It helps me a lot, thanks dude, please continue sharing your knowledge with us. And dude if you don't mind, my ocean is kind of flat, I tried to sculpt the height map but it wouldn't work. What I mean is, that I cant make slopes or trenches, to make my sea-level deeper.. Anyways, thanks again, dude.☺☺☺
You can only sculpt a landscape between 0 and 1 value. In our case, the island is using full height range(It has both bright white and pure black values), our sea surface is at pure black so it can't be sculpt lower than that. Similarly, try sculpting up on the top of mountain, It won't go above that value so we have to consider this before importing the landscape. We only wanted shallow water so we didn't have a sea surface. If we wanted trenches and deep sea, We would include them in our Gaea landscape. Quick solution, If you want to sculpt in this same island regardless, then you would render this landscape in Gaea using "Raw" mode instead of "Normalized" . Raw will use full height range in terrain definition(2600m by default). So the things that will change then will be - A) The heightmap won't have a pure black/white value since our landscape is not using full 2600m height B) The scale in Z, which we were keeping at 100(meaning 512m) would now be 2600m, So (260000/512) in Z scale. C) We can now sculpt anywhere in the whole 2600m range :) D) 0-512m is more precise than 0-2600m so We might have some artifacts that we have smooth out. OR Add trenches and sea surface in Gaea and again use normalized. Much better structures, erosion and better looking.
Lost two full hours of my life doing the island to then get to know that this guy has his channel abandoned aswell as his patreon, where he said there we were supposed to be able to download it... You had potential man, don't waste it.
ehhhh..I changed the patreon url but forgot to update it😅 Sorry for the late reply, been busy with life and work , not getting as much time ever since covid lockdown. I'll be back creating soon. (edit - link updated btw)
This is terrible tutorial, some parts you doing so quickly I cant follow, your english isnt best too. I lost you completely at painting the landscape, cause you didnt explained to get the layers there
Strange. When I try and apply the materials via imported maps - as demonstrated in the "Texturing the Island in Unreal" segment - It just... Doesn't work. I can fill the layer, and paint just fine, but I can't import anything. Is this due to the fact that I'm trying to reuse an AutoMaterial? If so, can I just whip together my own, simple Landscape Material, or do I *need* Klaus's.
the material is not automatically shown as it comes with you, it can't bring any of these materials and that is preventing to continue the project, please help as maybe i forgot something
Thanks for all the videos! Whenever i import the map files into the textures i get some dotted stretched lines instead of the full correct textures, im messing up somewhere, anyone knows how to fix this?
Is there really no easier/less labor intensive way to set the ocean/beach spline points? If I had say an svg of the outline of my island, could I somehow import that and have splines use the vector points? There HAS TO be an easier way... :C please tell me there's an easier way?
I haven't tested it yet but there might be a way to import spline but it requires you make changes in the blueprint. Unreal has it in one of their official streams
Hey mate, where can we find that Landscape Material you reference at 18:45? I looked at the previous video but the Landscape Material looks incomplete where comparing it to the one in this video.
The whole project file along with the material is available on Patreon. The material from the previous video is to show how the layers are setup, you have to add your own material to each layer.
Awesome tutorial, thank you very much! There is a much easier way to integrate the ocean though - I've gone through the editing the spline method but there is a much easier way. When you add the ocean find the "Water Heightmap Settings", and change the "Blend Mode" to Max. You can raise the ocean up and down to get to the correct elevation. Here is a video for the procedure: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-4zTgJSm8eP0.html
When I press play, blocks of the landscape are not loaded. It has the default checkered material, but the mountain tops are just missing, and there are black blocks as well. Anyone else have this issue?
HI Klaus, where can i find your tut for landscape material, i have gone through all the tutorial , couldnt find where you created or used one , Thanks for the super effort , i have been trying to work out importing landscape for a while now and you have made it so simple
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-j1AekcZeOKc.html That's about all I've got for the material. I've been meaning to do a proper material series.
18:50 so where is this "first part of the series" I could not find any video from you that matches and there is also no mention in the description. Kinda weird to say "build [...] in 20 minutes" when obviously a big part of this (the texturing) is definitely NOT in this 20 minutes...
Ok so I found your channel, nice island, but wtf is Gaea??? is it free, is it paid, is it external? i'm too overwhelmed to search it on my own right now, someone help thx
the section beginning 19:31 is one of the most important sections. Importing the texture masks/maps one at a time in the right order is extremely important in Unreal landscape Additive mode. I think you can also switch to layered mode if you have the layers in the proper order but thats a lot more tricky from what i can tell, unreals Additive mode on import essentially uses Auto-Normalizing, which subtracts the imported mask weights from the weight data already in the other layers (layer info files) thats why you have to import one at a time, so that each import will correctly remove weight from the previously imported layers
and that also explains why its important to do "Fill Layer" on one layer before you start importing the maps/masks for the others, so that there will not be any unfilled space that was missing alphas in the imported maps
Hey Klaus Thanks for the awesome video. I was wondering how to get rid of the water dissapearing when you zoom out to far? it only dissapears when you have the land barely beneath the water
Hi, Make sure your spline actor is well above the landscape in Z axis. I think it's leaving the Camera FOV at large distance. Also check in World Partition whether it's spatially loaded or not.
Klaus, is there a good way to do the rivers on a gaea map? The way the rivers curve on a side hill seems to be a real limitation. I haven't found or thought of a good way to solve this, especially with plan water. Any ideas would be appreciated and helpful.
@@CrowBiomes ohhhh.... I just exported the HM to Blender and drew in a river plane and exported the plane back in... but the result is... well it's OK, but not good. I'll try this way tomorrow, I'm sure it will be much nicer. Thank you
@@CrowBiomes can't seem to get it to work, I'm not using the right nodepath and am not experienced enough to know it. If you have any ideas please let me know
It really really consumes time adjusting the water so it perfectly matches with the beach. But in the end it all looks perfect! Thanks for this tutorial!
Try this. So apparently, I forgot that the max blend mode exists. Reid Bianco pointed it out in the comments - "There is a much easier way to integrate the ocean though - I've gone through the editing the spline method but there is a much easier way. When you add the ocean find the "Water Heightmap Settings", and change the "Blend Mode" to Max"
hi how did you solved the lake and river problem like an ocean overflows? I use your gaea materials and ocean workarand works, but with lake I cannot get rid off the overflows around it
Expanded the edges and raise the landscape up a bit. Lakes usually get fixed with this, Rivers are the hardest. I'll make a video to export water from Gaea after the next build releases, that won't rely on Water System.
@@CrowBiomes no not that, the software any way I managed to get it but it's exports in a very low resolution. Wondering how to get the full version ?...
@@CrowBiomes many thanks for your response, I get one full version can export up to 8k resolution, I notice you use the community version if you want I can send you a working copy 3.1.4 by Google drive shared to your email,. However I have mtl_landscape master only with 5 layers paint. I tried gaea map with it but didn't work as such, would you mind please to share your full edited m_landscape _KO11 material Graph please ? I highly appreciated your help thank again...
@@CrowBiomes Is the erosion node the Wizard node as mentioned ? Or should I add in between Wizard and Sea Node ? It will be greatful if you provide .tor rather than masks bcoz of exporting setting up is quite tricky in Gaea for UE Thanks in advance