linktr.ee/theastropath ^^^ Join the discord and follow me ^^^ Free Terrain Download - theastropath.gumroad.com/l/skqfg Learn the basics of creating terrain in Gaea.
I'm seeing some people are getting different results than mine as they follow the tutorial. Gaea has changed since this tutorial was uploaded so it's probably not possible to get my exact results. Hopefully this tutorial is still helpful for learning the overall workflow of Gaea.
I tried it with the latest version. When the seeds are different, the result may be different and incorrect, when I tried again with a similar seed, the result was similar. Anyway, i needed to adjust a bit height nodes depend on my scene. I want to ask question, is there a difference between 0.5k and 4k viewport settings when export out 8k? is that scaling with it in like Unreal?
@@imlookingforanoriginalnick1208 Mark for export final 3d node, for example erresion, then select r16 or png. I dont know formula but x y z 24,24,400 works for me when import in Unreal.
Great video, obviously if you aren't familiar with GAEA you may struggle a little but for someone who is a solid month and a bit into I found this very intuitive. Few things you done really gave me an insight on just how deep you can go with GAEA.
very fine way of explenation ... no unnecessary mousemoves, no unnecessary gambling around or intentional tryouts. Speed is - not too fast, but fast - aldente. (but therefore you yan speed it down on you tube as you desire. Yes, Thumbs up Abbo´ded ... =)
In version 1.3.2 there are quiet differences. even if I go through step by step I am not getting this result. I know the global shape of the terrain might differ of course (haven't compared the seed though) but all in all itbehaves not as expected. I was downloading your sample eo this tutorial, but there isn´t any scene inside, just the outputs. (anyway thanks for that!! =) But I really would like to know, how a 1.3.1 Scene (here from that Tut) will look like opened in 1.3.2 . Do you mind to share the projektscene either? thanks for any feedback in advance!
Naming your Albedo color Diffuse implies that you're using a Specular/Glossiness material model. If you intend on using the Metallic/Roughness model instead, like most PBR materials do, your color Albedo would be called Base Color.
@@the-astropath people will get what you mean, obviously, but I figured I'd give a heads up in case technical accuracy matters to you. Diffuse is pre-PBR when light/shading/AO used to be baked into the color map, whereas Base Color is flat color.
This is a really great tutorial, thanks for taking the time! One question: you dont change any settings in the mesher node? Like vertex count (increase it?) or structure (quads?)
Thanks! You can change settings in the mesher. There are plenty of reasons why you might adjust them I just didn't want to get into that in this video.
Is there a workflow in Gaea to start new, generate a random landscape (until happy with it), generate textures, output, DONE? I love the results but I'm not looking to master the program and 1000 nodes. I just want to RAPIDLY generate landscapes for use as brushes in Unreal. It seems like every Gaea video is 20 min to an hour and a million nodes and tweaks. Thanks.
When you export your terrain, there is an option to create random seed variations of the same setup. It makes it very easy to quickly generate lots of options of the same setup. I believe... I cover that in my video about exporting your terrain. If not I should do that soon lol
Everything is fine. When UE5 is imported, everything looks terrible. Why are the colors added and I can't see the deep colorings there by transferring the UE5 megascan files to UE5?
Hey, I appreciate the comment, but this isn't that kind of tutorial. If I explained every slider the video would be 3 hours long. I could make a whole video about each node.