Great tutorial Lance! I would like to see how one would create say four adjacent tiles using World Blender and exporting those to Unreal Engine 5.
@abdullahiidris27403 күн бұрын
Following this short tutorial, and analyzing the nodes with more information from the internet, I actually understand the maths going on. Can't wait for the next part. Thank you.
@n0ahg15 күн бұрын
Looks good, thank you!
@Lluc3D28 күн бұрын
Looks really good!
@DarioOrtisiАй бұрын
Hi. I just bought this addon and i will like to know how landscape from image would work. Thank you
@LancePhanАй бұрын
I'll make a tutorial about this. For now, if you need to use this node, you just use it in place of the "C - Create Landscape" and load a height map image, preferably in 32 bit EXR file, but you can load 16 bit PNG as well.
@DarioOrtisiАй бұрын
@@LancePhan ok i have TIFF 32bit
@LancePhanАй бұрын
@@DarioOrtisi yes, tiff 32 also works, as long as Blender can read it, World Blender can too
@kjelmАй бұрын
I am very interested to learn and buy the Pro version. I am using Blender for a 3D landscape that has 50 km square. Is Word Blender Pro can manage big terrain ?
@LancePhanАй бұрын
World Blender works inside Blender so it's limited by what Blender can do. Blender uses 32 bit float numbers so the precision is not as great as other softwares. If your landscape is bigger than 30km, there will be noticeable issues with the precision.
@kontrolermpk2482Ай бұрын
This is so nice looking, but so hard to manage all these nodes and vector operations. But I watched this with pleasure :)
@meshgenАй бұрын
dam cool
@ondrej_hrdinaАй бұрын
Such a help, thank you! I have a very large terrain mesh that uses optimized geometry instead of a uniform grid, so if anyone is in the same boat: I didn't mask the trees in the geometry nodes, instead I used my tree mask that I generated elsewhere and put it as a factor to a mix shader with transparent BSDF that I added at the end of the material nodes, right after the mix shader shown here. Works well! edit: this method leaves weird shadow artifacts at higher layer counts and I haven't been able to eliminate them yet. edit2: shadows fixed! Just gotta increase the Transparent light paths even more.
@LancePhanАй бұрын
The core of this technique is the stack of layers, you can use whatever texture you have to control the trees. I masked away the unused geometry simply for optimization purpose, you don't need to do it if your computer can handle it.
@petnebАй бұрын
Hi, can you animater the erosion and all the maps generated?
@meshgen2 ай бұрын
dam cool
@RoN43wwq2 ай бұрын
great
@SamsungPhone-bd9ge2 ай бұрын
love this series lance!
@TableFlipFoundry2 ай бұрын
Running blender 4.2.0 Asset libraries arent installing. I feel like I followed the guide exactly.
@choo_choo_2 ай бұрын
Ah, I guess you beat me to the punch with the deciduous trees. Very nice. I feel like this technique could also be nifty for some greeble-y buildings in the backgrounds of shots, where you can't quite make out windows and stuff, but the shapes add a bit of variety.
@sinachiniforoosh2 ай бұрын
this is so cool
@choo_choo_2 ай бұрын
Weird. I made a comment offering up praise and ideas on how to expand but now it's gone. ¯\_(ツ)_/¯
@LancePhan2 ай бұрын
I never received your comment, can you post again your ideas?
@choo_choo_2 ай бұрын
@@LancePhan I had just remarked about how using fur shells for trees was an interesting idea (trees are kinda fur for the earth haha), and how it could be neat to expand upon the forest by adding another mask for deciduous trees. Making them a bit more broccoli like with the voronoi node, instead of conical with the evergreens. That way you could have a mixed-growth forest near the lower elevations, and also add an extra splash of color by introducing some autumn palettes for the deciduous trees. Theoretically, it could even be done on the existing layers you have set up for the conifer trees, just by using multiply or something on the shader to cut out areas where the conifer trees would spawn, then inverting the mask and using it to spawn the deciduous trees. In any case, hopefully this comment gets through!
@kontrolermpk24822 ай бұрын
I really like that! I understand what you are doing, but unfortunately I can't repeat it without watch on your screen :)
@SuuRinn2 ай бұрын
One thing to note here is that UE works on DirectX as opposed to blender's OpenGL. If memory serves me right, there's a checkbox within the image texture of the normal map to "flip the green channel" P.S. An alternative method in blender would be to add an invert node for the green channel with color separate.
@UnbeltedSundew2 ай бұрын
Also everyone. Make sure you unclick the "Activate in viewport" tick mark BEFORE saving the file, because when you start up the file it's going to end up running (even if you are using a bake node), and if you have it set to a high resolution you are going to be waiting a while.
@UnbeltedSundew2 ай бұрын
I'm running into an issue on a map that is largely flat on one side but where the particles seem to gather at the lowest point and then form little mountains where there should be none. Is there a way to delete or smooth particles using a mask or something instead of having them stack at the end of their journey? (this effect is noticeably higher the higher the resolution)
@LancePhan2 ай бұрын
it's most likely because there was one large particle that brought down a large amount of dirt and there were no other particles to fill in the surrounding areas. There are 3 methods you can try -Change the Seed -Increase the Particle Density -Lower the Dirt and Rock Erosion, then increase the Time parameter The third method is the brute force method, it will produce more accurate result in exchange for more time consumption.
@UnbeltedSundew2 ай бұрын
@@LancePhan Thanks, I'll try those out.
@homemade_vancity2 ай бұрын
Using World Blender to create landscapes and export to Maya. The workflow is a bit more finnicky that UE5 but I'm finding ways to export the various texture maps to implement V-Ray materials.
@bluebkohen240372 ай бұрын
Is there much difference in texturing between Blender and UE5? Can I just simply model in Blender and texture in UE5? Which one do you recommend?
@LancePhan2 ай бұрын
Baked textures render faster in Unreal Engine, but not that much unless your UE procedural material was very complex. So it's mostly just the matter of preference. You can export the data maps and build your own material in Unreal Engine instead and it will works just fine.
@eligijuspranskunas35092 ай бұрын
nice! you made one of the most important tutorial! thx a lot.
@alekjwrgnwekfgn3 ай бұрын
Well done bro. Thanks.
@sinachiniforoosh3 ай бұрын
I really like this new version, but I've found that often while the landscape mesh is great, a lot of debris will not flow down even very steep slopes and there seems to be debris way up the mountains. I usually dealt with this in Erosion 2 with the debris rest angle.
@LancePhan3 ай бұрын
It's a problem of particle erosion, the dirt won't fall down unless a particle went through that place, but the particle also erode the rock and create more dirt at that same place. I thought about adding some features to the rest iterations to clean up the dirt on steep slope, but the particle erosion node is already too slow as it is so I didn't make it. There is a simple solution though, you can use a map range node in the shader editor to get rid of the parts with little dirt.
@patrickpope46553 ай бұрын
Incredible.
@UnbeltedSundew3 ай бұрын
Is it worthwhile to use more than one erosion type? Like would doing an erosion 2 node, and then a particle erosion have good effect? Or is it just recalculating the nodes from before the first erosion?
@LancePhan3 ай бұрын
Unfortunately no, the erosion nodes can't run properly the second time because there are now multiple height channels
@UnbeltedSundew3 ай бұрын
@@LancePhan Intresting. Thanks for the reply.
@UnchartedWorlds3 ай бұрын
I'll send you a private message on BlenderMarket, I have tutorial request, if you could take it on it would be perfect :)
@UnchartedWorlds3 ай бұрын
Its crazy that this is now possible inside Blender! Its just amazing, and as you say beautiful!
@UnbeltedSundew3 ай бұрын
I assume it's not possible to generate undercuts in this, but is it possible to sculpt them in and have the material apply appropriately to the sculpted part? For instance, if I wanted to make a canyon and have it cut some overhangs etc.
@LancePhan3 ай бұрын
World Blender can't make overhang areas. If you want to have overhangs in your landscape, you have to apply the Geo Node modifier then sculpt manually and edit the material accordingly.
@UnbeltedSundew3 ай бұрын
@@LancePhan Thanks.
@StudioLD3 ай бұрын
Really good demo! Glad you are still updating this :)
@eligijuspranskunas35093 ай бұрын
can i make height maps and use on unreal engine?
@LancePhan3 ай бұрын
yes, I have a video about it
@alekjwrgnwekfgn3 ай бұрын
@@LancePhan which video bro? I can't find one by that has Unreal in the title.
@LancePhan3 ай бұрын
@@alekjwrgnwekfgn Here's the video, it's a little old so the UV part is no longer needed. The latest version of World Blender doesn't need you to convert the UV
@alekjwrgnwekfgn3 ай бұрын
Did you put a link to the video? Maybe it was deleted by KZbin as spam. What’s the title of the video?
@LancePhan3 ай бұрын
@@alekjwrgnwekfgn I'm not sure what happened, in any case, here is the link again: kzbin.info/www/bejne/gGHTlaibn7ppoNE
@patrickpope46553 ай бұрын
nice
@patrickpope46553 ай бұрын
awesome - been waiting for a 4.1 update!
@Igoreshkin3 ай бұрын
Eye catchy presentation
@TamerBayouq3 ай бұрын
This looks really cool.
@wakkadakka91923 ай бұрын
Me: I'm here to learn how to export textures and height map to UE Video: I'm sure you already know how to export textures and height map to UE so I will skip it.. what point in making tutorial if you skipping major parts of your actions 😐
@kjelm3 ай бұрын
I am looking to buy the pro version, but I hava a question. I already build a lansdscape 300km by 600 km. I can get parts of my terrain to make realistic region. Is it possible to input a premade terrain to World Blender. What are the limits. I input my terrain to D-Noise displacement. The output is a flat plane.
@LancePhan3 ай бұрын
You have to put your terrain into a C - Object to Landscape node first in order to turn your terrain into a landscape object that the other nodes can work on. For now, if you want to crop your terrain, you must do it manually before putting it into the Landscape to Object node. In a few weeks I will release a free update for the pro version where you can crop the landscape.
@marv_kid44404 ай бұрын
i wont look at the pattern no
@6Untitled94 ай бұрын
Thank you so much for this video, it’s very much appreciated. I really don’t enjoy just jumping through hoops to get an end result, it makes such a difference to know the why’s as well as the how to’s. This tutorial was generous, merci.
@leecorsack4 ай бұрын
This is awesome stuff. Is there a way to export the final terrain for use in Unreal Engine?
@LancePhan4 ай бұрын
I have made a video about how to export the textures to UE5, it's for Blender 3.4 version though, so the convert UV is out of date. I will soon release an update that will automatically convert the UV so you don't have to worry about that in the future.
@Don441005 ай бұрын
with this method can we make a sphere landscape in blender wich works in UE with Landscape mode ? For make a planet landscape
@LancePhan5 ай бұрын
No, it's not possible with the way my landscape nodes work. It has to be a grid with uniform mesh and proper vertex IDs
@Don441005 ай бұрын
@@LancePhan thx for your reply
@UnknownGuest2205 ай бұрын
Fucking rip off that what it is
@Sport60005 ай бұрын
whats the background music?
@MrPaulowillians6 ай бұрын
Awesome!!!
@Pan_pepi6 ай бұрын
it looks very cool, but i have no money to buy it
@nawazahmed0607 ай бұрын
Would you please give me some discount on the basic Wood purchase... i want to buy actually i tried to create but after some time there are bug when i am changing cables between position and coordinate it changes the texture of wood which is not useful for me and i am unable to fix i have tried 3 times but same problem happens only at the time of changing coordinate cable for position
@hueym21966 ай бұрын
The problem might be in the change of the functionality of the nodes due the Blender update to 4.0. It makes allot of instruction videos obsolete.
@pauledits41057 ай бұрын
Thanks for this tutorial Lance. However i am wondering how you use all the material nodes in world blender pro. As i have the pro but there are not many tutorials on using a lot of the other functions of this addon so i am a bit lost in terms of being able to use it effectively. Many thanks for all the Tuts so far and the plugin.