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Advanced Landscape Material - Alpha Height Blending 

tharlevfx
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Today we have a look at how we can sample the landscape layers and build up our own landscape material that uses Height map blending and layer order to give us maximum control over how things blend.
If you want to learn more about Materials in Unreal Engine check out my new course here:
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If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
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23 апр 2020

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Комментарии : 38   
@dagomaer
@dagomaer 3 года назад
I'm completely new to Unreal. And oh boy, your videos are hidden gems. Short and sweet, and straight to the point!
@tharlevfx
@tharlevfx 3 года назад
dagomaer glad you’re finding them helpful :)
@evening8990
@evening8990 3 года назад
Brilliant, you should be getting a megagrant mate, you're UE tutorials are definitely some of the best out there
@johny1648
@johny1648 3 года назад
Thank you, most useful Landscape Tuts on RU-vid
@tharlevfx
@tharlevfx 3 года назад
Thanks!
@marcthornton2900
@marcthornton2900 4 года назад
Really good content. Thanks
@andreyegorov4496
@andreyegorov4496 3 года назад
Thank you for tutorials! How to blend WorldAlignBlent ( For auto material) and Height for the landscape?
@AdelaideBen1
@AdelaideBen1 3 года назад
That's a really good tutorial - so thanks for that. I do have a question however, what happens if you want to use a splat map to generate the pattern, rather than manually painting (via the LayerInfo objects). How would this change? For example, I currently have a .png driving a map-based grass output node, but I wanted to apply that same .png to a procedural foliage spawner (via the foliage type). However, it seems that this can only reference the landscape layer with a LayerInfo (which I would need to manually paint). Sorry for the noob question.
@antoniopepe
@antoniopepe 4 года назад
Great tutorial ... there is a way for offsetting the grass placement in Z ?
@tharlevfx
@tharlevfx 4 года назад
Antonio Pepe there’s lots of settings in the grass options that might have a z offset. If not you can always just import the mesh slightly higher in z from maya
@Kenshin0713
@Kenshin0713 3 года назад
Nice Tutorial, May I ask how you find and use the MF_Add Noise to Gradient?
@tharlevfx
@tharlevfx 3 года назад
its one i've made myself - check out my vertex painting tutorials where i go over how to make it
@pawpotsRS
@pawpotsRS 4 года назад
came from 80lv!
@momomadi2
@momomadi2 4 года назад
thank u very much --- can i ask why some one would create(convert) a mesh from landscape?
@tharlevfx
@tharlevfx 4 года назад
there's a bit of overhead with using a landscape in editor so it might be cheaper performance wise to sculpt a mesh with the landscape tools and then save it as a static mesh, i believe
@tiagoandrade605
@tiagoandrade605 17 дней назад
good stuff! this is a 4year old video.. are there simpler ways of achieving this material blending in UE5?
@tharlevfx
@tharlevfx 17 дней назад
@@tiagoandrade605 not really I’m afraid. There’s not been much change in that part of the engine since then
@tiagoandrade605
@tiagoandrade605 17 дней назад
​@@tharlevfx thanks for the feedback! I have been checking other videos and its interesting that this topic is not really being covered on most of the yt tutorials regarding landscape material setup (even the most recent ones).. very intriguing tbh as this is a key element trying to achieve more realistic landscapes with "cheap" configurations. I cant stand seeing textures fading out as part of this transition to a second texture hehe! thx again :)
@user-nm4gt9zx7k
@user-nm4gt9zx7k 3 года назад
Hi! Can you please explain what is the difference between grass made using a landscape material functionality and grass made as foliage system? Which technique should I use? Does it depend on size of my level or maybe anything else? Thanks
@tharlevfx
@tharlevfx 3 года назад
As far as I understand they’re the same system to render so it’s just a choice about how you want to place your meshes
@bijanmahdavi1317
@bijanmahdavi1317 4 года назад
When I build the project the painted meshes of grass disappear but if I restart the Engine, they re appear. Do you think could just a glitch/bug with Unreal? Awesome tutorials btw, thank you for sharing
@bijanmahdavi1317
@bijanmahdavi1317 4 года назад
Along with the build error for each grass that was painted: Landscape Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs. I'm assuming its the static mesh that I'm using for the grass perhaps there's some setting that needs to be changed. If I figure it out, I will post an update here in case others have the same issue in the future.
@blakedarrow2337
@blakedarrow2337 4 года назад
where are you sampling "Puddles" from? I cant find your reference for it
@tharlevfx
@tharlevfx 4 года назад
you need to add a Puddles layer to your material somewhere then reassign it and then it should show up for you to paint and be read by the material
@devjitpaul1191
@devjitpaul1191 Год назад
just one problem in the height blend material using landscape layer samples is the world position is not working on the landscape mesh, eg, i can not physically displace the "snow" layer on the landscape, when using BlendLandscapeLayer, it is working fine, any solution to this?
@tharlevfx
@tharlevfx Год назад
It should work - double check your blending functions to make sure that the WPO data is being passed down the material correctly - being height blend or alpha blend shouldn’t change anything
@user-xx5fc9ic8u
@user-xx5fc9ic8u 3 года назад
Hey! Is it possible to add functionality to this shader to automatically detect slopes and different materials in horizontal and vertical areas?
@tharlevfx
@tharlevfx 3 года назад
Yeah - check out my video on auto landscape materials
@user-xx5fc9ic8u
@user-xx5fc9ic8u 3 года назад
@@tharlevfx thank you! I will check
@Lurreable
@Lurreable 2 года назад
How are you displaying the red and green mask at 7:32? The landscape just stays black for me.
@tharlevfx
@tharlevfx 2 года назад
I’ve just set the material to have two layers - one red and one green. Maybe try reapplying the material sometimes unreal doesn’t update landscape materials properly
@MAYANGIN
@MAYANGIN 3 года назад
Why does your shaders compile so fast ?
@tharlevfx
@tharlevfx 3 года назад
Good hardware and ssd drives maybe? There’s no magic settings to make it faster unfortunately
@nobod759
@nobod759 3 года назад
Hey Thomas :) Huge thanks for the tutorial! Would you be able to point me in the right direction? I have a little problem. When I paint my grass layer, the meshes populate outside of the masked area. I tried using default materials thinking it was some of my parameters but that didn't help. My WPO attribute input is empty as well. Interestingly enough, when I switch off Aligned to Surface option in my Grass Type array the meshes just flip across the masked area to the other side. Any ideas what could be the problem?
@BULTuts
@BULTuts 4 года назад
So early,the video is still in 360p
@tharlevfx
@tharlevfx 4 года назад
Gabriel Dochev yeah youtube takes a while to process, it’ll get there in higher res soon!
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