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World Machine & Splat Maps to UE4 Workflow 

Ryan Manning
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If you use an external DCC app to create your content and splat maps and want to use them in UE4 for your terrain, then this video's for you. We'll step through the process of exporting data from World Machine, how to create terrain in UE4, and how to associate your masks to your terrain layers directly in editor.
00:00 - Intro
00:27 - World Machine Setup
08:24 - Creating Terrain in UE4
16:25 - Resizing Masks in Photoshop
Documentation: docs.unrealengine.com/en-US/E...
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25 июл 2024

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Комментарии : 81   
@baorichard4345
@baorichard4345 4 года назад
Man, i have nothing to say, as an UE4 beighnner. i was amazed by what you did. Helped me so much!
@meistervoss4735
@meistervoss4735 2 года назад
Exactly what I needed and straight to the point! Great job!
@AbdullahCross25
@AbdullahCross25 4 года назад
Thank you for sharing your knowledge to us! Great quality content. You deserve more recognition. Keep up the great work.
@maxehrlich
@maxehrlich 3 года назад
Thank you for the well made tutorial Ryan!
@glutenfreegames8789
@glutenfreegames8789 2 месяца назад
THANK YOU. For some reason I had so much trouble finding this functionality.
@lln6123
@lln6123 Год назад
You really can explain the topic, even work with problems that might arise. Thanks for this information
@mae2309
@mae2309 4 года назад
Finally someone explains the wm outputs Thanks brothe
@Albert-III
@Albert-III 4 года назад
Great tutorial! I'm struggling to get a decent resolution out of the free WM version, looking forward to a tutorial using the new tools you mentioned
@pixelFucker
@pixelFucker 3 года назад
Great info, thanks Ryan.
@micipherou9540
@micipherou9540 4 года назад
was just looking for exactly this for my indie project massive terrain, thanks mate and stay safe
@rohitdosti
@rohitdosti 2 года назад
Thanks. it's neat and very informative.
@sequoia821
@sequoia821 3 года назад
great tutorial. thanks!
@GiorgiBekurashvili
@GiorgiBekurashvili 3 года назад
The Best explanation ever!!!
@joshlerio2527
@joshlerio2527 3 года назад
Hey, I love your other tutorials and I was wondering if you can do a tutorial on UE's particle engine Cascade and/or UE's Niagara. I really like the way to explain things and I really want to see a take on how you'd teach this concecpt.
@xXxebubekirxXx
@xXxebubekirxXx Год назад
Thank you
@Radiogobs
@Radiogobs 4 года назад
amazing tutorials, farewell from russia keep making ur videos, its very helpfull and nice to watch :)
@terrablader
@terrablader 4 года назад
This was very well done thank you. I have an 8k image black and white I want to blend landscape material layers with it. Do I need to make my landscape 8k also? Thanks
@StreetArtist360
@StreetArtist360 3 года назад
Thanks
@scottbez6872
@scottbez6872 4 года назад
how do you manually adjust a tiled heightmap for Unreal to the correct sizes so there isnt a gap in the borders of terrains?
@lavalamp2260
@lavalamp2260 4 года назад
My material slots in UE4 don't seem to show up, any idea what I could be forgetting ? Thanks for the tutorial by the way, huge help for my personal projects !
@Freshbott2
@Freshbott2 3 года назад
It works for you exactly how I'd expect. But for me, most additional layer after the second one is showing the same colour as the second.
@marcusmuller9014
@marcusmuller9014 3 года назад
So what is the new method then? Thanks for the video as always.
@artemaung5274
@artemaung5274 3 года назад
Regarding height it's actually really easy: In world machine there's an option in Project settings -> general setup. Here you'll see base elevation and maximum elevation. So when your heightmap pixel is completely black it's at base elevation level, when it's completely white it's at maximum elevation. In ue4 by default z scale of 100 unreal units completely white pixels correspond to 512 meters and completely black pixels correspond to 0 meters. So if you want your world to have maximum elevation of between 0 meters and 512 meters, just leave ue4 settings as default and set world machine settings as base elevation: "0m" and maximum elevation "512m" If you want to have z-scale between 0 and 5120 meters in ue4, then set it so in world machine and set ue4 z scale to 1000 instead of 100. This way your landscape will look the same in regards to scaling in ue4 and in world machine.
@stefan.o
@stefan.o 3 года назад
How do you get around the texture not being power of two if you want to put the terrain/textures on the unreal marketplace? Epic would flag this up and would require to be fixed before it would be approved.
@mae2309
@mae2309 4 года назад
I have a question out of this context. But I would like to know how or if you could animate emessive material light In unreal?. If so, could you do a tut.. Thanks playa..
@highbornedronephotography3102
@highbornedronephotography3102 2 года назад
I wish you wouldn't have skipped setting up the texture layers in Unreal - would have been helpful to go through the steps in how you got to the point when you changed over to Unreal editing.
@dave47663
@dave47663 2 года назад
Material setup would have made this a 5 star video.
@user-zk4yb3db2e
@user-zk4yb3db2e 2 года назад
Thanks! It's really helpful. But when I attempt to do it in UE5, I find that it seems that UE5 doesn't have the function. When I right click the material, there is a button "input from file/ export to file", but it is not about splat map but height map. Is it a bug? (sorry for my poor English
@joshua42777
@joshua42777 Год назад
This is great ! thank you! does ue5 still allow to import the masks?
@ThatRyanManning
@ThatRyanManning 6 месяцев назад
Yes, UE5 still does but it's now in slightly different place in the landscape tools.
@lennygordon1848
@lennygordon1848 2 года назад
Anyone know where the tutorial is to setup the splat mat material in unreal?
@vincentboudewijn
@vincentboudewijn Год назад
Could you do an update to this for UE5? Seems like its a bit different now
@Ben-rz9cf
@Ben-rz9cf 3 года назад
this doesn't seem to be working with unreal 5. import from file is missing when i right click the layers
@EdgeloopAcademy
@EdgeloopAcademy 2 года назад
Great video. Do you go over everything on your course including materials for landscapes? Foliage? I would purchase it.
@ThatRyanManning
@ThatRyanManning 2 года назад
Yup! How to add foliage, how to add it procedurally, terrain creation, and an auto material for the landscape. I tried to showcase everything covered in the class in the trailer.
@EdgeloopAcademy
@EdgeloopAcademy 2 года назад
Do you also show how to add a path/ road and blend materials properly? I will buy it regardless! Thank you.
@ThatRyanManning
@ThatRyanManning 2 года назад
@@EdgeloopAcademy not in the masterclass...but I definitely have that in my list to include as supplemental. If you get the class, definitely join my discord and I'll be happy to help on this!
@doltonm6019
@doltonm6019 2 года назад
Wish you would have shown how to set up the material or at least linked to where I could have learned that.
@Lync1111
@Lync1111 3 года назад
Hello Ryan Manning - Wow I am following you but from World Machine you did not show us how to (save as) step before importing into Unreal. Great lessons here regardless.
@CreativeOven
@CreativeOven 4 года назад
How did you make the material ? Interesting tut
@ThatRyanManning
@ThatRyanManning 4 года назад
Coming soon.... :)
@CretinousFiend
@CretinousFiend 3 года назад
@@ThatRyanManning Hi Would really appreciate a quick video on making the landscape material with the layers =(
@ThatRyanManning
@ThatRyanManning 3 года назад
@@CretinousFiend I'm working on getting bits and pieces uploaded to RU-vid for this very thing. However, just not there yet. :'( In my UE4 Terrain Generation Masterclass I show setting up landscape materials over the course of 5 separate videos. This should cover the basics of what you're looking for. Hopefully that helps! academy.thatryanmanning.com/courses/ue4-terrain-generation-masterclass-1
@cd_core
@cd_core 2 года назад
why am I getting a .rar file when exporting as RAW 16bit?
@mk27texas
@mk27texas 3 года назад
I'm a little lost on how to create the target layers. I have my terrain imported ok. I have a base paint layer assigned that was created when I exported the terrain heighmap. I have a few masks created (slope, etc). Now I'm trying to use them in the terrain material. But I have no target layers? Still researching this. I just subscribed! Great video though!
@alesZoot
@alesZoot 3 года назад
Yes, I have the same problem, he totally skipped the essential part about layers...
@ThatRyanManning
@ThatRyanManning 3 года назад
Covered here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ia42xDVfGuc.html On the terrain material layer, click the "+" and create your LayerInfoNode or add an exisiting. A window will popup asking where to save the LayerInfoNode in your project folder structure.
@sandroavieira
@sandroavieira 2 года назад
@@ThatRyanManning In Unreal Engine 4.27...the layers don't appear...do you need any more settings?
@blackbox2849
@blackbox2849 Год назад
im freaking out ! ive been trying to do this for what feels like ever now.. but UE5 doesnt allow me to import, only has import/export which brings you to the manage tab instead !
@brennanbusby3424
@brennanbusby3424 2 года назад
Can someone help me, I exported a 8km by 8km no problem but when i try to do 24km by 24km it doesnt work is it because i have the free version?
@ThatRyanManning
@ThatRyanManning 2 года назад
Correct. You'll need a paid version of world machine for that size terrain
@pawelbhandari1621
@pawelbhandari1621 4 года назад
I think there is no use of that splat map i.e output from bitmap output as we use only those height output to assign in our respective material layer...
@RyoMassaki
@RyoMassaki 4 года назад
That depends - for the UE4 landscape tool it makes no sense. But if you just want to throw some mountains in the distance having them in mesh format with dedicated textures can be useful.
@mayurshri
@mayurshri 3 года назад
Can You Sculpt on it and make it behave like a auto landscape material?
@ThatRyanManning
@ThatRyanManning 3 года назад
Short answer: Yup!
@mayurshri
@mayurshri 3 года назад
@@ThatRyanManning Thanks. I am trying the same. Created 4 Layers for the Landscape material. The topmost is the Auto layer and the rest 3 are Snow, grass and sand (Simple colors)They work fine and correspond to the height when I sculpt, but after importing the maps this functionality is lost. Would be eager to know How can I achieve this?
@3dquicky611
@3dquicky611 2 года назад
12:13 Why/How do you have those 5 Material Layers on your: Landscape » Paint Options? I don't have any layers there! Forgive me, I've only been Unrealing for a few weeks now : ) 3:32 Also, How did you select the Water Data for the "Waterbed" & "Flow Map" in World Machine? I tried the Wetness Selector and it selected a bunch of other stuff before it selected my water.
@ThatRyanManning
@ThatRyanManning 2 года назад
Layer Info Node...that'll get your landscape layers in your material. In World Machine, you can use the "Flow Map" output or various selectors (Height selector would be a fitting choice) to create your water level. There are multiple ways to get masks out of World Machine.
@3dquicky611
@3dquicky611 2 года назад
@@ThatRyanManning Can you make a followup video showcasing how you select water @ various heights using a Height Selector? 12:13 And how the heck do I get those 5 Material layers to appear in UnReal during the import? You have 5 Layers there » Green, Blue, Pink, Orange, Red How do I get these layers to appear? Side Note Here: Also, the text in your 1080p video is a little blurry and hard to read. Try adjusting your video settings a little would prob help a bunch. Your 1440p is much clearer and easy 2 read but your 1080p is what my RU-vid player defaulted to and I know 1080p can be clearer than what you currently have.
@3dquicky611
@3dquicky611 2 года назад
1:51 Why RAW 16 instead of PNG? I'm very familiar with PNG but never heard of RAW 16 B4. What did you use the PNG for? You used ( .r16 ) for the main landscape and ( .raw ) for the other channel layers. Never saw you use ( .png )
@ThatRyanManning
@ThatRyanManning 2 года назад
If you use .png as your export (more specifically 8 bit .png) your terrain will have stair stepping (or terracing). To fix this, you need to export a 16 bit image. Raw16 is Linear colospace and 16 bit depth...ideal for your terrain height map.
@3dquicky611
@3dquicky611 2 года назад
@@ThatRyanManning So, you exported a ( .png ) and you're not using it?
@darodism
@darodism 4 года назад
Thank you for not recommending using the map for the dirt. I was going to do it. I want something optimal as much as possible
@hiranberlin4031
@hiranberlin4031 2 года назад
why you didnt show the water bed properties?
@mickeydangerez
@mickeydangerez 2 года назад
lol I'm lost on that step too.
@ThatRyanManning
@ThatRyanManning 2 года назад
Water bed properties? Not sure what you mean
@mickeydangerez
@mickeydangerez 2 года назад
@@ThatRyanManning He is meaning the water layer. It is never explained how to export. But I googled and its basical the same as other but from 0m to 5m to mark all the areas where water is.
@ThatRyanManning
@ThatRyanManning 2 года назад
@@mickeydangerez makes sense! In that case, you could easily create a height mask in World Machine and clamp it to 5m max. Export at a mask and you'd be good to go!
@just8Anka
@just8Anka 3 года назад
so what are the new tools?
@ThatRyanManning
@ThatRyanManning 3 года назад
Same underlying tools, just added layers/procedural generation tools you can add on top.
@just8Anka
@just8Anka 3 года назад
@@ThatRyanManning hmmm. the only thing I can image is adding the splat maps to the master material and then work on top of it. am I right? by the way, thank you for your quick answer. )
@ThatRyanManning
@ThatRyanManning 3 года назад
One example,, the new terrain tools allow you to use splines to add or subtract to your landscape, effectively non-destructively modifying your terrain.
@just8Anka
@just8Anka 3 года назад
@@ThatRyanManning hm, I have a feeling we are talking about different things on 15.40 of the video you say that overwriting the layers will overwrite all the paint data and in the new tools have cool features with that .) I'm currectly building a master material that includes the ability to use a splat map, that can can also be non-destructively modified (painted over/erased/reimported back without loosing the paint data) thought I could find an answer in this video any tips? thank you in advance .)
4 года назад
Why nobody explain well about the textures in the map?
@VivekB7795203614
@VivekB7795203614 3 года назад
scale height should be 25 in scale
@originofmrlee
@originofmrlee 3 года назад
This could have been good... expect you totally skipped over the fundamental part of how the 'target layers' are created. 'Here's some I already set up earlier' isn't really helpful.
@alesZoot
@alesZoot 3 года назад
Exactly
@ThatRyanManning
@ThatRyanManning 3 года назад
Nah, it's covered here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ia42xDVfGuc.html On the terrain material layer, click the "+" and create your LayerInfoNode or add an exisiting. A window will popup asking where to save the LayerInfoNode in your project folder structure.
@cgooch_
@cgooch_ 2 года назад
@@ThatRyanManning I believe they’re referring to the layer blend material, not the layer weight setup.
@lokikennedy
@lokikennedy 3 года назад
What's the point of going through each node and setting them up only to quit and not explain the last two. (Selection nodes at the start) Like who are the tutorials for? You with the experience, or the viewer trying to follow along and understand what everything does?
@ThatRyanManning
@ThatRyanManning 3 года назад
First off, welcome to my channel! Second off, if you watch/listen to the video, the principles of building terrain and applying terrain materials using a World Machine workflow are covered in depth. As for your confusion on the remaining two terrain layers, they follow the exact same process as the previous two layers. Hopefully that process is easy to understand.
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