Advanced Landscape Auto Material - Building Worlds In Unreal - Episode 18

  Рет қаралды 33,065

Ben Cloward

Ben Cloward

Күн бұрын

Пікірлер: 154
@re5128
@re5128 10 ай бұрын
Still the master of (any) tutorials.
@Gorongirl
@Gorongirl 8 ай бұрын
HERE WE GOOOOOOOO!!! (me three years late, but release day excited). Yay! Thanks again Ben!
@cablekingtv6557
@cablekingtv6557 3 жыл бұрын
I actually took the stuff we did in the paint materials series and turned it into an auto shader. It looks so good. I’m gonna do a brand new one with this brother. Ben you are the man, thank you 🙏🏽
@A_B_M
@A_B_M 3 жыл бұрын
That snow blending technique is exactly what I needed! Thanks!
@TechArtAlex
@TechArtAlex 3 жыл бұрын
Love it when everything comes together. A great bonus topic to cover would be using the grass, dirt and other masks to also procedurally place foliage items like grass planes, rocks, etc.
@BenCloward
@BenCloward 3 жыл бұрын
Yep, that one is coming soon.
@emrahozcicek2875
@emrahozcicek2875 2 жыл бұрын
Truly appreciated for these videos.
@unrealdevop
@unrealdevop 3 жыл бұрын
Another amazing lesson Ben, thanks for these courses. Your the best.
@fortunacournot1321
@fortunacournot1321 3 жыл бұрын
Thank you so much. I discovered so much of it in such a short time!
@alexanderkartashov8776
@alexanderkartashov8776 2 жыл бұрын
i've changed this a little, and it looks way better then the ones i used before, Thank you very much sir ^^
@3DBlurofficial
@3DBlurofficial 3 жыл бұрын
Please keep doing advanced environment things it's so helpful thank you so much
@MR3DDev
@MR3DDev 3 жыл бұрын
Awesome tutorial, hey congrats on passing 10k subs
@BenCloward
@BenCloward 3 жыл бұрын
Thanks Manuel!
@cablekingtv6557
@cablekingtv6557 3 жыл бұрын
You 2 are #1 Chief Rockas 🤣🤣👊🏾👊🏾
@turalmemmedov3648
@turalmemmedov3648 3 жыл бұрын
You are the best. Thank you very much.
@gabrielepardi5178
@gabrielepardi5178 2 жыл бұрын
Thanks: Great teaching here!
@eyeemotion1426
@eyeemotion1426 Жыл бұрын
I'm new to Unreal and creating a landscape to drive around in. I've already done different tutorials about this subject. I have it set up to get different textures based on slope (SlopeMask) or Height (where I can only go from top to bottom or bottom to top. In essence I got things working. I'm using Material Layers and Material Layer Blend, as I find it a great way if you want to change things or add/remove materials. I came accross this video as I was searching for a way to get blending in both height and slope with the same Material Layer Blend, as for each Material Layer you add, you can pick 1 bas Material Layer and 1 base Material Blend Layer. So now I see it is possible to get both height and slope into a single Material Layer, so I don't have to duplicate the layers in my Material Instance. Trouble is, I sometimes have trouble converting these Blueprints to work in those Material Layers Blend, as they have default inputs (top layer and bottom layer) as output. I have to use those inputs to blend the layers with each other. Adding all the Materials into this Layer Blend, would defeat the purpose of what those Material Layer Blends are for. So does anyone know how to convert these? Most of it is just copy/past ofcourse, but the trouble begins when you need certain inputs/outputs to blend them together. I'm not that knowledgeable about Unreal yet to troubleshoot the more advanced stuff. I saw this episode and the previous episode and I love how things are blending in a natural way, 'removing' the gradients or hard lines where it needs. So I'm keen on using this approach, but also want to keep using Material Layers and Material Layers Blend, as they are very powerful and flexible too. I already got a nice base Material Layer set up with all the basic controls I need for the moment. Would be nice if I could my Material Layer Blends also set up this way. Cheers.
@eyeemotion1426
@eyeemotion1426 Жыл бұрын
10:20 - I can't get this part to work within a Material Layer Blend (MLB). I'm using the Displacement channel (Megascans ORDp blue channel). With how MLB works, I don't know how I can pass this channel through. In my Material Layer, I'm passing this through with an unused pin (for example the 'Metallic' pin or the 'Customized UVx' pin). But those don't seem pass through the image itself, as I'm getting cross-mark because apparantly it's a float2 that I'm trying to connect to a V3.
@brendanstocks821
@brendanstocks821 3 жыл бұрын
If anyone is having trouble with the cliff normals coming out messed up, lower the pixelnormalblend constant values to 0 and try lowering the angle sharpness too.
@hammertl2673
@hammertl2673 3 жыл бұрын
so cool, thank you for providing these amazing videos.
@roendpunt
@roendpunt 3 жыл бұрын
No world alingenment node? Was suprised! Good tut as always.
@BenCloward
@BenCloward 3 жыл бұрын
I tried out the WorldAlignedBlend node and found that it did a bunch of stuff that I didn't need so I decided it would be cheaper to just create its functionality myself. Plus it helps in a tutorial to show the more basic math that's inside a node so people can know how things actually work instead of just being told to use a node to do it. That's what I chose to do here anyway.
@puttinonthefritz3dvisualiz
@puttinonthefritz3dvisualiz 3 жыл бұрын
Great stuff! Exactly what I have been looking for and trying to build my self. Keep up the great work!
@zhaolei6650
@zhaolei6650 3 жыл бұрын
Congrats Ben.
@whezker
@whezker 3 жыл бұрын
Thanks Ben!
@jukai4091
@jukai4091 3 жыл бұрын
great video, tried the last week to get the height information from WorldMachine but now i dont need them anymore. ty for that great tutorial
@ShortBusTrip
@ShortBusTrip 3 жыл бұрын
For anyone else who may experience this problem: When hooking up the 2nd Angle Blend @ 20:10 I began receiving an error that I had exceeded my 16 texture samples for this material and it would not longer display properly. When disconnecting my Angle Blends, my texture samples would drop by 7 samples but I couldn't understand it because there are no texture samples in the Material Function. A little more investigating and there are 7 Texture Samples in the Landscape MF (Ben called it MF_Landscape_Mat). What I had to do was go to each texture sample and set the 'Sampler Source' to "Shared: Wrap". Doing this dropped my Texture Samples in the main landscape material down to 3/16 samples and everything displayed properly. My materials are all packed just like Ben has been doing, I have been following everything from the previous series to this series and I never saw anywhere to set sampler source to Wrap. Hope this helps anyone else moving forward!
@bozthekiller
@bozthekiller 2 жыл бұрын
Thank you I knew I had to do this but I forgot where the samples were haha. Thank you for posting your find!
@AhmedHasan91
@AhmedHasan91 3 жыл бұрын
great result .. thanks for the info , keep it up
@tranceemerson8325
@tranceemerson8325 3 жыл бұрын
I would put the cliff material on surfaces that are near 90 degrees, to solve issues with texture sheering, triplanar texture mapping would make that a non issue.
@BenCloward
@BenCloward 3 жыл бұрын
Sure, that would work. On my landscape, I didn't have any surfaces that were that steep, so I just stuck with top-down projection because it's cheaper.
@LucianoJacomeli
@LucianoJacomeli 3 жыл бұрын
Wow nice tips, i hope see more!
@ommegater
@ommegater 3 жыл бұрын
Thats exactly what i needed! Thank a lot Ben, for sharing this. Would be cool if besides all the procedural stuff happening, you could paint and override materials in some places.
@BenCloward
@BenCloward 3 жыл бұрын
Happy to help!
@kalleeliasson1977
@kalleeliasson1977 3 жыл бұрын
Next episode you will know how to do that:)
@xjuliussx
@xjuliussx Жыл бұрын
i love your work!
@nius0508
@nius0508 3 жыл бұрын
Seriously thk you sir. 👍👍👍
@tranceemerson8325
@tranceemerson8325 3 жыл бұрын
also another thing that occurred to me is that there is a lot of texture tiling in this example. would be nice to see the anti-tiling method from the last chapter implemented here too.
@BenCloward
@BenCloward 3 жыл бұрын
Believe it or not, the anti-tiling methods that I showed previously are being used here. They're part of the base material functions. The reason you see tiling more here is because those techniques are aimed at close-up and medium distances, and in this example, we're looking at a lot of really long distances. So yes, I'll need to think about that a bit and see if I can come up with another solution.
@nk361
@nk361 3 жыл бұрын
@@BenCloward to be fair, youtube's compression algorithm probably highlights the tiling even more for people watching on lower video resolutions. I'd love to see any solutions you have too though, but this result is very very good!
@YASIR.K
@YASIR.K 3 жыл бұрын
Great ... thanks
@afrikaansedude2525
@afrikaansedude2525 3 жыл бұрын
Please do more advance landscape tutorials 🙏😁
@Ruumablood
@Ruumablood 3 жыл бұрын
Hey not sure what video I commented on about my stretched textures, Im not sure what i did wrong but i followed the tutorial best i can exactly so, wanted to share what I did guys, i had a hard time working with my 4 Float packed textures so i just went with a albedo normal and mask that had AO roughness height, and for my cliff material only I made a separate material just for it to use due to it being slightly more expensive, I used world align texture, normal and separate channel one Also Blended the AO with the albedo instead of using it separate also. Not 100% dont with it but so far I like the results, Ben you are absolute god like coder, I wished I could code as good as you do. Thank you so very much!
@BenCloward
@BenCloward 3 жыл бұрын
Thanks for sharing your experience and tips! I’m glad I could help you get going and that you’re building on what I showed.
@MidknightRider57
@MidknightRider57 3 жыл бұрын
Hello there. I have run into a few issues. For starters, for the angle blend function I get an error stating that it is missing function input "PixelNormal" and the textures will not compile. When I referenced your video I saw that you also did not have an input for pixelnormal but did not receive the error and the angle blending worked. If I go into the angle blend function and delete the pixelnormal input then I do not receive the error and the angle blending works. Also with the angle blending not working, I cannot get both pairs of materials to blend together but I can get them to blend as a pair. In other words, if I have a pair of materials going into the matlayerblend it will show that pair but if I have a matlayerblend going in as the base to another matlayer blend and another matlayerblend going in at the top, only the matlayerblend that is going into the base will show. My material functions differs from yours in that I did not make a height output so I wonder if that is the difference. Getting the angle blend to work seemed to have fixed everything but I still do not know why I got an error for no input into pixelnormal. Additionally, because I have no height output on the material functions, I did not use a blend overlay but instead put the smoothstep directly into contrast. Do you have any advice? Thank you and hope you see this comment.
@JhonatanosRJ
@JhonatanosRJ Жыл бұрын
I think i have same problem here
@oswinlost8786
@oswinlost8786 3 жыл бұрын
Great tutorial as always first time commenting here I have watched most of your tutorials keep them coming!!! Question with your make and break material attributes I use get and set material attribute nodes seems cleaner just to me don't think there is a cost to either of them just saying cleaner to the eyes. Your substance designer material tips and trick are awesome would like to see you do some tutorials on substance designer in the future. I was able to make everything work but for those that have substance designer and are still learning how to use it some tutorials with UE4 would be great. Thanks Again keep us learning and we will all be master ue4 and soon ue5 designer :)
@BenCloward
@BenCloward 3 жыл бұрын
Good to hear from you, Oswin. Glad you like the videos. Thank you for the tip about get and set nodes. I'll try them out. Also thanks for the suggestion about Substance Designer tutorials. I just very lightly touched on the topic, but it's definitely something I could go deeper on.
@AztekIsTheBest
@AztekIsTheBest 3 жыл бұрын
thanks ben this is awsome! : D btw congratz of 10k subs ;)
@darklordstudios72
@darklordstudios72 3 жыл бұрын
Great video!! Perhaps you can explain the rotation of the cliffs. Seems weird to be vertical instead of horizontal. I tried horizontal cliff material and it still went vertical!! I found a cheap workaround to rotate it before I saw the swizzle but not sure if that's the best option either. I want to match horizontally layered cliffs if that makes sense!! These tuts rock!!
@BenCloward
@BenCloward 3 жыл бұрын
Yes, I understand what you're looking for. It requires some complexity in the material that I was hoping to avoid. You have to do the texture projection from the side and front instead of from the top and it ends up being a bit more expensive on performance. On my landscape, since my cliffs aren't too steep, I chose to just do everything from top down. But I may show how to do that in a future video.
@darklordstudios72
@darklordstudios72 3 жыл бұрын
@@BenCloward Thanks!! Is that triplanar mapping or something else? Google is my friend :)
@BenCloward
@BenCloward 3 жыл бұрын
It’s triplanar but without the top projection - so...biplanar?
@hbonin
@hbonin 3 жыл бұрын
Thanx a million Ben, I've been following you for a year, best tutorial channels imo ❤ Now I desperately need your help on this: I've been struggling like hell to come up with a cheap and yet effective way to create fog effects. I am in dire need of fogsheets (that perform better that Epic's examples?), and ground fog effects. Not of the heightfog type, but really localized fog. Epic's fogsheets seem really expensive. Another solution I found was placing fog meshes through the foliage tool (an asset I bought on the market). Cool idea, but not the cheapest way either, and you can only do it on flat terrain. So if you ever have time, I would be eternally grateful...
@carlossuarez9272
@carlossuarez9272 3 жыл бұрын
Hello Ben I hope you are well. I have been doing the vast majority of your tutorials and the truth is that they are excellent. It is content that I consider is for intermediate / advanced users.This time I have a problem following this tutorial and I can't make my material have the same finish as yours. I hope you can help me. Having done all your tutorials and not achieving the result at this point is quite frustrating.I do not understand why the textures are grouped in different areas of the map when I place them in the same orientations. The Moist Stone overlap theGrass wild. Just disappear it cant see it in any slope. If you could give me some suggestions on how to solve this problem I would appreciate it a lot. I would love to use your method and see the next tutorial having already solved this inconvenience.
@claudiuschwartz605
@claudiuschwartz605 3 жыл бұрын
You have probably messed-up somewhere in the AngleBlend function. Make sure you re-check it, or just download/copy the one listed in the comments and compare it to yours. I'm pretty sure that's the problem. GL! :)
@seriosarge
@seriosarge 2 жыл бұрын
Just can't get the snow working in combination with slope blend. Using exact same numbers (except tweaked altitude numbers, according to height of my level) for slope angles makes snow be solid on low altitude and patched on high. Also, it goes all way down the map, no matter of minimum smooth step. I managed to tweak slope angle (had to revert numbers and set A value to 1.2), so it finally have full-coverage on top of the mountains and only flat surfaces lower, but it still goes all way down. If I use SmoothStep without slope blending - it works fine, snow starts exactly where I want, but in a simple gradient. I was so excited about your snow coverage technique, but now I'm desperate to make it works :( UPD. Suddenly it worked! Tuned angle a bit, but the key was to push min and max values of 'smooth step' much further, then I measured in my local map. Its like x2 of my desired values for elevation.
@Doofus369
@Doofus369 3 жыл бұрын
Thanks for all these tutorials. Loving them and learning lots. Having a bit of a problem when trying to change the Absolute World Position Input to Excluding Material Offsets. I get an '[SM5] /Engine/Private/BasePassTessellationShaders.usf:102:54: error: expression is not assignable'. All works fine if I don't Exclude Material Offsets, but then things get jiggy when the tessellation kicks in up close and the angles change. Any suggestions?
@Fabio-zc7bs
@Fabio-zc7bs 2 жыл бұрын
Did you manage to solve it? I'm having the same problem wile using tessellation on my water shader.
@letterborneVods
@letterborneVods 3 жыл бұрын
Can you also use multiple physics material with this setup? So that you can make it so the footstep sound changes depending on what material you’re walking on? I’m not really sure how to do it since it’s technically just one material Edit: found it, it's within the layer info files. just updating in case anyone else is looking for this
@ParikshitBhujbal
@ParikshitBhujbal Жыл бұрын
Can you please make a updated tutorial for 5.3 please? A lot of things have been added for the last 2 years, e.g. procedural content generation, thank you for this.
@seriosarge
@seriosarge 2 жыл бұрын
Using this technique with realworld data, I can finally create and visit beautiful places I can't actually go ;) A noob question: what about performance? I'm using different method for base materials, which is far more complex, with lots of functions. How much having lots of functions will drop performance, or Virtual Texturing will handle textures no matter of their complexity? Also, I'm thinking about using 3 different textures for each surface type: high detailed with high normals for closeup, "noisy" and uniform for medium, and very big for far (like whole slope of mountain or valley, something like ID-Tech's "megatexture" technology or Rockstars satellite textures). Is it worth, or it will just totally kill performance?
@aphexx100
@aphexx100 3 жыл бұрын
thank you ben! perhaps you stumble over an easy method, how to recognize the automaterials "layers" in other systems to find floor results for different footstep sounds or PFX? there is one tutorial currently. and this guy is utilizing blueprints to rebuild the whole material functionality in BP's just to set different surface types. but it is very complicated. i'm still searching for an easy solution for this. perhaps somehow "bake" the automaterial to landscape layers again? hmm
@BenCloward
@BenCloward 3 жыл бұрын
Oooh, that's a really good point. I hadn't considered that. It would be a challenge to get a usable material mask out of this system for use in physical effects like footfall sounds and particles. I'm honestly not sure how that would be done.
@aphexx100
@aphexx100 3 жыл бұрын
@@BenCloward yes, i also tend to teach automaterials to my students but when it comes to merge this with the footstep system which i taught them before, the whole lecture falls apart haha perhaps there is some solution with render targets or so. crrtly this is the only tutorial i found. but had no chance to follow it completely tho kzbin.info/www/bejne/mYfCn6p9bquGqNE
@nfrancisj2122
@nfrancisj2122 3 жыл бұрын
When I first saw the mountainside, I thought those were power lines. 😂 I thought, maaaaan, this guy is going really realistic! 😂
@BenCloward
@BenCloward 3 жыл бұрын
Yeah, this heightmap data that I grabbed has some pretty serious roads and paths cut into everything.
@nfrancisj2122
@nfrancisj2122 3 жыл бұрын
Ben Cloward Forgot to say Thank you! I'm a bit behind, I think I'm still on the water tutorial, but I'm really looking forward to the landscape series. It looks really great! Thanks for Sharing.
@cablekingtv6557
@cablekingtv6557 3 жыл бұрын
@@nfrancisj2122 I love his stuff. He’s gotten me to have the courage to work with even Blender and Substance Painter. I understand so much just from his style of teaching. Good luck to you in your journey!
@jiewang-ih2cu
@jiewang-ih2cu 3 жыл бұрын
Hello Ben, thank you for learning a lot from the tutorial. One of the problems I encountered is that the material normal of my last layer of snow seems to be covered in the overall situation. How to solve it, I followed your method. Yours but none
@jessearrowsmith6355
@jessearrowsmith6355 3 жыл бұрын
Thanks Ben loving the series, having an issue though my material seems to be blending the moist stone mat with the soil even at higher elevations, also doing it to the snow - it's like the stone material is blending with everything creating a pockmark type appearance. I've tried tweaking lots of different things and nothing seems to resolve it - any thoughts?
@BenCloward
@BenCloward 3 жыл бұрын
Can you send me some screen shots that clearly illustrate the problem? I'm not clear on what it is just based on your description.
@jessearrowsmith6355
@jessearrowsmith6355 3 жыл бұрын
@@BenCloward thanks Ben, apologies took so long to do this, I've had a crazy working week - essentially it's like the rocks blend hasn't taken height into consideration and it mixing in with the grass primarily but other material as well..... here is a screen shot of the lowest layer in my scene: drive.google.com/file/d/1VvX3a2QN_SUpXh28lqhY092SHOAq5I8i/view?usp=sharing
@BenCloward
@BenCloward 3 жыл бұрын
@@jessearrowsmith6355 Yep, that looks wrong, but I don't know what the problem is. Can you send me a shot of your material graph?
@jessearrowsmith6355
@jessearrowsmith6355 3 жыл бұрын
@@BenCloward Thanks Ben - link at drive.google.com/file/d/1nx5ModZSc90zMDoRnu4K3LIDguTQO8KN/view?usp=sharing . I've found that no matter what i use for the min/max numbers in the smooth step, the materials seems to mix...
@mtolgaarslan
@mtolgaarslan 3 жыл бұрын
Hi there, snow height maps override grass? Where am I doing wrong? I guess you have the same problem too but you didn't notice.
@KiwiHawk-downunder-nz
@KiwiHawk-downunder-nz 2 жыл бұрын
Any chance you can show how we might make this for an island witha slop/height layer or two for seabed and beacvh's please?
@carlossuarez9272
@carlossuarez9272 3 жыл бұрын
Hi Ben, I'm the first to arrive. I was waiting for this second part. I've done most of your tutorials to catch up on these last two. I have been struggling to append puddles to Auto Material as well as the correct settings for Displacement to work. I have a message the "Texture Streaming pool over" and I don't know why it could be happening? Any suggestion. Regards
@BenCloward
@BenCloward 3 жыл бұрын
This happens when your texture resolution is too high. If you're using 4k textures, try reducing them to 2k instead.
@carlossuarez9272
@carlossuarez9272 3 жыл бұрын
@@BenCloward Thanks Ben I will do that.
@mrwang420
@mrwang420 2 жыл бұрын
What are you standing on? THE MF_DIRT_GROUND!
@astonyo7544
@astonyo7544 2 жыл бұрын
What do you think about UNDINI`s approach to landscape material using material layers? Is it useful?
@maahisingh7181
@maahisingh7181 3 жыл бұрын
Hey Ben Loving your landscape series, but as I wanted to make tri-planner map for my world, I tried my way around by modifying world aligned texture node and was able to make it work for CR, I tried it with (NOH) normal as you mentioned in previous mode in (video no.3 CRNOH) we packed our normal in RG but we are calculating our blue (Z-axis).I tried to calculate according to that but was having trouble getting the result .is there any way around it or I have to make normal map sampler separately ?
@nukima11
@nukima11 2 жыл бұрын
Any ideas on how to implement this to a "Voxel Planet" ???
@Restart-Gaming
@Restart-Gaming 3 жыл бұрын
was thinking about going with your idea with making my own landscape material on my new map but wanted to use one that was bought to see if I could fix it do you have any idea how i would change the slope material on the one I have so I could paint snow on it? or would it be best to start from scratch I like your but would also need sand for around my lakes hope you can help.
@BenCloward
@BenCloward 3 жыл бұрын
I can't answer your question very well since I don't know how your purchased material is set up. It may have a way - built into it - to do what you're looking for. I think it would be best to ask the person that you purchased it from. I hope that the way I've presented my tutorials, that the principles are clear enough that you can expand on what I've done and customize things to get the results you want instead of just doing exactly what I did.
@railth
@railth 3 жыл бұрын
Hey Ben, wondering how I would go about using the smooth step without height maps. I've got a stylized material for my landscape so none of my functions have height maps. Things get kind of confusing when you use the blend With the smooth step. I've got it kind of working but but like you said before the smooth step is very blurred by itself.
@butter_fly_games
@butter_fly_games 3 жыл бұрын
Do you know a way to calculate the concave and convex in material?
@artemaung5274
@artemaung5274 3 жыл бұрын
I'm curious what's the performance difference between using landscape material like this vs splatmaps? Just sanity check - landscape material does all calculations on GPU every frame, right? While splatmap is already precalculated and basically cost the same as handpainted landscape, right?
@BenCloward
@BenCloward 3 жыл бұрын
That's a great question! Splat maps would be cheaper on the GPU, but use more memory. And the details in a splat map would be limited to the resolution of the texture, so you'd get less detail than you can get when you calculate the masks in the shader. So there are good and bad things about both.
@n1lknarf
@n1lknarf 3 жыл бұрын
Will you sell this material on the ue4's marketplace? Also: will you do a tutorial on adding foliage based on the layer?
@BenCloward
@BenCloward 3 жыл бұрын
No, the material won’t be for sale. My objective is to teach you how to make it, not make money. And yes, I’ll be talking about adding foliage in the video that comes out on February 18th.
@ethanwasme4307
@ethanwasme4307 3 жыл бұрын
Is there a way to make a mask either 1 or 0 instead of having values in-between them? I need of sharp masks... Also how to blend world position height with normals instead of height like you have here to keep with the slopes theme?
@ethanwasme4307
@ethanwasme4307 3 жыл бұрын
I've been using height lerp instead of the smooth step which is a few instructions cheaper... 20x20m cliff texture, no wonder it looked so good scaled up xD Wish more of their cliff scans were like this
@ethanwasme4307
@ethanwasme4307 3 жыл бұрын
The angle blend lerp alpha at the end is soo cool!
@BenCloward
@BenCloward 3 жыл бұрын
You can use the Round node. That will force values in the mask that are below 0.5 to be 0 and above 0.5 to 1.
@BenCloward
@BenCloward 3 жыл бұрын
Height lerp - that’s a good tip! I’ll check it out.
@ethanwasme4307
@ethanwasme4307 3 жыл бұрын
@@BenCloward I like this way because the normal blending only shows on the values that are less than 1.0 i.gyazo.com/cec5cd76223c0ddbf6198e0c4b3e1297.png Did not know it was possible to feed in normals too, but it makes sense; so thanks :D Will pair it up with manual layer painting so snow you paint blends like that as well (manual blending could be a good topic to cover)
@babushka8649
@babushka8649 3 жыл бұрын
This video is lagging in specific frames. I thought that it would be a problem of my computer. Then I tried with my phone and got same issue. I tried every solution for this issue but got no result. Is it a problem of my computer? or other people having the same issue?
@pixelflow2180
@pixelflow2180 3 жыл бұрын
I got a question for you. Can i make this more advanced then it is? I want to build a landscape with rivers and lakes and i want to populate those areas as well and some dried grass on some slopes or rock formations.
@BenCloward
@BenCloward 3 жыл бұрын
Yes, you can add to it as much as you want. In the next episode (went live today) I show how to add paint layers. So you can add as many additional layers as you want and paint those on, or you can use additional shader logic for additional auto material application. The two limitations you'll run into are performance and memory, so keep an eye on those as you add things.
@pixelflow2180
@pixelflow2180 3 жыл бұрын
@@BenCloward I saw you video, already knew how to add blended layers, i was hoping to do it with the auto landscape as i am building a 8x8k landscape with lots of rivers.
@BenCloward
@BenCloward 3 жыл бұрын
The trick with the auto material is that you need an existing property of the landscape (like slope angle or elevation) to be able to create a procedural mask. If you can think of a good way to use the existing data to identify and mask out your rivers using math, then sure, you could add it to the auto material. Otherwise, you'd need to paint them in.
@pixelflow2180
@pixelflow2180 3 жыл бұрын
@@BenCloward I understand, i will try and find a solution. Thank you for replying!
@hanseljoseph399
@hanseljoseph399 2 жыл бұрын
will this work with ue 5?
@woodchen1061
@woodchen1061 3 жыл бұрын
Hello Ben ,theres an error with the 'Matlayerblend custom function' in your video.Now,I don't know how to do it.When I ues it,the statistical data show:"[SM5]/Engine/Generated/UniformBuffers/Material.ush(37,14-41):error X4510:maximum ps_5_0 sampler register index(16)exceeded. [SM5]/Engine/private/LightmapData.ush:warning X3550:array reference cannot be used as an I-value;not natively addressable,forcing loop to unroll.“
@BenCloward
@BenCloward 3 жыл бұрын
I'm not getting this error, so I have a couple of follow-up questions for you: 1- Is this happening with a version of MatLayerBlend_Custom that you built yourself, or are you using the one download from the link in the description? 2 - What graphics hardware do you have? 3 - DO you have the sampler type for the texture samplers in your materials set to Shared Wrap? 4 - Can you post a screen shot of the graph that's giving you this error?
@woodchen1061
@woodchen1061 3 жыл бұрын
@@BenCloward This is happening with a version of MatLayerBlend_Custom that I built yourself, however,I copyed all of you data,and checked it many times. I have graphics hardware of 3080. For the No.3 question, Firest I have the sampler type for the texture samplers in my materials set to Shared Wrap, then transform texture objects. Is this a right operation? Could u send your E-mail to me? Thank you very much!Ben!
@woodchen1061
@woodchen1061 3 жыл бұрын
@@BenCloward I Downloaded your Blueprints,and use it,but the sames error happened again... Oh no
@TehKyros
@TehKyros 3 жыл бұрын
@@BenCloward I was having the same issue as the original commenter and struggled for an hour before seeing this comment, I rechecked my Texture Samples and didn't have them set right, thank you!
@griiken3187
@griiken3187 3 жыл бұрын
Can I get the dowload link of testlandscapemat
@pixelflow2180
@pixelflow2180 3 жыл бұрын
Could you please help me with ray tracing shadows that appear in the holes or crevices from displacement? I have searched for a solution but i cannot find any, anywhere!
@BenCloward
@BenCloward 3 жыл бұрын
There are two solution to that problem. You can either change your displacement shader so that it only offsets in the positive direction and doesn't go negative, or you can adjust the command line param - r.raytracing.NormalBias. Here's a video that explains how to do that: kzbin.info/www/bejne/baS0gJasrqp1oJo
@pixelflow2180
@pixelflow2180 3 жыл бұрын
@@BenCloward the normal.bias is not working for me, and it only disables ray tracing, the command as far as i read, modifies the start value of ray traced shadow. higher the number the ray tracee shadows move up, leaving the area below with no ray traced shadow, only above the said value. As for setting the offset to Displacement, i have no clue on how to do that.
@0805slawek
@0805slawek 3 жыл бұрын
Can you sold your work on marketplace after you finish project?
@BenCloward
@BenCloward 3 жыл бұрын
I don't plan to sell my work, no. My objective is to help people learn how to do this themselves, not make money.
@0805slawek
@0805slawek 3 жыл бұрын
@@BenCloward So maybe share somewere your project I really want compare my material to your if I make everything right and check to look the same
@BenCloward
@BenCloward 3 жыл бұрын
Ah, I understand. I did post links to the material functions in the description, so you can grab those and check. I’ll take some screen shots of the whole material in the description. Check back soon.
@0805slawek
@0805slawek 3 жыл бұрын
@@BenCloward thank you
@ethanwasme4307
@ethanwasme4307 3 жыл бұрын
what does "exclude mat pos offset" relate too?
@BenCloward
@BenCloward 3 жыл бұрын
The material itself can change the position of the vertices - if you use displacement for example, so this setting allows you to specify if you want the position before or after the material has altered it.
@ethanwasme4307
@ethanwasme4307 3 жыл бұрын
@@BenCloward makes sense :D
@ethanwasme4307
@ethanwasme4307 3 жыл бұрын
@@BenCloward is this a performance gainer, or just to avoid artefacts/bad math?
@BenCloward
@BenCloward 3 жыл бұрын
@@ethanwasme4307 It's much cheaper, yes, and it also ensures that there aren't any infinite loops in the shader.
@dipendrasharma5523
@dipendrasharma5523 3 жыл бұрын
Ok i have followd the video and watch 2 time getting same error :- Shader is using too many Samplers: 23 (only 16 supported)
@dipendrasharma5523
@dipendrasharma5523 3 жыл бұрын
here are the logs :- LogShaderCompilers: Warning: Failed to compile Material /Game/Megascans/Surfaces/TEXT_landscape.TEXT_landscape (MI:/Game/Map/Mapauto.Mapauto:PersistentLevel.Landscape_0.LandscapeMaterialInstanceConstant_1028) for platform PCD3D_SM5, Default Material will be used in game. LogShaderCompilers: Display: /Engine/Generated/Material.ush(2537,21-40): warning X4008: floating point division by zero LogShaderCompilers: Display: /Engine/Generated/Material.ush(2555,21-40): warning X4008: floating point division by zero LogShaderCompilers: Display: /Engine/Generated/Material.ush(2581,21-40): warning X4008: floating point division by zero LogShaderCompilers: Display: /Engine/Generated/UniformBuffers/Material.ush(35,14-41): err0r X4510: maximum ps_5_0 sampler register index (16) exceeded LogShaderCompilers: Display: /Engine/Generated/UniformBuffers/Material.ush(33,14-41): err0r X4510: maximum ps_5_0 sampler register index (16) exceeded LogShaderCompilers: Display: Shader is using too many Samplers: 23 (only 16 supported) LogShaderCompilers: Display: D3DCompileToDxil failed LogShaderCompilers: Display: Invalid ray tracing shader parameter 'LandscapeParameters_NormalmapTextureSampler'. Only uniform buffers and loose data parameters are supported. LogShaderCompilers: Display: Shader is using too many Samplers: 24 (only 16 supported) LogShaderCompilers: Display: Invalid ray tracing shader parameter 'View_SharedBilinearClampedSampler'. Only uniform buffers and loose data parameters are supported. LogShaderCompilers: Display: Shader is using too many Samplers: 22 (only 16 supported) LogShaderCompilers: Display: Invalid ray tracing shader parameter 'LandscapeParameters_NormalmapTextureSampler'. Only uniform buffers and loose data parameters are supported. LogShaderCompilers: Display: Invalid ray tracing shader parameter 'View_SharedBilinearClampedSampler'. Only uniform buffers and loose data parameters are supported.
@dipendrasharma5523
@dipendrasharma5523 3 жыл бұрын
drive.google.com/file/d/1ig2TXmC-uYzoVdnm7BOrP3o7-73Fky1v/view?usp=sharing
@dipendrasharma5523
@dipendrasharma5523 3 жыл бұрын
blueprint image
@BenCloward
@BenCloward 3 жыл бұрын
Make sure that in your base material function (MF_Landscape_Mat), your texture samplers Sampler Source settings are all set to Shared: Wrap
@SenEmChannel
@SenEmChannel 3 жыл бұрын
i feel video litte bit lag.
@chasan6978
@chasan6978 3 жыл бұрын
i use unreal 4.27, because it can import groom cache , means i can use other 3d application to do more accurate more artistic simulation work , then i can import it in ue 4.27 to render with character together . but … this is a bug ?i use houdini output groom cache with 24 fps , ue sequencer output the groom not move at all with the same 24 fps , if render other fps ,30 ,25 , all move but flick frames . i test 48 fps output from houdini ,then ue 48 fps not work .other fps can move but wrong result. anyone can help ,appreciate it .hope some guy can solve this .
@griiken3187
@griiken3187 3 жыл бұрын
Can u help on a error
@griiken3187
@griiken3187 3 жыл бұрын
LogShaderCompilers: Warning: Failed to compile Material /Engine/Transient.TEXT_landscape for platform PCD3D_SM5, Default Material will be used in game. LogShaderCompilers: Display: /Engine/Generated/Material.ush(2537,21-40): warning X4008: floating point division by zero LogShaderCompilers: Display: /Engine/Generated/Material.ush(2555,21-40): warning X4008: floating point division by zero LogShaderCompilers: Display: /Engine/Generated/Material.ush(2581,21-40): warning X4008: floating point division by zero LogShaderCompilers: Display: /Engine/Generated/UniformBuffers/Material.ush(37,14-41): err0r X4510: maximum ps_5_0 sampler register index (16) exceeded MaterialEditorStats: Error: [SM5] /Engine/Generated/Material.ush(2537,21-40): warning X4008: floating point division by zero MaterialEditorStats: Error: [SM5] /Engine/Generated/Material.ush(2555,21-40): warning X4008: floating point division by zero MaterialEditorStats: Error: [SM5] /Engine/Generated/Material.ush(2581,21-40): warning X4008: floating point division by zero MaterialEditorStats: Error: [SM5] /Engine/Generated/UniformBuffers/Material.ush(37,14-41): error X4510: maximum ps_5_0 sampler register index (16) exceeded LogSlate: Took 0.000612 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
@BenCloward
@BenCloward 3 жыл бұрын
Make sure that in your base material function (MF_Landscape_Mat), your texture samplers Sampler Source settings are all set to Shared: Wrap
@griiken3187
@griiken3187 3 жыл бұрын
@@BenCloward and that work booomb💣
@griiken3187
@griiken3187 3 жыл бұрын
@@BenCloward I getting one more but not about this it different the displacement is shown when I use M_foreststream_landscacpe but when I use the this imported landscape then the tessellation not works( I have did on the option to flat tessellation ) am I able to see displacement on viewport also but not on landscape . What that so ? And one more thing I have read lot more about it when I reduce my landscape size then tessellation comes back
@BenCloward
@BenCloward 3 жыл бұрын
@@griiken3187 I believe this has to do with the density of the triangles on the landscape. If the landscape's triangle density isn't high enough before tessellation, the tessellation won't give you enough triangles for the displacement to work very well. When you look at the landscape in Brush Wireframe mode, can you see the triangles tessellating when you move the camera close to the surface? After tessellation, are there enough triangles to match the detail in your height maps?
@mrwang420
@mrwang420 2 жыл бұрын
MF GROUND SNOW!!!!!
@LeiluMultipass
@LeiluMultipass 3 жыл бұрын
Hi, I'm sure you have no shortage of topics to cover but I would very much appreciate if you could talk about local volumetric fogs. I would very much like one or more videos detailing what this person is flying over here: kzbin.info/www/bejne/jpWaXqWKr8ugedE Notably his fog material which seems too complex for me to understand it without help but which will certainly be understandable if it's you who is the teacher. Nowadays, I'm having a blast thanks to you in UE4. Thanks
@mrwang420
@mrwang420 2 жыл бұрын
I'll Lerp you if you Lerp me.
@pixelflow2180
@pixelflow2180 3 жыл бұрын
I was excited to learn unreal engine after finding your channel but after going through you tutorials just to get stuck and be angry on me for a week.. I am seriously considering quitting unreal engine. Your content is great and the way you teach it but having incomplete steps and forcing subscribers to go and learn new tool while already learning several is just barbaric. I hope you update the substance designer video.
@TechArtAlex
@TechArtAlex 3 жыл бұрын
If you plan on using any game engine, there will be tasks that require you to learn other software - or pay someone who knows how already. Stick with it and you'll learn the tools of the trade.
@BenCloward
@BenCloward 3 жыл бұрын
Game development is hard. And it's a lot of work. And it requires using more than one tool. But I have faith in you - that you can learn and do hard things! Unless you don't want to that is, in which case you should go find something else to learn that is more fulfilling. Either way, I have confidence you'll be great! If you're not interested in using Substance Designer, I do show how to create the CR and NOH textures in Photoshop at 15:41 in episode 3. That might be easier. And you can use Gimp to do that same thing if you don't have Photoshop. kzbin.info/www/bejne/o3anoKxjg5aCerM
@pixelflow2180
@pixelflow2180 3 жыл бұрын
@@BenCloward I ve done it, mostly, i still haven't found any info on internet how to do it but i somehow reversed engineered by looking at your video on pause and found a way to do all the nodes. However, i cannot globally control that MakeScramble node you did. I am using the inputs from the maketilepatch and copy paste in all those from MakeScramble node. I have copied and added the same inputs to that node but they aren't changing anything. Could you help with that? Thanks.
@BenCloward
@BenCloward 3 жыл бұрын
@@pixelflow2180 That's great to hear! Nice work. You can download the MakeMaterial, MakeCRNOH, and MaterialScramble nodes in a Substance Designer SBS file here: www.bencloward.com/youtube/LandscapeTools.sbs. Download that file and open it in Substance Designer. In the User Packages list on the left, you'll see the three nodes listed. Grab that one that you want and drag it into your graph. Then connect up the wires. Then you can select the node in your graph and tweak the exposed parameters in the panel on the right. The part that you're missing in your version is exposing the parameters of the MakeItTilePatch node. For each of the MakeItTilePatch nodes in the MaterialScramble node, I've exposed those parameters so they can be adjusted on the MaterialScramble node from outside instead of needing to set each one individually. Here's a video that shows how to expose parameters: kzbin.info/www/bejne/i3nQaoludph7qdk For learning Substance Designer overall, I recommend this series of videos: kzbin.info/www/bejne/hKuupaiYedh2b9E
@pixelflow2180
@pixelflow2180 3 жыл бұрын
@@BenCloward Well thank you very much, i learned how to expose them, had no clue i had to expose them in order to use them globally.
@brambatimoreira
@brambatimoreira 3 жыл бұрын
Thankfully, wasted time watching this video, I didn't learn anything, you didn't teach how to create the material
@BenCloward
@BenCloward 3 жыл бұрын
What did I leave out that you'd still like to know? It's not my goal to show you how to create one specific material, but rather to share several different techniques that you can then use and combine together yourself to make something custom that will accomplish your goals. The real power of shaders is that they're super customizable - so I'm trying to teach principles that you can use to make your own custom material. How much you choose to learn from it is up to you. If you have some specific questions, let me know how I can help.
@BenCloward
@BenCloward 3 жыл бұрын
Also, if you take a look at the description for the video, you'll see that I linked to the Megascans textures I used as well as the two other videos I created that show how to make the base materials - if that's what you'd like to know.
@brambatimoreira
@brambatimoreira 3 жыл бұрын
@@BenCloward Got it, so your goals were different from my quest, thank you.
@brambatimoreira
@brambatimoreira 3 жыл бұрын
@@BenCloward Yes, I would like to learn how to create the material, I looked at the other videos but I couldn't understand your teaching, but thanks
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