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How to BLEND MEGASCANS ASSETS with the GROUND in Unreal Engine 5 

UnrealMatter
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Hey guys,
In this video I will show you how to blend Megascans Assets from Quixel easily with your landscape in Unreal Engine 5.
BuyMeACoffee:
www.buymeacoff....
Unreal Engine:
www.unrealengi...
Megascans:
quixel.com/meg...
Blender:
www.blender.or...
Patreon:
/ unrealmatter
Thanks for watching!

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12 сен 2024

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Комментарии : 42   
@MrMintiX
@MrMintiX Год назад
thankyou so much for posting an update about this so fast!
@UnrealMatter
@UnrealMatter Год назад
You're welcome :)
@shashwatkauraw8085
@shashwatkauraw8085 Год назад
The is the easieast tutorial on this topic that I could found. Thankyou for saving my time
@UnrealMatter
@UnrealMatter Год назад
Hey, thank you so much! Yeah, the mesh disappearing is normal. You don't have to use high values. Small ones will do fine
@jasmyn1258
@jasmyn1258 Год назад
Awesome, thank you!! =) Just subscribed!
@UnrealMatter
@UnrealMatter Год назад
I really appreciate it :)
@hanne-lize
@hanne-lize 11 месяцев назад
Nice tutorial
@UnrealMatter
@UnrealMatter 11 месяцев назад
Thank you so much!
@grayscale31
@grayscale31 Год назад
fail to understand why UE makes such common thing so complicated, why can't be there just check box, blend/not blend with ground?
@UnrealMatter
@UnrealMatter Год назад
I don't know too, should definitely be added
@MarioCola
@MarioCola 4 месяца назад
Because it's a tool and offers you many ways to achieve the same thing as the engine is used in a wide range of applications
@user-tv9lp2cs6r
@user-tv9lp2cs6r Год назад
Unreal 5.2 seems to no longer need to do blueprint operations, and there is already an adjustment window that can be directly controlled to adjust parameters.
@ElikChan
@ElikChan Год назад
There is? How is this called? o: Scrolling through my assets right now, but can't find something like that.
@user-tv9lp2cs6r
@user-tv9lp2cs6r Год назад
@@ElikChan Just double-click to open the shader to see the parameter adjustment panel, which is very convenient.
@snufftbunz
@snufftbunz Год назад
@@ElikChan its called a material instance, its not new, its just a child class of a normal material with a graph only giving you access to parameterized elements of a parent material. It saves on performance by minimizing the amount of unique shader compilations you need to do in a scene among other benefits
@naufaldihilmi8507
@naufaldihilmi8507 5 месяцев назад
Hi, what's the difference between doing this vs using RVT? does it have better performance?
@UnrealMatter
@UnrealMatter 5 месяцев назад
Performance with this should be a bit better. Also RVT is complicated. But if you want to have the most realistic result I would spend the time and go with RVT :)
@Ron_Barel
@Ron_Barel 3 месяца назад
will this also work with semi - realistic assets? ones that use painted texture maps
@UnrealMatter
@UnrealMatter 3 месяца назад
Yes, it will work too :)
@ConspiracyUnveiled595
@ConspiracyUnveiled595 Год назад
thx bro :)
@UnrealMatter
@UnrealMatter Год назад
You're welcome :)
@cr0uchingtiger
@cr0uchingtiger Год назад
Looks kinda good but why is the overall lighting changing on my assets? Like, when I toggle the new blending on and off, you can see the whole object looking as though it's receiving less light. And some objects don't even blend, they just begin to disappear, even at small blending values. I think it only works if the base of the asset is touching the top of the surface. If the asset is say 50% submerged, then you'll need such high blend values to reach up to that 50% that by that time half the object will have disappeared.
@UnrealMatter
@UnrealMatter Год назад
Yeah you are right, you can only submerge the asset a little bit and go with low values. If your objects are deep in the ground I would recommend to do RVT. It is more complicated but it is maybe what suits you more
@kudjo24
@kudjo24 Год назад
Man, it doesn't even do it that well or much. Epic really needs to bring back displacement wtf
@UnrealMatter
@UnrealMatter Год назад
Yup, I agree. Sadly this is the only way other than RVT
@Jackiroo14
@Jackiroo14 Год назад
Does this work with normal 3D models or just nanite meshes
@UnrealMatter
@UnrealMatter Год назад
Normally it should work with every mesh
@Jackiroo14
@Jackiroo14 Год назад
@@UnrealMatter Nice thank you
@istealpixel7371
@istealpixel7371 Год назад
work with Nanite meshes?
@UnrealMatter
@UnrealMatter Год назад
I didn't try it yet but I assume it should work as well. If not you should still be able to use RVT but I think it works fine.
@tgreis
@tgreis Год назад
The asset '/Bridge/MSPresets/M_MS_Default_Material/Functions/MF_ObjAdjustments' (MF_ObjAdjustments.uasset) failed to save. Cancel: Stop saving all assets and return to the editor. Retry: Attempt to save the asset again. Continue: Skip saving this asset only. 2.20 I did what you did, but when I said save, this text appeared.
@UnrealMatter
@UnrealMatter Год назад
Okay. First make sure you are using Unreal Engine 5. If not you can go to my other video on how to do this in Unreal Engine 4. Here are some fixes for UE5: Make sure your Bridge and UE are updated. Check if the file is read-only and change its permission to allow write access. Make sure that the file path and file name are valid and do not contain any special characters or spaces. Try restarting the Unreal Engine editor and attempt to save the asset again. Try creating a new asset with a similar functionality to MF_ObjAdjustments and see if the new asset can be saved successfully. Hope this helps :)
@F4CTZV
@F4CTZV 4 месяца назад
dude thats not how it works
@UnrealMatter
@UnrealMatter 4 месяца назад
Hey, thank you for commenting. This is just a cheap methode when it comes to saving resources. The main method used is RVT :)
@jefawksspaghettorium
@jefawksspaghettorium 11 месяцев назад
Isn't the whole object dithered? Maybe I missed something?
@UnrealMatter
@UnrealMatter 11 месяцев назад
Yeah in UE5 it is a bit weird. If you set the value too high the whole object will be dithered so you have to work with very small values. I am going to try to find a method with masking the dither effect.
@quadriproduction
@quadriproduction Год назад
Runtime Virtual Texturing is also way in ue5 an looks better I think
@UnrealMatter
@UnrealMatter Год назад
Yeah you are right, I made a tutorial on that too. It is in the end screen :)
@quadriproduction
@quadriproduction Год назад
@@UnrealMatter Sorry now I see. what do you think that is better?and how about performence?I did not tested
@UnrealMatter
@UnrealMatter Год назад
@@quadriproduction I think RVT is better for small and photorealistic scenes but for games with good performance I would use this blending method because it applies very easily to every asset and only consists of 3 nodes, which safes performance.
@quadriproduction
@quadriproduction Год назад
@@UnrealMatter Thank you ..and also thank you for all tutorials..great work
@UnrealMatter
@UnrealMatter Год назад
@@quadriproduction You're welcome
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