The landscape material has been updated for UE5 with Nanite Displacement! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5ju7wyvZGBI.html Also check out the Unreal Masterclass www.unrealmasterclass.com/
Dude you are remarkably insane! No one on RU-vid had nuts to explain it so much about automaterial because they wanted to sell their material on unreal marketplace for hell lot of price. Even the quixel tutorials which had nice photo realistic automaterials doesn't explain it so much.
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
THIS WORKS!!! I figured it out! Heres the fix for many of you that had the black sphere greyed out for the M_AutoLandscape. He said it in the beginning of the tutorial @21:26 You have to MIGRATE everything. You can't just take the folder from downloads and drag it into your Content folder-- Instead open up his unrealprojectfile in the folder given without moving it. Follow the few seconds of the tutorial as noted. Select the auto materials etc (they should be working in the project file he gave us - works in my unreal4.27 on my Mac) and go migrate those materials into your current project. Then create your own MaterialInstance with the M_AutoLandscape. Everything is now setup as the tutorial shows me above for the rest of my customizing. DUDE THANK YOU FOR THIS PROJECT FILE!!!! YOURE A BOSS. Watching allllll the videos up to this point has helped me tremendously!!! Excited to see some of your architecture workflow
It works in the download he gave us but it doesn't work i my project... why? I have no Idea why it wont work in the one, I tried migrating and copying the folder neither worked there is difference as far as I can tell I'm using 5.0.3 in both btw fix go into landscape mode and add layer found in video 1 of series 25 minutes in
This channel is severly underrated. You are the best teacher for ue4 and I hope 5 as well. Keep the great work And it is very generous of you to provide all of this to us to download and use Big thanks
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
I can't describe how perfect you are, not only your works and tutorials, but also the whole pack of you, for example your energy and passion, letting me to watch hours of your tutorials and feel like few minutes, your great explanation ability, your on point decisions about where to go to details and where to let it to other videos, literally everything is perfect, opposite to our unperfect world, hope you the best and thx a lot.
Dude you're the best! I've been trying to make an Autolandscape material collecting all the knowledge for blend layers slope switching, a wild variety of methods to break up tiling to making VT blends and even procedural foliage, but I never came this close to making The Perfect Autolandscape material. Thank you! You deserve a big golden trophy for sharing this with the UE community!
when i modify the coordinates of one material in its blueprint it modifies the coordinates of every material in my map, for example if i modify the coordinates of the material of my terrain, it also modify the coordinates of the tiles texture on my walls, why is that? ps im new to ue
@@Paul-xu6gt Because it's a Master material. You would either make a material instance where you can tweak all the stuff you assign as parameters in the master material. Or duplicate the master material (not recommend).
First off, thanks a million for taking the time to explain an AutoLandscapeMaterial that is UNDERSTANDABLE by anyone, finally someone did it. I spent so many hours of Tutorials watching and everytime I drop it because of the complexity and the unique way of making it only understood by the maker. And also, thanks a trillion for giving away the .zip file man You are a Sensei ♥ Strenght and honor !
I have just picked up unreal recently and within a few days thanks to your Autolandscape and tutorial I have been able to create exactly what I envisioned. I am using UE5 and everything you show in this video is working great. The cell bombing feature is so so good. Thank you !
I've spent a lot of time learning this engine, prepared my stuff for UE5, still; I'm nowhere compared against you, just wanted to "say" thanks for your time, your efforts and tutorials!
I can't thank you enough Sensei, it's so amazing to have this as a starting point and save myself a huge headache of trying to make my own Auto-Landscape Mat from scratch.
For those wanting to make holes with the visibility tool under Landscape sculpt, you will need to add your material instance to the "Landscape Hole Material" slot in landscape (in the outliner). Then you will need to go into the master material M_AutoLandscape and change "Blend Mode" to "Masked". Then add the node "Landscape Visibility Mask" and hook it to Opacity Mask in each of the materials (MF_A,B,C etc.) and also on the M_AutoLandscape node.
I'd really like to create a hole in my landscape using the AutoMaterial in this tutorial, but I'm pretty much a novice regarding this. Could you talk more about this, or point me at some good documentation? Thanks!
I'm just a student leaning a mountain of UE stuff, know enough to be dangerous, but I have been working with layered landscapes. :) Is there a tutorial on this or is it as simple as creating the material instance for this material, then add it to the "Landscape Hole material" slot in landscape in the outliner (will have to go find that). Then the rest of it sounds fairly easy. I'm using UE 5.1. Any clarification would be appreciated.
I've tried a number of different landscape material tutorials and I keep coming back to this one, it looks so good and is so easy to adjust. I will be using this on my future projects.
Thank you so much for the resource. I've been banging my head a bit with landscape materials. I'm a solo dev so I can never find enough time to learn how to use all of the different tools in UE to their fullest potential, so this is a major help.
i go back to this video constantly for reference and the material. I've watched A LOT of tutorials over the last 4 months and you're hands down the best when it comes to visual design in my opinion. Big fan here, man. Take care.
This is just amazing!! Thank you for the landscape material and you are giving it out for free!! I don't think anyone is explaining it like this. I am just a noob in material creation for UE and this helped a lot. Thanks man
I watched the whole thing and it was awesome! Huge thank you for such a high quality learning content! This channel is surely one of the best resources on youtube to learn unreal, at least for me
Dude props to you one of the best unreal engine tutorials Ive ever seen. You even mentioned settings that have to be set, so many doesnt do these little things. And huge shout out that you give us so many free Materials and Props to work with huge thanks.
For anyone struggling to insert new Megascans textures into the Auto Material, you need to right click the texture and convert to normal texture. Don't ask me why as I don't know, it just works.
Thanks man, i've followed all your UE tuts and i can say with no doubts that your content is gold. Will enroll to the masterclass once i will have digest all those informations you provided free of charge. Amazing!
In the video you talked about trying to strike a balance between allowing custom results without becoming to intricate and I think this material strikes an excellent balance.
Hi! How do I make the material tile larger when far away? It seems the "Near tile" parameter changes tiling when up close, but there's not one for when the camera is far away?
Thank you. This is great. It worked very well in one of my test projects. Now I'll have to figure out how to build it from the ground up because I have no sense and it'll be a good way to dig deeper into the material graph.
I do not know if "this is the way" but I got stuck when importing my own nanite models and trying to set up VTB. First, I wonder if the textures flagged with VT are good to go, or is there anything to think about here? Also - I seem to have "fixed" the nanite meshes virtual texture blending after doing this; as it did not work out of the box: Select the static mesh, and open its material. Then scroll down to find its parent material (Sensei refers to it as the material function in the vid). Inside this material graph, I selected the very end node and looked for differences. The tutorials node had Material -> Blend Mode set to Masked and the Shading model to Default lit, whereas the newly imported nanite models had it set to Opaque and Cloth. Changing just these two dropdowns fixed the virtual texture blend (I went back and forth between the maps, and thus had to change back and forth between the correct virtual textures for the respective maps). I reallllllly hope this helps at least one of you bastards :D :D as I was about to give up! =) =)
This is great, I took it and cleaned it up a lot, not a bad thing, Took out bunch of stuff I personally didnt need. Switches and what not. I left one switch for the cell bomb. to test if its worth the performance loss or what not. I made a bunch of changes to it and its great. I combined it with Ben Clowards auto material, and between the 2 its sweet!
Unreal Sensei kicking videos! Ordinarily I have a block with video and prefer text for tutorials, especially where likely to want to follow the steps as a reference again and again. I have to say though your videos are a pleasure to watch and learn from. Your delivery is polished and to the point, and frankly inspiring and in the moment. Best unreal tuts on YT that I have seen. Anyway, that aside - with the AutoLandscape 4.26 version The Blueprint relating to the Nordic Beach Rocks, through Materials Element 0, and subsequently through General Parent into the MS_DefaultMaterial asset is broken. There are no connectors joined up, which is presumably because the two Tiling Functions are showing as Unspecified Function!
Really cool, that you give away this material for free, thanks a lot for that. I have been using your old material in one of my projects for a while now, worked like a charm. Now i decided to try out the new one - unfortunatelly it messed everything up. When I now open a Material Instance it only shows limited information, there are a lot less details then there used to be. (No Material A, B... for example) This problem now(after loading in the new material) occurs in both the new and the old version of your material, it is the same with the example materials like "MI_LandscapeMountain" or with newly created instances. When I loaded in your new material, it asked for this: "A change to a source content file has been detected. Would you like to import it." - I allowed it. Also, material instances work fine in projects where I did not load in your new Landscape Material. UPDATE: Material Instances made from your old or new material are the problem, other materials are fine. The materials in the "Main Material" do not have a go-out-pin and are called "Unspecified Function" - I think the error lies here. Thanks for your help! FIXED: I did not load it in correctly. I just dumped in the whole unzipped folder in my Content Folder. You need to take everything from the Content Folder in the downloaded file and put it in the Content Folder in your project - dont try to organize it beforehand, it will mess up the references, thats why I had the "Unspecified Function" problem - it had no reference path, so it only was able to read it as something unspecified I think.
This is amazing, haven't been able to keep up with UE lately as work has been keeping me busy but I hope I can get to it now that UE5 is out, can't wait to see what some more great UE5 content you come up with, thanks!
Thank you coming from unity I have no Idea what im doing with anything especially with making terrain, so this helped me out alot. (excuse my other comment I deleted it shortly after I posted)
Hi Unreal Sensei. What a awosome tutorial!BUT I really what to know HOW can I get the VORONOI texture PNG in the video? I really need this! I tried in Blender but I cant make the same texture...Thanks again for the nice material!
Thank you for this! Excellent tutorial. I have a question,. however. I am using a rather large landscape and have noticed that, unlike UE 4, UE 5 partitions several landscape coordinates under a single landscape folder (labeled as landscape streaming proxy). I know this is an issue when attempting to add a landscape material - I can't just drag my instance into 'landscape'. I have to ensure the main folder and ALL subfolders are selected for it to work properly. Is this because of how I imported the landscape from World Machine or Gaea or is this something else? Additionally, when I attempt to use the eyedropper for my virtual texture, I encounter the same issue - it only selects a specific quadrant of the landscape as opposed to its entirety. I am uncertain if just selecting 'landscape' under the bounds align actor settings actually does anything, so I am stumped. Alternatively, I can manually scale, which is fine, but is that *the* solution you think? Any input on this? Cheers
When I add a rock (static mesh) to the landscape , I have collision so my character can step on it. When I add the same rock (or tree) to "LandscapeGrass"-material 'LG-A, B, ... I have no collision. Which setting and where do I have to change?
So great ! By far one of my favorite instructors for UE on RU-vid. Note: I think there is a typo on the link for subscribing to the newsletter (inside the sources)
im litterally buying a better graphics card next month so this will work better in my project with 4k textures this is so useful for a base to open world landscaping
My bad, download works fine just type in the suggested price then it will add to cart at which point you can add discount code and get it for free.... u r the best!
hey does anybody have a solution for applying physical materials to the submaterials? I'm trying to use notifies for some footstep sounds, but the line trace doesn't recognize the different materials
First off, thank you :) since starting with Unreal you are my go to guy :D I'm running 4.26 and when creating a material instance of the master I can no longer access the parameters :( honestly feel like I'm one click away from a beautiful landscape, I can edit the default locations in the master (reloading) but nothing happens, I've extracted into the contents folder of course. Hope someone see's this comment and keens what to do because google doesn't haha! :(
Hey Sensei, im using this material for a short time now aand i the most hard thing is optimizing this material, maybe you can do tutorial about it. I appriciate this work.