I am trying to add this material on my landscape in UE5.5 and the materials don't show under "Paint " mode inside landscape, so there is no way to create layer info when the materials aren't visible. Is it not yet supported in 5.5 or did I miss something? I migrated the landscape material from a 5.0 project.
@dhaouisadok97042 күн бұрын
what aout ultra dynamic sky
@HavokSage2 күн бұрын
www.brushify.io/post/ultra-dynamic-sky I've done a lot of tech showcase videos with UDS
@rylanyoung20183 күн бұрын
Solid plugin. Wish it had more presets and more accurately followed the object shape, though. Relying on the built in blender remesh modifier isn't ideal. Takes some practice to get good results. I have a few ideas on how this could be improved but I don't really have the knowledge to implement them, especially in a paid plugin that probably prohibits such modifications. Also, a lot of the results look kindy "cubey" and blocky, wish I wish could be avoided a bit.
@HavokSage3 күн бұрын
Thanks for the feedback. I will be tackling a new update for Rockify at some point in the future. It will continue to evolve.
@DavidDhwane7 күн бұрын
I want to create game like uncharted with open world which brushify assets should i use for auto material landscape?
@nanopixel.studio7 күн бұрын
Does this work with Height Maps?
@HavokSage7 күн бұрын
@@nanopixel.studio yes simply import your height map as usual, then apply brushify landscape material to the landscape actor. Follow the same steps in the tutorial.
@thybo8 күн бұрын
Great video thou! <3
@thybo8 күн бұрын
Is there a other way without buy the pack?
@HavokSage8 күн бұрын
@@thybo I mean, you can always scan your own textures and build your own shaders. Brushify is there incase you need something off the shelf.
@Holmes-piano9 күн бұрын
Hello, I have a question. When I move away, for example, from a sculpted terrain and stone appears on a plain with the “paint the ground” option, even without being very far, the stone texture on the ground quickly becomes strange. I increased the culling distance for the grass, but nothing changes. What is the parameter to increase the culling distance for the stone ground that appears automatically with the “paint the ground” option? Thank you.
@cvcwebsolutions10 күн бұрын
@havocsage do you have an updated tutorial to cover ORM textures now in megascans
@Onehulio10 күн бұрын
3 years later games still look shyte and don't have destructible environments. This is madness
@NokenBeats10 күн бұрын
in the landscape auto material is there a way to adjust the tint of each landscape layer?
@shanekoker717111 күн бұрын
Is there a way to customize the island do they don't all look the same?
@HavokSage11 күн бұрын
Hi, yes you can copy the blueprint, then from there you can open it and adjust all the set dressing. Everything from the spikes, the cliff walls, the hanging foliage, it can all be moved and reconfigured.
@Holmes-piano12 күн бұрын
Esque vos asset texture ect sont vraiment optimiser pour un jeu complet double AA voir triple a si de notre coter tout est optimiser ?
@d3ad_w31ght812 күн бұрын
Will you be doing a video regarding the fort system/wall splines? I havent been able to find a blueprint for the fort walls and there doesn't seem to be a way to copy the wall splines from the sample level to a new project, that I can find at least. And the fence builder blueprint doesn't seem to work properly when dragging it into a level from the content browser. Any help or future video would be awesome. Despite my inexperience, I'm still having a great time with this brushify pack.
@ThatGuyThatCommentedOn_A_Video13 күн бұрын
what CPU is this running on?
@Myratir14 күн бұрын
This dont work anymore.
@HavokSage14 күн бұрын
Hi, What's not working for you?
@Myratir13 күн бұрын
@havoksage when I try this the displacemt dosent happen but all rocks and pebbles start to hover I did everything in the tutorial
@Takamuraqq15 күн бұрын
hi, im on my way to purchase but i need to know, is the mountain pack also comprising of grass mountain, desert, and moon? or is it only snow
@HavokSage15 күн бұрын
@@Takamuraqq hi, the automaterial has all of those paint layers. The distance mountains themselves have 4 different textures, grass, rock, desert and snow. Some packs include variations, others do not , so please read the product descriptions.
@Takamuraqq15 күн бұрын
@@HavokSage so to try to understand , if I want all of the features I asked earlier, I should go for the smart brush because it contains automaerials?
@HavokSage14 күн бұрын
Hi, My best advice is to read our product descriptions and try to watch the videos to understand the terminology. It's explained in the beginner tutorial in different sections what everything is. (Landscape Auto-Material, Sculpting Brushes, Distance meshes etc). All packages contain the automaterial. So you can buy any of them and it will include that. Individual packs include unique assets and sculpting brushes related to that biome. The smart brush system contains all of the sculpting brush stamps which are used to sculpt and deform the landscape, as well as the actual non-destructive system for using those.
@Takamuraqq14 күн бұрын
@@HavokSage I see, I watched the videos, thank you, but I still need to understand. I want to purchase the full bundle of landscapes, all distance meshes in a single pack, with mountains, for example; moon pack, desert pack, landscape pack, artic pack; all inside one. Is the smart brush that consist of all of those packs I labeled into one?
@vakuzar15 күн бұрын
are these able to be used in unity now?
@PapaAppa15 күн бұрын
Did you fix it for 5.4 yet?
@HavokSage15 күн бұрын
@@PapaAppa hi, yes all packs are compatible with 5.4. We also patched a bug with fantasy pack for 5.4 recently .
@PapaAppa15 күн бұрын
@@HavokSage fantastic! Nice job. I reached out to your support email and got a dry fast response. Just wanna say great job on innovating and keeping up with your releases fix’s and updates! I make my own systems as well and try to hold my stuff to a brushify standard!
@JayEG78415 күн бұрын
is there any way i can turn on the grass on the far distance landscape material? i dont want it to be dissappeared when i get far
@HavokSage15 күн бұрын
there are several ways, you can either use the simple console command: grass.culldistance = 1 and increase the value. Or you can use the grasstypes files to manually edit each grass meshes culldistance.
@Brush71116 күн бұрын
Great work as always
@JeffRigler3316 күн бұрын
Awesome work.
@Kor3Gaming_Ghost16 күн бұрын
I saw that thanks joe
@ScorpionVenomStudioGames16 күн бұрын
Great work as always. Can’t wait to try it out.
@infiniteskies2216 күн бұрын
the only thing this did for me is make all the rocks/twig assets on the materials to float. its still completely flat besides this. also, for some reason the quality of my mud is nowhere near yours. im on epic settings and its still just super pixelated
@milisonics17 күн бұрын
Hi Joe. Could you please tell me if there is a fast way to BLEND TREES AND THE GROUND material, so that i get more realistic results? when the trees are in the grass they look ok somehow, but when the trees are on empty ground, the transistion between trees and ground is very abrupt and unpleasant. Many thanks for your time :)
@HavokSage17 күн бұрын
Hi, sounds like a good use-case for RVT. If you setup RVT on the landscape and the Foliage material that would give you a nice blend. RVT is already setup on all existing example levels for Brushify, so all you'd need to do is add RVT functioanlity to the Foliage master material.
@hedgehogbjj18 күн бұрын
I got this today for a game I’m building. I’m a programmer, not an artist so this pack will help me create something beautiful! Thanks, Joe!
@ganghorsemen414619 күн бұрын
My LOD system seems to now be working. in the engine settings I have it all set to epic, but the landscape seems to be changing five feet away from me as I walk, and all the foliage and rocks are above the ground because of this. looked fine in editor but when I hit play everything looks terrible
@Markandei21 күн бұрын
Hi Joe. This is an absolute gamechanger. I am in love with falloff and incline strength settings. Just playing around with those params one can create almost infinite amount of landscape brushes. I am astounded how clean the result is and how different it looks from the initial brush. I have only bought this plugin several hours ago and I am already finishing raw details of my 4square kilometers landscape. Just wow. And the fact that you can move brushes around in a non-destructive manner is a cherry on top. Super cool. Good job.
@wolfyboy21 күн бұрын
I am REALLY looking forward to explaining to my (soon to be born) nephew, when he is playing fully immersive haptic feedback vr with motion control and temperature regulation, 240 FPS 16K resolution, that when I was HIS age, the PEAK of gaming technology was the RUMBLE PACK for the Nintendo 64! It made the controller VIBRATE when you plugged it in, and it only weighted 4 times more than the controller itself, while looking at a screen that was blurry at the edges, and would crackle when you turned it on and off! ... jesus christ. You can't even compare it anymore...
@arturmuellerromanov443822 күн бұрын
Be careful with Voxel Plugin. Seems to be a big fat scam on the marketplace. Most of the 5 star reviews seems to come from a verification process at voxel? And then there are these reviews: " If you'll notice, most of the positive reviews are empty verification reviews. Let me just start by saying that I've owned this plugin for many years at this point, so this isn't a situation where I've bought it and not given it enough time to fully appreciate and left a hasty review in anger. I've attempted and tested every iteration and update to this plugin for several years and one fact remains, it's the most disappointing plugin on the marketplace. I think the most disappointing part of this plugin is that it's the plugin that has, several times, been almost there, but never quite made it. Every time there seems to be some meaningful progress in getting it into a state close to what is being advertised or sold as the vision they decide to completely switch things up an either do a complete rewrite or some refactor that actually pulls features away and leaves the previous version on life support. The most recent being the move to legacy for 1.2 wherein they provide small updates to keep it working with new versions, but leave it in the completely buggy and unfinished state it was left in when they decided to quit on it. At this point I can only assume that they've realized that the vision they've sold in so many unreal stream features and conference presentations isn't possible and so they keep delaying the inevitable by promising a new version that will do what is promised that is just around the corner, but never comes. (To give you an idea, 2.0 was "a few months out" in August of 2023 and today it doesn't seem any closer to being ready for a proper release.) And, at this point, their focus seems to be more on shifting to move distribution off of the marketplace platform so they can raise the price for non-indies and move everything to that pesky two year update term wherein they aim to have you repay for the plugin every two years to get more updates. And aim to do that all while never having provided acceptable documentation for even one of the several broken versions of this plugin they have released and cancelled... If you want an experience that will give you comparable results but less of a headache, just take $350 out of your wallet and light it on fire. It's just as productive and less taxing than attempting to get this glorified tech demo they're passing off as a usable plugin to work even somewhat properly. It's insane that Epic lets devs like this even publish on this platform, let alone that they platform them with years worth of featured Twitch streams to show off their broken tech. Plugins like this are everything wrong with the Unreal Marketplace right now... "
@subatoistormborn549922 күн бұрын
Is there anyway you could do a best practices when using Brushify and Ultra Dynamic sky? Thank you for all your hard work
@HavokSage21 күн бұрын
Hi please check the docs: www.brushify.io/docs www.brushify.io/post/wind-system www.brushify.io/post/integrating-udw-wind-with-brushify-global-wind
@subatoistormborn549922 күн бұрын
Is there anyway you could do a best practices when using Brushify and Ultra Dynamic sky? Thank you for all your hard work
@Koorby6423 күн бұрын
Hi Joe, I’m brand new to UE and installed UE 5.3.2 and bought your Forest pack. I followed your tutorial to the letter but when I play the level I fall through the landscape and drop 1000’s of metres below. Have I missed a step here?
@warmachine40k26 күн бұрын
Does it work for static mesh landscapes?
@HavokSage26 күн бұрын
@@warmachine40k hi, nope this is for landscape actor only
@warmachine40k26 күн бұрын
@@HavokSage Awww. I wonder what's preventing auto materials from working with static mesh landscapes which is so much more efficient and flexible (caves and overhangs) than regular landscapes. Whenever I peek into these materials, they all use landscape coordinates and wonder if they can be converted to texture coordinates.
@fadyNUFC27 күн бұрын
Do these have interiors??
@HavokSage27 күн бұрын
@@fadyNUFC yes they do
@iloveeveryone861127 күн бұрын
Just bought this. You are amazing!!!
@TheLordOfWolves28 күн бұрын
tessellation does not apply to the rock layer that gets applied to the slopes, i could not get it to work for that.
@PapaAppa28 күн бұрын
is there any prerequisites as i installed oorlands and it just gives me 41 errors and 100s of warnings fromjust the moorlands pack.
Brilliant!!!.... So far I purchased the forest pack... And the moorlands pack.... Very happy with it... Unbelievable really
@whitesentinixАй бұрын
So I am absolutely loving this pack. I do have a question though. For the flying traffic emitters (BRILLIANT to include these) I wanted to know if there was a way to customize it a little more. I know how to change the traffic to different flying car meshes, but how would you change other parameters such as size and speed? I want to recreate the flying traffic from Star Wars or Blade Runner, but am driving myself crazy messing with the traffic blueprint. Any suggestions?
@HavokSageАй бұрын
@@whitesentinix hi, that’s all in the niagara particle system. You can change all the parameters in there.
@Dadwar_RealАй бұрын
this version is in my halloween playlist and deserves to be ingame
@arturmuellerromanov4438Ай бұрын
Is there a way to control grass length?
@HavokSageАй бұрын
@@arturmuellerromanov4438 there is a tickbox in the MI_landscape material instance lets you change between short grass and long grass . Long is the default setting
@arturmuellerromanov4438Ай бұрын
@@HavokSage I've thoroughly searched through the MI_Landscape material instance but can't find the relevant tickbox. Should I write the support email instead?
@arturmuellerromanov4438Ай бұрын
@@HavokSage I've thoroughly searched through the MI_Landscape material instance but can't find the relevant tickbox. Should I write the support email instead?
@arturmuellerromanov443828 күн бұрын
@@HavokSage I've looked through that MI but can't find it.
@arturmuellerromanov443826 күн бұрын
The scale option is in the LG_Grass file where you can choose the first Grass Varieties index item and play with the Z Scale.
@inwardoceanАй бұрын
is there an update of this technique for nanite tesselation, or does the same process work on 5.4?
@@HavokSagethank you!! Works great. Thanks for the continued amazing work.
@arturmuellerromanov4438Ай бұрын
Why Blender and not directly in UE5? I understand that you have a full workflow video from blender to UE5 on rockify but would like to know your rational since I'm not experienced in the game dev/design business.
@HavokSageАй бұрын
it's not really practical to produce the assets direcctly in UE5. Blender is far more suited to modelling and procedural mesh workflows. Maybe one day it might be feasible, but right now it's not so simple.
@UndisputedNoobsАй бұрын
Having a little challenge and wonder if anyone else has experienced it. When setting Nanite it requires a checkbox for tessellation (I didn't see this on the video but its in 5.4 to add depth to the materials) When I enable it adds the depth to the material but the rocks on the mud, are now hovering above the ground with shadows below them. How can I edit the height of the scree or make it so it conforms to the ground
@Daz19Ай бұрын
Hi Joe, in your tutorial are you using raytracing and lumen? As I'm finding the wind causes the grass to look incredibly blurry. I'm also finding with nanite and tessellation enabled on the terrain, if I paint on more than than 3 biome layers I start hitting srv limit errors, after which and tiles on the terrain go to the default texture. Is this something you've also encountered? Thanks
@IbtesamSadiqАй бұрын
I wonder, why didn't you use other maps like AO, Roughness, and Displacement in your master material.
@HavokSageАй бұрын
@@IbtesamSadiq roughness and displacement are both used. There’s even a video on both. Ao is baked into the diffuse to save memory. Sometimes roughness is shader derived as well, again to save memory