yeah, that was the whole goal of the project for me. It just started as, "I want to make an awesome landscape material", but the more i fleshed it out, the more I saw the intensity of all the features that would be required to make it properly. Really means alot to see so many people enjoying it
@@ArtofLincolnHughes You could probably do a 8km x 8km tiled build at 1k each tile with 16 gigs. Maybe more actually. My main issue is getting the weight masks to work on tiled imports. Unreal doesn't seem to like them :(
@@MalrickEQ2 I have that same problem. Applying the mask to just one loaded tile applies it on local space instead of world space(the whole mask gets painted on just that one tile) whereas loading all the tiles works well with masks, but the engine crashes if you try loading a mask.
If you're following along, set the 'Top Layer' UV tiling to 1024 or something along those lines. In this example he has it at 0.15, but he must've changed the material graph since he recorded this
Hey there, i bought your auto landscape materials. It seems that i can't paint any texture when i choose a certain layers within the paint section. It says no layer info assigned yet. Does this means that do i have to assign a weight blend for every material for me to paint on?
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bqe9uB3krS0.html - yeah, every layer that you plan on painting with needs to have its layer info file assigned to it. This section of the tutorial goes over it :)
@@ArtofLincolnHughes Hi, I downloaded your free version, the zipped file has no .txt file when I searched for it. Thanks for you quick response before!
Hey Lincoln - awesome setup. Would I be able to use your auto material in World Creator, especially splatmaps? As I setup my materials in WC, I would prefer to use splatmaps, rather than texture heatmaps which will be 1 / material setup.
Lincoln,i ve mentioned a repeating textures under the grass((( is it possible to get rid of that ? or implement a texture cell brake into master material?
I am happy with your product Lincoln, but there are no way to get in touch with you. I wanted to ask you about that dirt texture you are using, since there are no such material in your package.
Where did you get the Master Materials folder from, how did you incorporated the Overall Landscape Size? This tutorial is basically available only for your products from what I understand...
@@ArtofLincolnHughes You should mention that since I was looking for a better understanding about this... It looks awesome and I will keep an eye out for your work
One thing that bugs me, For the foliage, Did you create manually alpha foliage and painted manually on the landscape? or Does World machine able put in foliage without painting manually?
Danish Zolkelfe it’s all automated based off of the landscape grass types that are set up for each layer in the auto material. You can change the recipe for each, swapping to new meshes, or manually paint on top with the foliage tool, however you wish
@@ArtofLincolnHughes Thanks and one more thing, Auto Landscape Materials. Will you be uploading on how to make one ? Just wondering. There are other tutorials but your results is a lot better and more depth into it.
when i plug in the grass textures to the material instance it just shows a flat green landscape with no lighting or texture??? what did i do wrong i followed everything
When I first opened the project I had to compile like 81,000 shaders and it starts compiling 30,000 every time I make a weight blended layer. Is there anything I can do about that? I don't understand why there are so many lol Your help would be much appreciated!
@@derekunger4720 send some screenshots to lincolnhughes@hotmail.com - also, you've patched ue4 4.25 to the latest version as well? If we can't get it fixed, i'll give you a refund
Greetings, when I paint with the mesh removal layer and remove the grass meshes then all the other layers do not get painted properly on the areas that the mesh removal was applied. In fact I think that in that case only the tint of the layer is getting painted on the landscape. Any suggestions or sollutions? Is there a way to disable grass spawning on top layer? Also, the layer UV tiling parameter value is around 0,2 in your default setting (and in this video...) but I found out that it must have a value of 512, 1024, etc to appear properly. I use the 4.21 version.
are you using version 2? or 1? I recently updated it, fixing a whole bunch of bugs. If you are using one, you might have to update it, but if you're already using v2 and still having the problem, send me an e-mail at lincolnhughes@hotmail.com, with some screenshots of the issue so that i can try to reproduce it on my end :)
lol this kinda frustrating watching other people tying adding material like grass to the terrain in UE4 and its not working glad to find this video just downloading World Machine and now will be purchasing your Material pack and watching your videos. Man oh man it is frustrating though also I come from Unity and this is kinda an issue for me here
Hey brother, just downloaded the material pack. I'm getting 'failed to import' when I drag the folders into the content browser. I'm on version 4.26 - could this be why?
Hey there, there should be some installation instructions in a notepad file that came with the pack. If those don’t work, toss me an email at lincolnhughes@hotmail.com :)
Hi there. Really interested in your software. Just a question and I’m really new to ue4, is it possible to use GAEA terrain fbx models instead of world machine stuffs(not familiar with wm) in here and let your autotexturing do the magic?
I'm using your LAM_V2 and i'm getting the following error message: "[SM5] .../AnisotropyPassShader.usf (169,3-16) : error X3018 invalid subscripts 'interps'" I'm working on a VR project, the material seems to work fine in a ThirdPersonProject, so i assume the problem's VR related. Tried to find some answers online, but without success... Do you (Or someone) have any idea how to fix this?
Hey there, TBH I've never seen that issue before, but would assume it's something that UE4 Forward Rendering with VR doesn't like for some reason. Please send me an e-mail at lincolnhughes@hotmail.com with your username that you bought it with from Gumroad and I'll give you a full refund.
I wonder if it's easy to replace the textures but keep all of the functionality. I want to create cartoonish look for the game but all of the automaterials go for a realistic look.
This is truly awesome however I need dirt and there is none for some reason. So cant really move on without that. I can see myself using this for quite some time provided I can find a way to add dirt of course.
Hey there, trying but for some reason RU-vid just won't automatically generate them... Might be an issue with the video length... I'll see what I can do over the weekend.. Sorry about that
Hi Lincoln. I am using your Material and, from World Machine I have 3 different splat maps,but in your material there is only 1 option ,just for flow map. is there a way I can add different Splatmaps of my own?
Roozy 85 the Automaterial is meant to do the texturing for you, basically removing the need to use splat maps. But if you’re really set on using splat maps instead of the Automaterial, you can disable it in the material instance at the top of it. You’d have to re export your splat map channels individually as separate textures from world machine, then navigate to the landscape tab and right click the Automaterial layer and clear it, then right click whichever layers that you want the splat maps to apply to and click “import file”, importing your splat as a mask for that specific layer. A lot of the functionality of the material won’t exist though without the Automaterial being enabled, so just want you to be aware, hope this helps :)
Bruh, I dont have modes in my view tab. Love when I cant even get the first part going. edit: Editor Preferences and search for Enable Legacy Editor Mode UI. Restart editor.
by custom terrain, you mean a landscape that you've hand sculpted in Unreal? If that's the case, yeah you can just duplicate the material instance that comes with the landscape pack and change the size at the top of the material instance to match the size of your landscape. Should work, just disable the world machine texture switch, and re-setup your layer infos in the landscape tab for each material: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bqe9uB3krS0.html
Haven't tried it, but have instructed multiple customers on how to update it themselves and haven't heard any complaints. Should be fine, but if there are any issues - e-mail me at lincolnhughes@hotmail.com and I'll give you a full refund :)
You can go to the landscape tool, and where you see the visual icon that says "heightmap" you can click it and actually export the heightmap ... that'll give you a base that you can then reimport :)
@@ArtofLincolnHughes I've tried opening that file with WinRAR and 7Zip and both say it's not a valid archive- do you know if this has worked for anyone? Maybe the error is at my end?
@@ArtofLincolnHughes Thanks for the reply but I'm saying the zip archive itself is broken, not that I can't open the raw file. I've tested at home (I was using my work PC earlier and wondered if the office anti virus was affecting it) and can confirm it's definitely corrupted. (That being said, I don't really need it- I was just playing around in my lunch break but I can just make my own height map)
damndanielasshole yo you can decrease both the mid layer / top layer blend bias parameters in the material instance, to reveal more of the base layer (rock)
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bqe9uB3krS0.html - make sure that your landscape layer info files have been created for each layer, then select the layer you want in the landscape tab and paint.
Do i have to purchase this for every Version of ue4? So if i bought 4.20, Updating my UE4 Project to 4.22, will i be able to download the update for free or do i have to purchase it again? I ask because on Gumroad i have to choose the version before buying.
to be honest, the only one i actually have a decent amount of experience with is World Machine. I've heard good things about both Houdini and Gaea though :)
Anybody know why my flow map appears to be the wrong scale. It says the scale and format it correct in the info but I only have like 3 lines and they don't match up. Also when I make changes it has to compile 30,000 shaders, and he has somewhere around 600
WaffleFrys Gaming try using 4.23, there are issues in general with shader compilation in 4.24. Also, in your material instance have you changed the landscape size parameter to match the size of your actual landscape? And is the flowmap texture the same resolution? Feel free to send me some images with further detail at lincolnhughes@hotmail.com
@@ArtofLincolnHughes thank you very much for the reply. I did work out the flow map. It was the landscape size. I will definitely try to roll back to 4.23 for now. I also had a problem where the skylight completely quit working, and couldn't find the cause. Seems like 4.24 needs a little work before I get into it. Love your work though!!!
Kresimir Jelusic no, migrate actually changes the file references in each uasset file to match the content folder that you’re migrating it to. So it’s definitely better to migrate complex material networks rather than just copy them in most of the time
BTW when compiling shader is it a single core process or having a lot of cores helps - also amd or intel performs better - just wandering if anyone tests stuff like that ..
single core by default, perhaps changed in ue4.22 ... Make sure you get a free license for Incredibuild and then just go google ... build times + shader times can be increased drastically with a few configuration changes.
Loving this so far mate, I couldn't help but notice that the dirt textures are not included at 20:50 . Are these included in the pack? EDIT: Actually I just went to CC0Textures and made my own. Tah!
Yeah, I think it might have been an old megascans texture that I removed after making the video... Sorry about that. Super happy you're enjoying the pack though!
@@Turanic1 it should work fine without disabling the distance fade... Perhaps you have the world machine textures enabled without a texture in the slot? Send me some screens and i'll figure it out for you :) - lincolnhughes@hotmail.com
Romain st you’d have alter the master material to add your own. Yes it’s possible, but shouldn’t be necessary as I’ve included plenty of options for creating custom materials in it already. It includes 3 auto blending layers, 1 shore material that’s height based, an elevation (snow) layer that’s also height based, 3 custom layers that can be used however you want, and a puddle material.
you can manually add them to the shader if you want, yeah. But right now, at maximum it has 3 layers that procedurally texture the terrain, a shore material, a 2nd top layer material, a puddle material, and a path material - and all can be manually painted anywhere you want, so there's quite a bit of room for customization.
Yeah at the moment I have 16 materials I paint on my map using material functions, the layers you have are great but I need some for painting sea floor (I have two) and sand on a beach (I have three) the layers you have are great for the top of all that ie foliage, rocks, mud, pebbles and so on
@@pickphilips8271 yeah, i really wanted to have the option of running this thing with a reasonable frame-rate, so i opted on the more cautious side while choosing how many layers i was gonna have. It might be nice to have a portfolio version that has the option of another few layers though :) Maybe one day
@Scott Pick I just updated the shader to have two optional layers that you can do what you want with in Version 2 of the material pack. Hoping that it'll give you guys more freedom to do custom stuff :)
As a beginner, I don't understand this video. I've been sitting on it for 2 days and still don't get where you get all those features for auto material. I just don't have them.
Nikster can you please send me some screenshots of the issues that you’re having to lincolnhughes@hotmail.com? It sounds like an installation issue potentially
Really good job pal ! Just bought this and found a little bug ~~~ the " Mid Layer Explicit Normal Grow Amount " parameter is missing in the instance of the LAM_Master_01A . (Sorry for my bad English :P)
thanks! i think i might have removed it right before release to make the material a bit more streamlined... too many options etc... it's quite easy to add back in if you really need it though :) send me an e-mail at lincolnhughes@hotmail.com and i'll write you up a little blurb showing you how to do it if you want k :)
It comes with the gumroad files when you purchase the pack, and I’ve also included a free world machine tutorial with a full texture set here: gumroad.com/lincoln_hughes
Hi Lincoln. So sorry for bothering you. I have a question. In my World Machine, when determining the height map texture res, there is an option to add +1 to the texture, and I have noticed that your texture res is not exactly 1k or 2k. What is this option for? I have attached a screenshot of what I am talking about. I am having plenty of fun with all the stuff I have bought from you.Cheers imgur.com/Wrj47P0
Roozy 85 check this out: docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html when I choose which resolution to export my height map from world machine, I’ll usually check the resolutions in this technical doc as it’ll give you some decent numbers concerning the amount of components that your landscape should have (drawcalls etc) so that it can run optimally for performance. I talk about it in my landscape optimization video. By disabling the +1, it allows you to be more precise with your resolution :)
is there any way to stop tiling while still using your material instance? the distances etc work well for away but was just wondering if there was anything else i could maybe do as having a slight problem currently
Not really understanding the question, what do you mean by stop tiling? Like only see stuff in the distance with a single texture? You can change the tiling settings for both near and far in the layer settings for your material instance