Dude this is a great tutorial, helped me a lot to see how to create the material functions and combined them into the master. Not many people does this kind of breakdown so thanks a lot!
Great tutorial. I followed your steps in UE5 and for some reason, my swamp water material lacked any specularity. I'm fairly new to Unreal, but after some digging I fixed this by going into the Swamp Water MF and output the green channel of the pink ORDp texture from TextureSample (Bridge doesn't let us export displacement maps individually in UE5 I guess) to both Specular and Roughness. If I'm getting this right, the Green channel actually contains the roughness map.
IMO I think its better to output the various material properties like (albedo, displacement, normal, etc.) instead of the material. I also think that the landscape layer blend can also accept the entire material as well as its properties. So you can pass the result into the layer blend instead of breaking the attributes and manually doing it. This will however take a lot of time for refactoring.
Awesome video, thank you so much for taking the time to share! Im learning UE4 and these longer videos are very helpful. Seeing the whole unedited process makes its much easier to keep up and understand what its going on. I have a simple question(hopefully). Can you swap in any set of textures to use with this blueprint?
Nice tutorial, I thought I was going to see (and is what I was looking for) how to do an auto material height based that was worldspace height base where we could set how high a layer is. This is ideal for islands and beachs etc so the sand or beach material finish's jus above the shore line. there a lot of slope based but not height base for setting shore line, thanks anyway
@@KiwiHawk-downunder-nz No worries. This is a great suggestion as I was thinking to do a tutorial video on an automaterial. I will try and look into doing an option for a height base, and check out the video you posted.
@@AndreiGhenoiu Thank you, I'm getting old and find those who date about a bit hard to follow, not as quick as I use to be lol, brain can't keep up with my eyes lol
If you have created functions, you should have explained or showed prior to anything, it's a bit confusing when you started to add the function nodes...
Nice work. This package is suitable for online MMORPGs with a third person view. Including a project under development based on World Composition? Will 2k texture resolution hit optimization hard?
Hey, thank you for the great Tutorial! I am a Beginner in Ue4. When I paint the different Materials on the Landscape, the first few brushes work well, then I see only Checkerboard where I want to paint, the program crashes and when I open Ue4 the Textures are not in the Content Browser anymore. Has someone an idea why that happen?
whats the difference between bumpoff set and height lerp? btw, can you make a tut on how to add some adpative tesselltation to the current shader setup?
Tbh, I have not used height lerp before, but from what I can tell they seem like they would do pretty much the same thing. As part 3 of the video, I am planning on doing the adaptive tesselation option, so stay tuned :)
hi, thank you for this great tutorial. i'm having an issue where when i use the the third brush, the whole square goes back to a no material state where you see the grey boxes. i'm not sure how to solve this. i'm planning to use more than 3 brushes too. please help :)
Thank you so much! In your material function, did you select the Sampler Source for your textures to be Shared:Wrap (that is if you used more than 3 layers)? For the no material state, make sure there is no error in that material function, and also make sure the layer blends are all named the same.
Great job! This seems ideal for a water-based landscape to control the water level, is that its biggest benefit? I've been using weight based for my first few landscape environments
Thank you so much! I could see that as a benefit for it, though I did not do it to be specific for that. So you could use it in any other type of environment the way I look at it.
I followed this tutorial like a parrot but where to learn build own Materials? i was found not too many tuts on YT based on Shaders. Do U know where to start it?
So ive followed a few tutorials like this with the same result idk if its my P.C failing or if its me failing but let me explain , at everything goes fine i get all the material layers to show up and able to get my one texture to show up when i add weight to it in paint but the problem is my paint brush never works when i get here i have the 3 layers to use but it just wont paint them it will show up as only the grass .
Hi there. Have you checked to make sure that all the layers are named correctly? Also, I assume you have changed the textures for each material function separately?
@@AndreiGhenoiu Yeah Bro Turns Out ITs A 4.25 Glitch For Me works Fine In 5.0 But I made a master material so it works fine now at slope and to spawn plants and whatnot pretty beast .hmu if you wanna trade some content
Thank you for the tutorial, that was very usefull and the knowledge was passed in a very easy way to digest. Can you advice me how to add a tesselation to your material, please?
@@AndreiGhenoiu Waaa that's great! I'll go and check it out asap. Thank you, Adrei. P.S. I had some trouble with adding more than 2, maybe 3 layers with your method. Then I came across the solution, to change my texture samples to Shared: Wrap. Just so you know, maybe you'll feel like adding it somewhere in the movie.
Hello, I just watched your video, I was working on a project in unreal and the video and your explanation really helped me with creating a selection of materials to use on my landscape. The only two problems are: 1st, when I switch to lanscape paint mode all the materials appear to be black and kind of shiny, also on the canvas when I use the bursh. 2nd each Material Function material they appear to have a shiny/metalic texture and it's not from the roughness because I checked... Can you give me a little help? 😅
Thank you so much for the video, but I have a problem. I built it with 5 layers. When I paint with 2 of them it works perfect, but when using a third layer the terrain is left with gray squares, like "compiling shaders" forever 🤔 Any suggestions?
Are all the layers in the layer blend nodes using the same names? Also for more than 3 layers, I've added a solution under the More... in the video description. Let me know if any of this helps 🙂
@@AndreiGhenoiu Marvelous!😄 Shared: Wrap was the solution (I should read the video description 😅). Thank you very much for the quick response. I owe you one.
Very nice tutorial, I have followed this tutorial from start to finish, in the viewport preview my material works very well but when I use mobile preview mode and on my Android phone my material turns blue all, that's why? .. Help, please. Thanks
Unfortunately I am not able to run it on an Android device, but on the mobile preview mode this is what I get - imgur.com/a/X5ZwMnC - and in my case I think it's due to the procedural grass node that I added to the material in a later part of this tutorial series. I assume you already changed the texture to be texture:wrap as I mentioned in the Show More... video description?
Do you need to pass the UV into the BumpOffset? When I decrease the UVMulti and zoom in it looks weird and distorted. Is this normal, or is it for some other part of the tutorial?
For this tutorial i have and it should be normal, though I am not sure how it looks for you. In part 3 of this series I cover tessellation and I do make a change to the material function and remove the bumpoffset.
I loved this tutorial but at the end, my materials weren't showing up. I went back and looked through to see if I missed anything and I can't seem to find the issue. The landscape looks super shiny and is really reflective.
Thank you so much! In your material function, did you select the Sampler Source for your textures to be Shared:Wrap (that is if you used more than 3 layers)? Another issue could come from not having layer info assigned.
@@AndreiGhenoiu Ok I found out my issue, I accidentally made the Normal intensity 0.2 and the UVMulti 0 for all the parameters in the Master material. But now I have the issue where the textures look weird and have this blurry wavy effect on it.
Hello! This was a very informative tutorial, But what if I wanted this Landscape Material to texturize my landscape based on the slope(like ground on flat bits, Rock at higher inclines and then gravel/sand in between them)? How would you integrate that into this material. I want the Landscape Material to have the features shown in this video and also to texturize the landscape based on the slope. Anyways, Thanks alot for this amazing tutorial. Cheers!
@@AndreiGhenoiu Of course! it'd be amazing if you could do it and also can you show the Parallax Occlusion Effect in this one instead of the bump effect, only if you can that is. Thanks :)
Thank You for the great tutorial. So I created 4 materials using your process. When I go to paint the one of the materials the ground goes grey and doesn't compile any shaders. Do you know why this would be?
Unfortunately this is not one of the simpler tutorials, but have you check this one - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-740F8pXwzNM.html&t - this is probably as simple as it can get.
Unfortunately I have not tried out the POM node, mostly due to the complexity of its options (and my limited amount of time). My understanding is also that it would be difficult to find out the shader cost.
Bump offset adjusts UV based on a heightmap. Parallax Mapping uses ray tracing to achieve a similar effect. PM looks better at low angular offset, but costs more GPU.
I'm having this really annoying issue where my materials in the content browser look bright white, even though the individual function previews when opening them look fine. The Master Material also appears bright white, and when opening that the appearance is white. When I apply the master material to the landscape and set up the layer info, everything is a shiny unreal white reflective surface?
@@AndreiGhenoiu OK. Thank you for your job. But help me with one ajustment of this material please. What is a HeightRatio ajustment? When i increase it, material get more strange shine.
@@user-ug5kc1dv2o those height adjustments help with the blending between the material layers. It uses the height map of each layer to determine the blend. Hope this helps. So if you have some strange problem with too much shine, also check your material function to see if you are using the right roughness texture. Also check the roughness values.
@@AndreiGhenoiu with roughness all right, and material almost do not shine (if HeightRatio = 0.1), then i decrease it value for example to 0.7 and i get strange shine effect on my mat.
@@user-ug5kc1dv2o the height ratio does not help with the blending. it is just a feature for the bump offset - the values for it should be kept really low - check this out - docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/BumpOffset/index.html - scroll down to #7 - they recommend around 0.005. I think if you make it too large you will get a shine look on the material. Also, if you check out part 3 of the tutorial, I am removing the bumpoffset node, for the tesselation feature.
Please Help me, I am using Unreal 4.26.2 Version And I am not able to paint all the three layers on same component. Please suggest what should I do. I have tried several times but the problem is the same. I am trying this for many days but I could not achieve it, I have tried several times with the default settings of image maps from megascans. Please Help me Sir.
@@AndreiGhenoiu @Andrei Ghenoiu Thanks for the quick reply Sir, yes I have tried several times. But I don't know what I am doing wrong. When I add the weight blended layer to paint in landscape mode, the first layer just filled the terrain. Then when I tried to weight blend other two layers, they are compatible to paint with the first layer on any terrain component, but I cannot paint all the three in one component. I have used the default settings of image maps from megascans. The sRBG is off and the compression is also set for bx7. I have tried both ways for the displacement maps also. But I don't know why I cannot paint all the three layers. Sorry for bothering you.
@@AndreiGhenoiu I will try with this with the old version and the things what you have described in the discription tomorrow. And I will let you know. Thanks for the reply.
@@AndreiGhenoiu ThankYou Sir, the description works. I have set all the image maps sampler souce into shared wrap. Now I can Progress to your other tutorials. And very thankyou for the kind and quick support. I am trying to create a experimental landscape, I will let you know when its done. I dont have discord cahnnel, but today I will be creating it. Thankyou Sir
Hi thanks for this tutorial 💙 i tried a lot of tutorials, and i watched ur tutorials too and retried it but my material layer still doesn’t work , every time when i finish making the ground its getting black or sly reflecting or wont painting textures , i mean everything gets dark..! So i wanna ask u what is the problem ? its contract to my engine version or master material ? Or what? and i cant select material to usage with landscape ue4.23.1 thanks And please can u answer me? It’s important
Thanks for and answering. i create material info normally like tutorials and i take it for any file what i want , every time after i create material info the landscape gona black
Hi there, and apologies for my late reply. You could turn on tessellation in the material details panel. you would have to get the height out of each layer and blend those together similar to how the roughness or normals were blended, and connect it to the world displacement, along with a scalar value for the tesselation multiplier. I have not worked much with tesselation unfortunately, but this is how I would think to do it.
@@user-kh9de8tq8t I have a part 3 of this tutorial series up if you want to check out tesselation - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-N71tsMPDr-A.html
Do you have a layerinfo added to each layer? also if you use more that 3 layers, in your material function you need to set up the textures sampler source to shared:wrap.
Good day, dear sir! I have a problem. All works fine with 2 materials painted on landscape. But as soon as I add third one -- the sector breaks into grey quads grid.
@@AndreiGhenoiu Yeah. So.. I had to become early morning Sherlock and dig deep into bugs and layers. I found! In 4.23 people had same bug with multiple layers, the solution was to change sampler source for 3-rd and so on material to shared:wrap for Albedo, Roughness,Diff and Normal.
@@user-kh9de8tq8t This saved my sanity- I followed through the whole thing twice and couldn't figure out why my 3rd material was messing it up. THANK YOU!!! It's working now. - Also THANK YOU to Andrei Ghenoiu for this tutorial!! I'd tried another similar but different one and was getting hard breaks between materials but this is looking good. Cheers!
@@AndreiGhenoiu Oh, I fixed it. But now I have another problem. I can only use 2 materials because if I use 3 or more the materials just don't compile, they stay that gray when applied It to the ground
Hey man, for some reason in my "Material Function" my preview materials are coming out all glossy and shiny. I believe I followed each step correctly but I appear to be missing something. Any insight would be greatly appreciated! Here is both the "Grassy Moss" and the "Swamp Water" looking not so good lol i.imgur.com/hKYuFBY.png i.imgur.com/0rzJ2pv.png
Ok so i ran over this problem at the minute 18:34 and what basicly happens is i cant get to connect the "BreakMaterialAtributes" and just says "Float point not compatible with material atributes", i would like a respond.
@@AndreiGhenoiu Yes, Ive tried to connect the node Result of the material function with the break material atributes, but it Just pops out a text "Float Point not compatible with material atributes" i Will try to do it again, Im kind of clumsy so maybe I messed up with something.
@@AndreiGhenoiu I tryed that, but it Just wont show up, when I type "break" The only things that show up are "breakoutfloat2comppnents, 3components" but when I add it from the graph it actually shows up
@@blackjack7268 that is interesting. And the material function has everything connected as needed? If you have discord, you can find me here - neverfollow81#1453 - and we can try solving it together
Hello, Thank you for the great Tutorial I'm having an issue with the second and third material (I did the shared texture, using 4.25) they look really glossy and the instant material options not working on them, imgur.com/a/OIoPVsJ any idea>?
man i followed all ur steps but somehow my textures doesn't appear realistic.. its just like a picture and looking at it from a distance its just flat (no Tessellation) any advice? is it settings issue?
@@AndreiGhenoiu i'll take any idea u might have bcuz in ur video the ground was really amazing but for me it wasnt .. and i had to add displacement to the swamp to get a little bit of depth
pleae don't use shortcuts in tutorial please some of use dont know what it is...and please what is the name of that 11.30 that scaler thing i cant seem to find it
@@marcinesa1336 I see. I think it might be easier if I see what is happening. Do you have Discord? - I am neverfollow81#1453 and we can solve it easier I think
@@AndreiGhenoiu I didn't mean it to seem rude it was just incredibly hard to listen to, your results are excellent though. Cue cards might help the ums btw, good luck mate
@@Kaboomnz No worries at all, I would not be posting stuff online if I could not take criticism :), and most of it has been constructive, so that's always welcomed
One thing in the beginning when making the function the height output from the displacement wasn't hooked to anything was curious why it wasn't hooked. Sorry i only been doing UE for 2 weeks since I got out of hospital from cancer surgery and finally they have me off my mind numbing meds as of yesterday so with clear head trying to do again since didnt work for me first time.
Sorry, I just noticed this message. The height is used in the layer blend node in the master material, and potentially in the next tutorial I will add a blend node just for the height info to do the displacement/tesselation. Hope the surgery went well, and the meds are wearing off
@@AndreiGhenoiu yes all went well ty for the explaination. Yea I had nothing last year and this year was 12 pts of 12 on my prostate so they took a robot and ripped it out on the 21st. there almost is no scars just where they cut they put it together so precisely and super glued it shut then used nu skin in a few months wont even see them. then yest the dr called and the glands and lymph nodes and the upper muscle they took out all came back for negative so he declared me cancer free said it all stayed in the prostate. now got 6 to 8 weeks to play in unreal and get me a decent auto material shader made