Dude after looking at different tutorials and trying out different things for years, this is the best tutorial iv seen. Short, informative, good results and a bit funny. In short this is nothing less than perfect. Amazing work. Keep it up bruh!
The Last Part created an "[SM5] Function MF_MossyGrass: (Node BlendMaterialAttributes) Coercion failed: Local39.rgb: float3 -> float" error on the "blend material Attributes" Node. It seems the Alpha only accepts onedimensional values and not a float 3?. Why does it work in your tutorial?
Thank you very much! How would you add in more than the 2 textures? There is only an A and B input on the Blend Material Attribute. With no option to add in another input. (C, D, E Etc.) Would you Lerp the Blend Material Attributes together? A noob+ here. I don't know very much about the engine yet.
Try Lerp or Multiply, or Add...or a combination of those. Another idea is to create a separate landscape layer containing 2 other textures that are blended with the Blend Material Attributes node. There's a limit of 16 samples per layer. It's also easier to track each texture when painting, rather than opening the Material Instance with half a dozen different textures and modifying all the properties for those in a humongous list.
FYI: The Macro Variation trick also works really well for non-landscape materials (i.e. concrete). Even though I just used a simple material, connecting the basic textures & Gold macro variation, it greatly improved the look of my concrete material.
In the last chapter, I get an error (Coercion failed: float3 -> float) when I connect a Texture Sample's RGB Output into the Alpha input of a BlendMaterialAttributes-Node, do I need to convert it in some way?
The reason why you got the error is because a float3 has 3 values, in this case with RGB it's: Red: 0-1 Green: 0-1 Blue: 0-1 where float means that the value can be 0 or 1, and anything in between. So for example 0.5, 0.00001, 0.4341 But the alpha is simply a float value and not a float3, you could call it a float1 if you'd like. Which means it can't just take 3 values because it doesn't know which value of the three to use, or simply how to use it. Therefor you should only use one of the three float values and that's why you only put in the green value. I know you already got your solution, but I like to think it's better to know why it doesn't work rather than simply getting the solution handed to you.
Step 07:05: Lerp with displacement file doesn't work. After connecting Distance_blend with Lerp (which is already connected to displacement_1 and displacement_2) main grass texture is disappeared on the landscape. If disconnect Distance_blend and displacement lerp, the grass appears. "Shared: Warp" doesn't work for me.
there's some neat nodes called get and set material attributes, less clutter than the ones you're using... also there's blend material attribute node too :)
@@nickoloui So basiacally you need to hit the plus on the material layers in the landscape menu and save landscape info of the material and do it for every material you use in the layer. :)
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yCRzOdo4b68.html if you dosen't appear the distance blend, check the project setting to find and active the distance field. 디스턴트 블렌드가 안보이면 프로젝트 세팅 서 디스턴트 필드를 체크해주세요.
Im trying to make a master Landscape Material...and once I get to duplicating the textures @ 6:33 I get mixed up because each of those textures already has heaps of other parameters like Roughness or Color Hue or Tint. Not to mention that these textures are also parameters. My mind is in knots right now.
Hi, i Tried to use Megascans It Just Looks Ugly, Idk Its Becaue Im On Mobile Or What Not, But Nothing Like Diablo 3 Or New One They Probably Modeled Their Maps But, Grounds, You Know, There IS Nothing Useful From Textures, I Find Textures Are Some Thing That Shouldnt Be Seen Or Something, I Cant Achieve Battlefield One (New One) Or Metal Gear Solid New And Cool One, I Cant Achieve Their Landscape Looks Are ALL, Uhh, This Is Wierd Guys
When you showed the before, that's what I came away with after doing a tutorial and the Tuber teacher said "isn't this great?" I almost puked. I knew better so I went searching and after 5 or so I found this. Thank you so much! This is a game changer.
my man i dont get it, it's 150 tiems i restard new and new landscapes, shapes, amterials. This tutorial is so simple, it's everything identical to you. How the f*** am i getting a total different look? Your landscape is already way more saturated, orangy, less plastic, i dont really get what im doing wrong. All landscapes im trying look alike. Also how did you get such a detailed Height for you landscape? Im trying different things, from itnernet and from gaea also, always getting rounded shapes or totally sharp edges, not a balanced and detailed like yours
May you show how to apply these tips to a Megascan material instance? They all share the same material that makes use of some material functions to generate the output values and it's a bit tricky to get everything to work as you describe. I couldn't get the distance blend to work.
ok but u never show your full blueprint and why do u have a make and break attribute? when i did everything u did with my 7 textures all it did was break my landscape i need to see what is on the right what did u do after making more i cant see anythinggggggg :(
Its a good idea for you to watch his Unreal Engien 5 Biginner tutorial. Its 5 hours long , and teaches you literally everything you need to know! Then come back and watch this one
xy-worldposition probably more useful than landscape layer coords, as that node is used to map whole textures over the terrain like satmaps, a variant of the regular local space tex-coord node
It seems that distance blend partially stops working when runtime virtual textures is set up in the same landscape material. Is it possible to fix that? Doing the distance blend after the RVT sample isn't an option because then all the landscape blend layer information will be combined together at that point.
I tried using the Macro Variation in my recent project in UE 5.3. The problem i got there is, that on the edges of the world partition squares there is no smooth transition, instead there a hard cuts which makes the world partition tiling visible instead of the texture tiling. Does anyone have a fix for that?
He says to use more textures to create more variations in the landscape at the end, but how? I'm very new to this, so maybe I'm just not thinking right? Someone help! I'm losing my mind!
This along with auto-materials are the best things to make your landscape look better. It's the ones that have the most impact in your workflow and help you work A LOT faster.
the texture size with distance kinda just...ruins the whole thing for me...i think i did something wrong so ill have to try and redo this whole thing tomorrow after work.. also for some reason some of the textures i use just kinda....glitch the whole thing out? it goes back to the default mat if i paint with anything edit:also it killed my water...
This was a great tutorial until you duplicated the texture sample to get the distance blend. Do the same thing with the UV - less samples means better performance. Even if you are limited to a hard edge. The best way is to isolate the edge area and use a noise texture to blend the seam the process creates - similar to the macro texturing. Still within the Uv node.
Hope i can get a quick answer on this. Why is my end material just some shiny glass looking thing? theres no grass texture even when i apply it to objects
damn, am I the only one who just doesnt understand what is going on in the landscape blueprint? There is so many different nodes connected all over the place, how does someone actually read them and know whats happening?
also... you can blend in some angle corrected normals over your terrain to hide the repetition of normals when the sun is low sorry for spam, landscapes are awesome :P
That is good! I was about to mention that but I felt its not necessary since the landscape looked good at the end. Check out the downloadable landscape its implemented there.
Why not use the blend distance directly on the coordinates rather that doing it on every texture ? If not possible on vector then mask r g lerp with blend distance and then add to recook the coordinate vector ?
i did the landscape material with its instance but everything is black . I think it's a normal map issue. idk what to do, i cant add the gold detail nodes without fixing this
yes use code "Unreal5" at checkout. I needed to cap it like that since Gumroad has a max for free content so I got around that max by making the content free with a code
For some reason in my ue4 it says you cannot connet a material attribute node to a material attribute pin when I got to break material attributes after my layer blend.
I'm a beginner in Unreal 5, and I'm trying to make a texture without repetition and your video was the best offered, but I can't open the nodes window, like you did at 2:37. Please advice.