Hy Joe, Big fan of your creations. Can you please make a dedicated video on how to Integrate Ultra dynamic Sky with your Assets. Like snow, puddles on objects and Landscape.
Thanks Joe I was wondering why is there shadows under the spline mesh. Also is there a way to increase the amount of landscape material I can add to a single landscape sheared wrap is on, but I can’t add more than five layers or the texture disappears.
When i increase width it gave me some weired result, whats the solution for this i want width 500 or 600 but not 120. also i change the road plane mesh that is different then brushify it not give me result as I want. what should I do for this
Hi, For the natural roads 500 or 600 is probably way too big/wide. They're only meant to be for smaller paths around 2-3 meters wide. If you want bigger roads, try the Country Roads pack, those are more asphalt roads though. Also , the brushify materials will only work for the brushify mesh. This tutorial only works for the brushify pack. I can't comment on other spline meshes.
www.brushify.io/post/procedural-grass this is still in ue4 , but the interface is the same. still the same process. Simply open grasstype file, and then you can swap out the meshes there.
Hi , yes you can use the decal actor and add the wetness material instance: Content\Brushify\Materials\Landscape\Decals\Materials\MI_WetnessDecal.uasset
I recently bought your grasslands pack and when I try to make the landscape following your other tutorial the grass doesn’t spawn. I didn’t know if I just misused it or what.
Hi, try to save your level , restart editor, reload level. Sometimes it takes some time for the engine to spawn in the grass. You can also try: grass.flushcache in the console :)
hey garth can you make another video for RVT. its not working nd there are not any tut which is workingz. I want to blend static meshes with landscapes 😢
@@Mr.Mirage_YT hey, please check the setup on any of the example maps. RVT is already setup on almost every brushify example level. So you can see how it works. The steps haven’t really changed since ue4