Now Unreal Engine 5 is officially released, I can show you how to create this authentic desert landscape using the procedural power of the Landmass plugin.
Yes, I agree that the shadows don't look great along the ridges. There are two ways to solve this, one easy and one hard... 1) EASY - Raise the directional light (rotation -15 degrees on the Y axis) and reduce the lighting intensity to 3 lux to compensate. You can play around with the post-process exposure values as well. This gets rid of the worst triangle shadows along the ridges 2) HARD - In UE4 we used to have tessellation and displacement which created extra detail in the foreground (the LODs you wanted!). That has been deprecated in UE5 and replaced with an experimental feature called Virtual Heightfield Mesh. There's not a lot of good info about this yet, but the general principle is to create two runtime virtual textures from your landscape material (one for texture, one for height) and then apply them both to a VHM which you overlay on top of the landscape. I am going to have a look at this in the next few weeks.
@@unrealitybites763 stick this Question - i was searching for it too. And please add your Video in case you make one how to apply VHM. Thank you so far!
@@emagotis My early experiments with VHM have been disappointing to say the least. No collisions, meaning you walk through your displacements, and you have to render an RVT texture on the VHM, which is extremely low quality on landscapes over a medium to high size. Plus, the hoops you have to jump through to get it set up properly. IMHO, EPIC dropped the ball by deprecating tessellation before they had a mature replacement solution.
The part where you added a character to run around just saved me hours of trying to figure out how to explore my own created environments. Thank you so much dude
im not gonna lie when i say that this might just be one of the best beginner tutorials i have stumbled upon, he achives going into just enough detail to make sure we aren't lost but not so overwelming that it is boring or confusing, in short, prettty good
Brilliant Tutorial!! Thanks so much! I'm still very new to Unreal Engine and you really brought a lot of clarity to this newbie! I'm very much looking forward to watching more of your tutorials!
You know that moment you decide to learn something, and you find a great tutorial, and follow along, but there's one result of the tutorial you just aren't on board with??? You solved that... Thank you so much. Beach sand... I'm going to follow through your tutorial for my first cinematic and I thank you for sharing this knowledge!!!!
Thank you so much. This is great!! Is it possible to use a blend material and vertex paint on the landscape? Any lead where should I look? Please 🙏🏽 thanks
Really miss the days when you could get all this free micro detail with a height map. It’s a crying shame that Epic thinks that wasn’t a crucial feature. BRING BACK TESSELLATION!
Does "fanmade" allow people to steal rights of characters? I guess if you did as non profit or something...sega probs is one of those companies that likes sueing people. But i dunno.
Amazing tutorial. Thanks a lot. Can you clarify wjat is *exactly* the HeightRT nodes you copy/paste. It works, but what is that exactly? How comes this nodes are taking what there is under? Thanks...
great tutorial thanks! I had this weird issue when i changed the brush material search filter settings to include engine content where it would not find any content at all, it said something on the lines of: unable to find materials check filters. The same message you would see if you were searching for something that doesnt exist except it showed even when i had no text in the search bar. anyway i just created a new level and it it didnt show up again however the original level still shows this. do you have any idea why this is?
Great tutorial! I had previously run through it and had a blast creating my own desert, but a recent update to UE5 has led me back here. For some reason now, the Landmass plugin doesn't load any of the custom brushes, and it is driving me crazy. Have you encountered this as well, or is it just my copy?
that's really a helpful tutorial, Can u help me out on whenever i add a material from bridge it comes up on UE the textures are there but the main material is empty, it only happens on surface materials
@@unrealitybites763 that would be super cool! Not sure how that would be used? As a background sight or something you ride, or a creature you run away from!
Thank you - this worked great the first time. I then deleted the landscape and tried again in the same project, but clicking with the blueprint brush now does nothing... Anyone else know what I'm missing? Thanks
hi, how would you smooth the hard edges of the voronoi noise? me i get edges too hard coz my camera is supposed to be far up in the sky, and not close to the ground : it just looks like cracked ground.
The second layer adjustment not working on UE 5.1. it's make weird results. Could you test this on UE 5.1 and help us? BTW thank you so much for those great tutorials.
Yes, but I haven't worked it out myself yet. Take a look at the default Landmass_Material_Brush, it applies the displacement to a limited area... the answer will be there somewhere
So I created a 2k map using landmass. When I try to load the map in-game, it takes long time. Is there anyway to optimize that or bake the level to improve loading.
Could I create a No Man’s Sky type game with UE5? As in space travel and multiple locations to visit etc, map, items, all the other little bits. Failing that is it possible to ‘mod’ an existing game with UE5 or would you have to recreate the game in it
exlente video, aunque no entiendo ingles es extremadamente intuitivo porfavor trae mas video, me gustaria ver uno de personajes como moustros que al momento de matarlos den algun tipo de recompenza