Комментарии:
Thank you for this, but I don't think I will use cell bomb, I noticed a lot of incorrect shadows on the normal map when I applied random rotation. When UV tiling is small, it's just a small problem, but when UV tiling is large, it's really a big problem.
ОтветитьThank you!
ОтветитьLandscape material blending not showing with megascan assets in pathtrace.... Plz help
ОтветитьThank you very much for the landscape and tutorial
How could I incorporate ultra dynamic weather in to this
landscape material?
The auto-material and the foliage don't seem to be playing nicely with one another for me. Everything that is not the the slope "B Layer" seems to be overwritten by the foliage spawn on layer "A", unless you go back and manually paint the layer weight then it responds as correctly. Seems like that is not the intent.
Its as if all the layers are present on top of one another and they are not masking the foliage spawn correctly.
You are the Sensei. Very good and thank you very much !
Ответитьany clue why my displacement isn't working when i open up the nanite example map?
ОтветитьI've been waiting for this update :P man you are great!
ОтветитьMyyyy man, You are best , im using your asset everywhere, its simple to modify and use, so respect from me
ОтветитьDope! Danke fürs teilen. 🤗
Ответитьcan this Landscape Material be used in UE 5.2 ?
ОтветитьHey man just wanted to say thank you. I was working on making my own. Ran into an issue since im using 5.3 and video was for 5.0, one of the nodes no longer existed. Found this video, and was able to use your material with some edits, such as textures and ability to paint visibility to make EXACTLY what i was looking for, and then an additional hundred features. Absolutely fantastic. Thanks again.
ОтветитьGreat tutorial and landscape material, thanks for this!
Not sure if anyone else gets this, but when i try using triplanar on the B_Material of the M_Height_Landscape_Height material, it gives me the following error: SM5 Function MF_Material_Triplanar (Node Static Switch): failed to cast float input to static bool type. Any ideas how to fix this,? (currently using UE5.3.2)
Sensei, u are unreal!
ОтветитьUnfortunately, downloading stays at 0%, I'm in SEA. Any ideas?
ОтветитьThe automaterial I received was incomplete
ОтветитьLandscapes are not look like this. There must be some logic in patterns and textures.
ОтветитьThanks for the free material! Will you make a tutorial on pcg with sampling of the material layers? That would have been amazing :)
ОтветитьRegarding specular, I watched a landscape material tutorial once that explained that in real life that specular response is something that dissipates over a certain distance, and he had a way of emulating that (so up close there’s the usual specular response and at a certain distance it reduces, eventually to zero) and it looked really good. I can’t for the life of me find that tutorial now though.
ОтветитьHi, when i try the procedural foliage only works in A material and it takes the whole landscape even though there is the material E in some parts. I have this material E because i activated the option for bottom material. I´ve added the foliage in the landscape_grass type, in E too, but not working. Any idea why is it happening? Thanks.
ОтветитьYou’re a force, man. You are so incredibly talented and as someone who wants to start a music making tutorial channel I aspire to be as informative and amazing as you in my own realm of expertise
ОтветитьWhere to donate?
ОтветитьThanks for your time and effort to make these assets and to make these videos, dude. There’s a load of us early on / mid way in our journey in learning to make art with Unreal Engine and your content really helps blunt that steep learning curve. Thanks thanks thanks.
ОтветитьYou have a mistake in your title, not a "tutorial", it should be "advertisement"
ОтветитьI am liking material so far but I cant get displacement to work. I am using 5.3 and followed every step including adding the lines to the ini, changing the height type to compressed, checked nanite on and showing everything but nothing happens even when I adjust to extremes
ОтветитьHi, is there any way to use it in 5.2 version?
ОтветитьDoes anyone know why all my projects always start in the same open world? I have already reinstalled UE5 but the problem is still there. I also can't get the level with the starting objects to open. The same openworld opens every time. I really need help, because UE5 is overwriting all my projects and with that im loosing my saved files.
ОтветитьI am not sure the exact reason, perhaps a UE 5.3.2 bug, but attempting to use Mask and just using a regular ORD MS Texture causes Automaterial layer to fail. Also, the layer that you selected Mask on in the first place (layer A for example).
all i have to do to cause the failure is select Mask. Even switching mask off to go back to the default generic roughness texture after that does not allow it to recover. the Layer is still broken.
Thanks for your knowledge share!
Thank you, keep making more and more videos, please, thank you very much!!!!
ОтветитьHey man, this is really awesome. Thanks a lot for all you do for the community. One question: in previous versions of UE working with Landmass on landscapes larger than 2k was almost impossible without a super computer. Is it still the same or it was improved?
Ответитьthe megascans masks texture is not working, it just gives a grid material when i turn it on
ОтветитьThis was amazing. Thank you so much for explaining everything in such detail!!! Great work!!!
Ответитьi tell everyone to use this. thanks
ОтветитьThanks. Rellay looking forward to master class update and how to update pervious landscape material to support nanite displacement.
ОтветитьThis is BAD ASS! Thank you!
ОтветитьAnyone know what the performance difference is generally between using Nanite displacement and just using plain Parallax Occlusion mapping (even with self shadowing turned on)?
ОтветитьLegend
ОтветитьWhat's the difference between the standard landscape and the landscape with height? I'm trying to figure out what's preventing me from using Nanite displacement with RVT.
ОтветитьI just started using Unreal after the whole Unity debacle, and this is an absolute godsend. I had already been experimenting with your previous version, so for this update to come out now is awesome!
ОтветитьGreat offer!I However, tried to download the file four times on different computers. No response. A window says that a link has been sent to my email. No link.
Ответитьanyone else have trouble enabling nanite for a large map? 400km2
ОтветитьIf anyone has a problem with the "Mask? A" checkbox then to fix it go to M_Landscape > Material Graph > Material A
and in Mask A Param Tex Object change Sample Type from Masks to Linear Color.
I don't know if this problem is still occurring, as I downloaded the project yesterday, but maybe this will be useful for someone.
We should use ue5.3.2 for this tutorial?
ОтветитьThank you so much for ALL your effort, sadly with the exchange rate and cost of living your master class is way out of my budget range or I'd be in. I downloaded the material project, opened it and migrated to one of my projetct, made a new level. I copied the master and made a new instance and put in the textures I wanted icluding a layer E BUT when I activated the bottom material I got [SM6] (Node OneMinis) Missing 1-x input so I have no idea what I'm missing, I am using 5.3 and the ini edits have been done. it seems we can't use the bottom material option with the height or nanite version, OR I'm doing somit wrong
ОтветитьGod bless you, bro! YOU the BEST!!! ❤❤❤💯
ОтветитьSwapping the parent to the height material leaves me with a blank landscape, any advice?
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