It's a pretty old video now. Country won't be enough, We going for continent now haha. (Edit: Gaea now allows 4 trillion pixels in a single landscape, gotta push the limit)
I'm trying to find a way to make a map that goes from Brazil to Peru. Maybe About 1/3 scale. It's really hard to pull off properly. I'm trying to make parts of the Amazon river with high terraced waterfalls which is a challenge
@@CrowBiomes - Hey Klaus, would it be possible for you to create an "updated" video (using the very latest version of Gaea and very latest version of UE 5.2 / 5.3) and show us how to create a large continent using LWC (Large World Coordinates) and tiles? (in 1:1 scale using LWC and tiles)?
Oh my god thank you! It has been so long since I found a tutorial of this quality. Your art looks beautiful and inspiring. You just helped me get back into my own projects!
That you for saying that, You just made my day. Great to hear you getting back to projects. With the full release of Unreal Engine 5 today, I'll bring even more quality to the videos from now on😀
By changing the scale of the landscape, you're decreasing the texel density (the "resolution" of the landscape). By defaut, 100% scale means that you will get one vertice every 1m on your terrain. Scaling it to 900% means that you will get one vertice every 9m. You should never use the scaling to increase the size of your landscape but only to increase/decrease the resolution of the landscape for artistic/performance purpose. If you want to create a bigger landscape, you need to import more heightmap tiles
@@SweatyCubes The max size of an Unreal Engine landscape actor is 8129x8129 vertices, it's an engine limitation. If you keep the scaling at 100%, which means 1 UE unit (mostly used as 1 meter) between 2 vertices, it means that your landscape will be 8129x8129 UE units or 8.1x 8.1 km. Now if you want to have a better landscape resolution, let's say 0.5m between 2 vertices which is not really high for modern games (unless your using tesselation which has been removed from UE5 and which never was production ready), you have to scale the landscape at 50%, but it will be around 4x4km. If you want a 8x8km landscape at 50% scaling, you have to import the heigthmaps for a 16x16km landscape, so you have to import twice bigger resolution heigthmaps or divide your landscape in twice more tiles.
@@spacepirate9882 Could i use the split method in Gaea to make 4x4 tiles with 8129 resolution and when imported scaling the terrain on 400% to make a terrain sized 32516x32516m and 1UE (1meter) between 2 vertices?
@@goldkat94 Nope, if you scale the landscape to 400%, then you will have 4 meters between each vertice. 1UE between 2 vertices is 100% scale. If you want a higher landscape "resolution", then you have to use a lower scaling. If you want a bigger landscape size while keep low scaling to get a bigger "resolution", then split your heightmap (in the export settings of your software) in more tiles.
To be more clear, if you have 32516x32516m landscape in your software like Gaea, you can split it in 4x4 heightmaps of 8129x8129 and if you scale it to 100% in Unreal Engine, your texel density will be 1 unreal unit between 2 vertices. If you scale it to 50%, obviously your landscape texel density will be 0.5 "unreal unit/meter" but your whole landscape size will be 16258x16258m. But if you export this landscape in 8x8 heightmaps of 8129x8129, once imported to UE, your landscape will be 65032x65032 at 100% scale but at the correct 32516x32516m size while scaled at 50%
Um.. didn't you skip past the fact that before you can create layer info you have to create the layer materials? Or was this referred to in another video?
the Ctrl+C, Ctrl+V thing is the type of shit I watch tutorials for, I'd be infuriated if I lost a day of work trying to figure it out, legit counting on Unreal Engine having its ducks in a row and simply regenerating from Gaea over and over again, scratching my head and googling my brains out because it might be something so basic there no posts about it!
I really want to know how to handle the two seperate landscapes.I want to create different terrains in my map,like desert and forest,but one landscape has many layers is hard to manage. Could you please add this context to your tutorial?
I'm also looking to do the same as a final project, I'm working on doing separate project's using different landscapes but id like to combine them later on but I haven't got a clue how to add more than one to UE5, lol I'm such a noob at this!
Whenever I import it into unreal engine I get weird cracks in between the landscape proxies, like they aren’t attached. and I can’t sculpt or paint foliage.
Dear author, I wanted to ask. I work with the creation of a landscape, according to the world composition system. Engine, version 4.72 but I do not see any difference with the 5 engine for my work. And I have a question. I imported an elevation map and divided it into 8 honors of 1 kilometer. Now I need to import 2 more height maps of 1 kilometer each. The reason I want to make a gorge and go to the second level through the script at the end of the map. How to do all this work in 1 layer and 1 level? When I load more heightmaps, they automatically make a new layer. I need 1 layer and 1 level.
The FX Nodes for the water aren't doing what there doing for you at @7:29. Im plugging them in correctly but im not getting a any new mesh. All it does is change the color of the landscape. Help please?
Can you push the terrain resolution with the "Split" method? If i would pick 8129 as resolution and 3x3 tiles imported on a 8219x8129m terrain, would be each height information 0,33m²?
hi i am following your steps however when i click on combine the mountain does not show, but only when i click on Transform, could you help me please? thanks.
Do you mean at 1:54? I think it's because the mountain is at a lower height than rest of landscape, so Max is ignoring. Tick clamp in the post process and increase clamp min
Thank you so much this is great. In the next video can you show us how you make the landscape material as I couldn't follow on for the last part. Also if you can show us how to add the water in because you mentioned it when you were talking about the water in Gaea.
The landscape material is a bit complex and will take several videos covering different parts. The video was more focused on the creation part. I have created part of the material in the Texture tiling video from scratch if you are interested. The video on water is something I'd create soon, with both water system and using the surface mesh.
if you have a big square as your landscape, how do you deal with the edges? if I wanted to surround a huge map in water (like in world of warcraft) how can I achieve this?
Multiple ways to go about it, you want an island as the shape in the case you want an ocean to surround it. Without an island, you can have a mountain range or other meshes around the map that blocks the view.
Lawdamercy ive commented on one of your other videos about having trouble exporting, UNF does great explanations like you did but was using an older version of Gaea which confused me or maybe didnt fully explain how to export. So I was able to finally export my world into UE5! Thanks
Great video, but changing the scale of a landscape in Unreal is a very bad idea. It causes major performance issues and breaks your landscape. You always want to export the exact resolution needed.
Exactly what I was looking for, but is it possible to make the flow mask without using Gaea? I would like to do it in UE5 if possible (maybe using an algorithm in C++, or a plugin)?
Hail Klaus! I downloaded your height maps but they are wrongly renamed: FinalOutput only. I tried to rename it to FinalOutput_x000_y000 but still Unreal doesn't recognize the map. How do I fix this?
Hi Klaus, thanks for your content. I have a question about a tiled heightmap of 15135×15135px so 1009x1009 for each tiled image. If I put the x_0 y_0 into the engine it puts the whole 15K heightmap and the engine crashes after the import because of memory. Do you know about this bug and how to avoid it. With WC in UE4 this didnt happen now with WP it seems not so easy. Could please help me? Thx BR Ivan
THis was great till I got to 15:15. The masks and layers seem to have already been created programmatically when you imported. Unreal doesn't do that for me so I'm forced to create the material masks manually. Why is yours different? Did you set that up previously and just have it make it for you per default?
I think I have it partly figured out. When you import you have a default 10 layers being available. I've watched others that have the same. Yet I have 0 and I don't know why.
That's the landscape material. Layers are setup in the material. For a quick setup, Add a layer blend node, select it, create and name layers. Then you can have different textures for each layer.
This will defo helpo with my prodject unfortunately at the end its not letting choose the option to split map? its there it just doesn't do anything when I click it ? Do you know any reason for this.
Around 10:28 I cannot replicate that you are doing - do I somehow have a newer version of Gaea that changed everything? After I pin the combine node and start modifying the height value of the constant, my landscape simply changes color - higher values result in more white - but the actual "height" stays untouched. I don't get it. :) [EDIT]: It seems I have to used "Pin as underlay" on the Combine node. Perhaps this is new. I also don't have the same SatMaps as you do, so perhaps there have been updates to the application. Great tutorial otherwise! :)
maybe you are viewing the landscape as mask instead of 3D? Press T to change. Pin as underlay is different from Pin. You want to use pin there and yes, a lot of things have changed...for the good :)
Klaus, I'm trying to use the mesher node to export my river surface, in order to avoid using UE5's water system which is currently not friendly with imported heightmaps. All I get is the entire terrain instead of JUST the river surface mesh. I need a mesher FBX river surface like you explained at 7:28 timestamp in this video. Doesn't display correctly with an Fx node either. Any suggestions?
What you see with the new update is a better version of what's shown in the video and fits perfectly as rivers. There is another river flow output which will tell your material which direction the water will flow in.
Absolutely, The limitation in this case would surprisingly be Unreal not Gaea. Gaea can have 2 million pixels x 2 million pixels and (without scaling) that translates to 2000x2000 km. Without tiles, Unreal can go upto 64 km2 and with tiles and LWC now, We can go 64 coordinates (Which earlier in Unreal was limited to 20x20 km)
You need to have material setup with layers. There is a material in Water system video description, with layers setup, you just have to add your textures to it or if you want to make it properly there there is texture repetition video
When I try to add FX to river surface it looks as if it's just the entire mesh rather than just the river sections.. any reason that could be happening?
Is it still possible to use the technique of generating a water surface mesh? I've tried generating a mesh from the surface output and lining it up with my terrain in Unreal, but the new surface output doesn't seem helpful anymore for generating river meshes.
It seem Unreal is trying to import tiles. Try renaming the heightmap to something else, if that still doesn't work then change the name to "height_x0_y0"
hello! There is a very big problem after scaling - I cant edit landscape in Unreal because of big landscape poligons (I need 16 * 16 km map) Is there any way to improve it?
@@CrowBiomes yes, 8k is better but still uncomfortable. I found another solution. Even 2 solutions. One - import by tiles, but i ran out of vram. Ans another works well. As gaea scale is near 2meters per pixel, so 8k resolution is already 16*16km. So I made 1uu = 200mm and now my map is 16 by 16 km (sad not in pure scale)
I read always that Unreal only can handle 2kmX2km / 4kmX4km and max 20km/20km and bigger maps will need about 100GB RAM??? Is it realy possible to create 10.000km² Maps which will work with a good performance and all functionalities?
Bigger the landscape, bigger the system resources it needs. But not all landscapes have to be 1m/px detail. For a game where we don't need to as much detail (like a flight sim), We can go even lower on the details. Like taking a 16k/8k heightmap to create a 10,000km2 map.
It's not 1:1 scale but on 1:1 scale map, assuming 128GB Ram with 2 3090's, I'd say you can load around 40x40 km or 1600 km2. We usually scale up large worlds if we don't need to be super close to the landscape for all the details. For ex - Take 8k heightmap and scale it 4 times to create 32km x 32km.
Sir I want to ask that How can I change the colour of oceans!!! I want to change the color fron sky blue 🔵 to dark blue 🔵 it looks more realistic and good But I can't find a way please help me!!!!!!!!!
How were you able to get water to work with your imported height map? I imported mine from gaea and the water in ue5 doesnt want to work with my landscape at all
I'm guessing you are using Unreal's Water system? I have a video series on it. It however does not behave well with larger worlds. I'll add another video to the series where we export water from Gaea.
@@CrowBiomes That would be epic, thank you! I am using the water from ue5 and my height map from gaea, when i import the height map in ue5 the gizmo is wayyyyyy in the air so if i add the water it warps the hell out of my landscape or the waves get super stretched
hey man you run into any issues when you import a 10 x 10 tiled landscape or greater at 1009x1009 resolution? it seems like when I import any tiled landscape that overall resolution is higher than 8k, the engine runs out of memory and crashes. not sure if unreal engine 5 just doesn't have support for large tiled landscapes or what. It seems they combine the tiled landscape into one BIG landscape and that has issues being loaded in all at once. Especially if its larger than 8k in resolution
It's because of hardware limitations, When you import 10 tiles(10x10 each 1009 res), then the overall resolution is 10090x10090 which causes the crash since your machine can't handle it. Think of it as loading a single 10090x10090 heightmap.
@@CrowBiomes the only strange thing is I have a good computer with plenty of memory. and importing the 10x10 tiled landscape or larger into ue4 works fine. it just seems that UE5 combines the tiled landscape into one big landscape, which crashes. Whereas ue4 uses tiled landscapes and doesnt combine the tiles together. Just seems like tiled landscapes are broken in UE5 at the moment. hopefully that will change in the next patch
@@LOL1423derp92 It combines them so that it can be used for level streaming with world partition. The memory usage should be the same for UE4 and UE5. UE4 used to unload all the cells when imported for the first time while UE5 shows them all at once when creating, hence the higher memory and crash. Also Unreal does not handle memory all that well when importing 8k or higher.
You need to add layer blend node to add layers, Check out this video for creating the material - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-j1AekcZeOKc.html
Hi! Thanks for the tutorial! But i am lost at about 9:00 in. I dont understand what your doing with the clamping and the raising of that grey floor thing. What happens to whats underneath? Why are you doing that (like what does it change or do)? And also i was wondering if these squares here just get placed side by side like a quilt in the world partition in UE5 To make a much larger map??
9:00? By clamping the landscape from bottom we are pushing it up so that there is no clipping in the subsequent steps. 2. It pushes the whole thing together so there is only empty space underneath. 3. If the squares are placed side by side they can make a larger map but randomly placing landscapes doesn't guarantee blending between them. Solution - Tiled Build.
You take your textures and plug them in make material attribute Here's a video on that - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-j1AekcZeOKc.html
great video but I'm having issues with the tiled feature it creates a 4033 resolution 4x4 tiled builds with no issues but as soon as i try to build a 25x25 it says an error has occurred and the build fails
Is the because of insufficient RAM? Can you monitor how much RAM it uses while building? Tiled build is still in preview so it sometimes gives this error at higher resolution. You can also try the latest bleeding edge to see if it helps.
Great Video thank you! Nice and easy to follow with just the right amount of detail. Only bit where I'm stuck is using the water flow maps with Unreal 5's new Water feature. It doesn't have a mask feature and I'm not sure how to make the Water Ocean and Water River features follow the exported depth maps....scratching my head :D
Ocean is a simple plane from bottom so adjusting the height should do the trick, River is a bit different. I'm making a video(series?) on water system where I'll talk about this.
Thanks! Do you see an overlay grid on top of the landscape when importing? If not, tick the import heightmap, load it and untick. Then you should have a perfect grid overlayed and import will work as intended.
@@J_Karnage The process would use tiles and LWC. it's the next big thing in UE5 after Nanite+Lumen. Large World Coordinate(LWC) is in beta now and while We get 64 bit doubles, more testing is needed so the maximum world size will not be expanded until 5.1(This is confirmed in the roadmap) So while it's not production ready just yet, We have to wait a bit for truly massive(and stable) worlds. 5.1 will have 'Landscape 2.0', big changes in Unreal's World building tools. Currently, it's good for say 'Space Games' but will need some time before it's truly Open World.
@@CrowBiomes - we are currently at UE 5.3 / 5.4. UE 5.2 is stable release, and UE 5.3 is getting ready for release (in GitHub), and 5.4 is not too far off. So now that we are at UE 5.2 / 5.3, would it be possible to do a full continent? Is there a demo anywhere showing us how to do a full continent? (using LWC and tiles).
You need to have material setup with layers. There is a material in Water system video description, with layers setup, you just have to add your textures to it or if you want to make it properly there there is texture repetition video
Sir please help me!!!!! I want a stormy and harsh ocean weather in unreal engine 5 as I want to create a mission in it in my game but I can't find a way. There's a thing in Unigine engine 2 called (Beaufort scale) higher scale means harsh ocean 🌊 sir please check Unigine Beaufort scale and tell me How can I get like that's high tides and stormy and harsh weather conditions in ocean in Unreal 5😭