I hope its not too late to request? I have been having trouble making a stratified mesa biome? something like monument valley. I've been making the terrain in Gaea and then using 4K assets in unreal to flesh it out but I feel like I'm not using Gaea as well as i can be for that.
it's extraordinary what we can achieve with the unreal engine, it's disconcertingly simple to succeed with concepts when we understand how the tools work
Very straightforward and packed with information just how a tutorial must be there are so many unnecessarily long videos on this subject on RU-vid , yours is the best👍👍
I would use the landscape auto material provided by Unreal Sensei. His is set up for Nanite landscape displacement and features better blending options. He also does a great job covering the options in his latest video on the subject. One thing you could do is use that blended colour and normal map generated by Gaia to tint the colour of the landscape material so it looks more natural from further away. Just need some macro variation added. Useful workflow. Thanks for sharing.
Thanks for the tutorial! Has anyone got the problem when after importing a mask for the material the landscape is covered with default checkerboard in some areas? Referring to this lesson I got it with River layers
@@MarisFreimanis Thank you, so much! I've been trying to figure out how to do the "photorealism" look for trees like all the tutorial videos show, but I can't figure it out.
If that Gaea is opened in UE5, we can say that it is inside, that Gaea is already visible in the render and that magnificent view in UE5 is visible to us.
Version is at very top of the software, in this video I'm using 1.3.2. If you are new, then probably you are using new 2.0 version. I'm making new videos now using it.
Probably best way is still to use splines in UE. Gaea river is ok for cinematics and can make it work but for game environment still need to use splines :/
Of course, 1k is fine for far background stuff. I just use free version for tutorials so people can try software with me. For real use, need at least Indie license, which is priced fair and it's one time payment.
Any ideas on how to generate a realistic river in Unreal Engine from the Gaea information? It would be cool to add a spline in UE from the beginning to the end of a river node. I experimented a lot but i still found no good solution on how to automatically generate a good river from Gaea exports. For now i still use a spline river which i manually have to place in Unreal Engine above the river bed texture. There has to be a better and automatic way... Can PCG help with that maybe?
@@nikwalz3429 currently splines are still best way to make rivers, at least for game environment. For cinematic you can use gaea rivers and then create a river mask to use some water material to make it look more realistic. I have a planed tutorial for that after I finish few other tutorials.
@@MarisFreimanis Great :-) Can´t wait to see it... I now try to spawn planes with PCG with a water surface shader to have an automation in it. If that doesn´t work I will use splines and manually place them.
Great tutorial ! but I'm kind of confused about the math for scale calculation of the imported heightmap. I only have good results when I'm applying your formula for X, Y, and Z ! I tried the Winbush's formula, for the Z axis (it's another formula but the same results) and it's the same, I need to apply a custom scale on three axis... (maybe my map is not normalized or something like that, but it seems on Gaea 2.0 we have not a lot of options in the build panel)
Hi! I have another video where I go over scaling, since here it was not accurate. I will dive into Gaea 2.0 soon, since it was not available for free users when I recorded tutorial.
Yes, I just check that, my bad. I thought it was one of "free forever" assets. Apparently Unreal Sensei has auto material that is free (in gumroad it shows that you should pay bit in description he provides 100% discount code)
@@MarisFreimanis It seems to export from Gaea with full color but when it's in Unreal even before applying it as a material it looks desaturated. I've already tried unchecking sRGB but that seems to make the problem worse unfortunately.
Loving your videos! As a beginner just getting into Unreal Engine in 5.4+, all the outdated information has been really confusing. This really helps, especially as my workflow also revolves a lot around Gaea.
@@ytabhigan It's just a 1D texture (as opposed to a 2D texture) where some guy picked using a line picker from a satellite photo thinking it will "match" whatever area they traced, lol. It doesn't work like that. Not with height maps. You're literally mapping a completely different grayscale image to that pre-baked gradient, which doesn't make any lick of sense because the real world™ is full of hills and valleys that go up and down, so you can't just reduce them to whatever gradient some guy picked. They're a _template,_ something to base your work on, maybe to experiment with, not to actually use. Unless you "muddy" your height with a bunch of other cloud noises and then "drape" that synthetic gradient over a bunch more synthetic gradients. And even then it's an art form, of actually HOW to blend them because there are more blending operators. They're only there for noobs. You can even make them yourself from any photo, it doesn't have to be from a satellite - which often captures clouds, pollution, and doesn't get you an accurate representation of the underlying color. Do you understand now what "sat" means? Dom pieces of... I swear, it's like the blind leading the blind.