
@kitbash9879
@kitbash9879 2 месяца назад
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.
@mootzartdev
@mootzartdev 2 месяца назад
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
@hrleinad
@hrleinad 19 дней назад
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.
@GES1985
@GES1985 2 месяца назад
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.
@mootzartdev
@mootzartdev 2 месяца назад
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 😂
@rgsdevlog
@rgsdevlog 2 месяца назад
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.
@rgsdevlog
@rgsdevlog 2 месяца назад
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.
@val_evs
@val_evs 2 месяца назад
If I have 2 maps (.umap), how can I use World Partition to loading them? I've done this before on a level streaming, but it doesn't work with WP.
@findthestones
@findthestones 2 месяца назад
Great info! What water are you using for the ocean. Awesome waves
@mootzartdev
@mootzartdev 2 месяца назад
For this demo im using Fluid Flux