Instead of applying snow to trees, it should either swap out the tree models for winter trees (no leaves) or pine/spruce only...theres no leaves on trees in winter 😉
Dude, if you are going to use these videos for the AssetStore, at the very least add a link to it in the video's description to the Asset itself as well so people can find it through the videos. It should be common sense.
Can I keyframe animate the Material parameters of material instance where I can mask off the cloud from 100 to 0 in sequencer. I'm not able to find anything on it. can you please help me
This is not HDRI. HDRIs are equirectangular images, HDR format, full panoramic (360 degrees). The skies in this pack are regular textures (PNG) and they cover only half of the sphere. So the landscape is a separate heightmap with it's own textures.
HDRIs are usually used as backgrounds so most of the time there is no need for animations. I will be releasing soon some animated skies in the future but they will not be HDRIs
your Landscape Actor read that it was at 4K = ~2.5 miles in each direction. thus, this is in reality, only ~6.25 miles square [total-area]. additionally - i don't respect selling real-world terrain data on the marketplace. importing geotif's into Terrain Software & converting to a 16-bit .png is a beginner-friendly process; you ought to be teaching others how to do it via tutorial- rather than peddling assets.
You are very wrong unfortunately, which clearly shows that you are the beginner here. Everything I advertise is true and if it were not true, Epic would not allow it on the marketplace. When you will know how to create a 4k resolution real-world heightmap with a surface of 225 square km, you will be a pro. Good luck!
@@ioanmatei5900 you're either ignorant or disingenuous. Unreal's landscape resolution is in centimeters: in your case, 4033 cm. It doesn't matter if the heightmap you're sourcing covers a "real-world" area of 225 KM sq., it DOES NOT EQUATE to that size in Unreal Engine. for your statement to be true, your Landscape Actor would have to be 1500000 uu/cm - NOT 4033; which is about 372 times larger than what it really is.
@@elganzandere you are wrong again. I am selling more than 20 asset packs on UE Marketplace with heightmaps which are 4k or 8k resolution and the surface area you can create in Unreal is between 64 square km and even 3600 square km. Take a look at this video which is one of my products: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-QFzjOINXoSA.html . It has a surface area of 3600 square km and the heightmap is 4k.
If you wanted to make it way more natural looking, I would have little rivers of lava coming down the mountains and gathering and pooling in the low parts of the map, but the sound and steam effects are pretty nice.
Hello I’m really interested in this pack but I wanna make sure the area of Russian I’m interested in recreating is included. Is there a way you can confirm
Hi, I did not store the exact included areas. I can tell you for sure that these are part of Siberia, Russia but I can not tell you exactly which parts.
Yes of course, the Open World Template is independent of the assets you use. The only thing you might want is to modify a little bit the snow particles and rain particles (make them a little bit more stylized) but other than that it is independent of the assets you use for landscape, vegetation, rocks, buildings etc.
@@mattkaiser8984 yes, something like this...but you don't have seasons, you have weather presets..You can use the existing ones or create new ones, by modifying about 200 parameters.
I bought your asset in marketplace. However, when I opened the project and Example maps, the Level waa black. So, I had to make skysphere, which I learned from other youtuber's video. Could you let me know about the setting(i.e. the size of sphere, or whatever)?
Thank you for buying my product. My pack comes with everything you need so you don't have to learn from other posts / videos. The reason why you have got a black screen when you opened my demo levels was because you did not activate the FREE plugin HDRI Backdrop which is already installed in UE5 but you will still need to activate it from the plugins tab. From the plugin you can change easily the size of the syphered depending on your needs. So if you want to create a large level inside the skysphere, you will have to make a large skysphere of course. By default, the initial the plugin comes with a small size skysphere but you can increase it by simply changing a parameter. If you have any other questions, do not hesitate to ask.
indeed, for all the weather effects like, rain, medium rain, heavy rain, thunderstorm, blizzard etc there are high quality sound effects included. Please check my other videos about this product and there you can here them all. Check this one for example: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-qYqki-IgB6Q.html
These are superb skyboxes and with the use of shadow casting/receiving software these boxes can be used to emulate many task-heavy "real" objects or used as is for backgrounds. Beautiful work, Mr Ioan Matei!
Can we have it without the rain particles and sound? EDIT: Nevermind, I read the description, looks like if I don't add it to my character then I don't have to worry about the rain, right?
Yes that is right. Anyway, even if you add it to your character, all you have to do is to delete the rain sounds and particle components and recompile the blueprint. So either way, there is an easy fix...
Sweet, just raiding the sales on the store, I'm definitely buying this today xD I was looking for a lightning system and tbh I skipped over yours a lot, didn't like any of the others then I finally went into yours and it's best one on the store, does exactly what I wanted, cycling through different types of lightning. It's perfect. @@ioanmatei5900
So the second solution is better because if you don't attach it to your character, the lightning will not always face your character (which is not recommended). So the best solution is to just delete in the blueprints the nodes responsible with sound and particle effects of the rain and recompile the blueprint.
I dunno what to say, some space looks good, some looks how 320 stetched pixels video, no any reason make it 8k if source is bad, its just decrease perfomance.
If you would add this comment 2 years ago, I would agree with you. But now I definitely do not agree with you..because in 2024 there are AI upscalers...
I do not have much experience with Fortnite (if this is what you are referring to...). From my point of view there is nothing special from the technical point of view but again...I don't have experience with Fortnite editor and I can not tell you for sure how it will work there.
@@marixxyt no custom nodes as far as I remember. However, if this will not work as intended, I will agree with the refund, as long as you request a refund in less than 30 days from the purchase date.
It will be available on the Unity Marketplace in about 2 weeks. If you want it earlier, you can check the following link where you can see all my HDRIs including the ones you are interested in: sketchfab.com/Ionut81/models
Hi, at "0:59" timestamp of your "Winter Procedural Landscape - Quick Start - UE5", the moment I set Landscape Material to "M_Landscape" the latter turns white. The material looks fine right after adding your package to the project but the moment I touch the material (try to open it, use it, etc), it changes. I'm using Unreal Engine 5.3 and I followed your exact steps in the video. I've been trying to solve this for a while.. Maybe you have some idea why this happens? Thank you in advance.
(After I got an answer on the project page on the marketplace): By "turns white" I mean it's just white, broken, doesn't look like a snow. In your video, once you assign the material, the landscape becomes bluish, like the material itself but in my case it's all pure white. I'm using your Austrian Alps heightmaps, and I indeed chose a rather low-height PNG but I checked the map from above and I don't think it's the issue. I don't see any difference in color at all on the whole map, and the icon of the texture itself changed after I tried to use it on the map. It's just pure white now. When I open the texture I see it black and white with a sharp border between them. And, no, I don't apply it to a random mesh, I apply it to the landscape. I followed exactly your steps to create a new Blank map, etc.
Hi again, I have just tested the pack in a completely new project (5.3 version) and everything works fine. Please make the same test: Create a new 5.3 project, import my winter pack into the new project and follow my Quick start tutorial. For me it worked without any issues, I also tested on a landscape created by UE landscape system (so without importing a heightmap) and it also works fine. I must assume that you made some modifications to project setting inside your project ... or something like this. Please make the test and keep me informed. If you still have issues in the test project, it would be helpful to send me a video to se exactly what you do.(but in a completely new project because I can not debug anything inside your own project)
@@ioanmatei5900 Hi! Thank you so much for the follow up and additional testing. I really appreciate it. I had this weird issue of the texture turning white in my project but I decided just to continue the steps in your tutorial and it worked as intented. I did manage to generate a map. I tried both with Austrian Alps and the standard UE streaming map. Unfortunately, I still get ~30 FPS. I tried to just spawn trees on the standard map and I still get the same low FPS. I tried your empty landscape with rocks only, and it's again 30 FPS. Note that I'm trying to make it work in VR (PC). I have no issue with performance of your procedural generation when I just run flat 1st person. I'll try a clean VR project tomorrow (mine project includes full physics simulation and maybe it overloads CPU) and let you know. Thank you so much for quick responses and genuine desire to help!