Watch this video if you want to learn how to create procedural foliage that goes great in combination with a landscape auto material: kzbin.info/www/bejne/oYaZdWCdpKyeY9E
@dang643374 жыл бұрын
Can you explain how to make this green texure that contains the specular, metallic and roughness information??
@NitrogenDev4 жыл бұрын
There are plenty of tutorials out there for that, you should be able to find one that can help you out.
@ywmaa34264 жыл бұрын
Hey Nitrogen I like the way you compare game engines like you did with unigine and ue4 , so could you compare godot with one of the engines especially in 3d aspect and I would like to compare it with ue4 in aspects like the material editor or the graphics and performance because it looks like godot has some features similar to ue4 and how about godot vs unity . Edit : may be we should wait until godot 4 because I found the current godot has a lot of problems in 3d but godot 4 will fix a lot of these problems and will implement vulkan API
@skd00743 жыл бұрын
You did a good job of simplifying stuff auto textures but you are using tessellation in your texture but you never show how you did it that works the way you have done it. :/ MF does not allow to enable Tessellation on the node so it would be helpful if you can share that info as well..
@DJxSGGxNeo2 жыл бұрын
I want to give you a hug!
@seanposkea3 жыл бұрын
Really excellent. Perfect balance of detail explanation and "get to the point information" I can't believe how much you packed into 10 min.
@NitrogenDev3 жыл бұрын
Much appreciated!
@ZWOGs3 жыл бұрын
Did I miss something in regards to the material/nodes you already had setup below the ones you made in the tutorial? At first I thought you were just showing the process of creating it all but then at 5:27 you blended them all together. Is there a previous tutorial showing how to make the lower nodes, or a place I can download the material for it? Also, for the three materials you dragged in, "T_cliff_a_d," etc. Is the green one Specular? I have a specular for the material I am using but it isn't green lol. I am new to Unreal so I am sorry if the answer is simple to experienced users.
@jun1orIV3 жыл бұрын
It's very easy to make it. Take a look on 0:46, you need a landscape coord node, 2 divide, 2 scalar param for tiling, the textures and the landscape layer blend node (select height blend on it). The green is a channel packed texture, it has the specular, roughness and metallic in one texture, just search for channel packing.
@Xoremus722 жыл бұрын
Do you have a video for the layer blend?
@ogradus6 ай бұрын
How do automaterials do for texture streaming pools and performance issues compared to hand painting the materials?
@asfersha2 жыл бұрын
Actual GIGACHAD! Thanks for the video!
@jesseg.33714 жыл бұрын
Although you're fast and don't tell us the little things that you do (like connecting the lerp into the dot. I could only keep up by constantly pausing and replaying.) You are a great help. Thanks man!
@NitrogenDev4 жыл бұрын
I am sorry to hear that. I've been trying to adapt a slower-paced style while still keeping only what's necessary, so I'm still working on that. But I am happy to hear that this tutorial helped you!
@jesseg.33714 жыл бұрын
@@NitrogenDev All good man i understand. Some people are just faster paced. Especially if you know the topic really well and you're used to flying through solo. Yeah you are a great help though. Not many share the material DEPTH. Only the material basics. Connect the three textures accordingly and add in a roughness scalar. If you want to adjust the tiling add a texcoords and a multiply with a scalar. That's it. No depth or biggerr helpful detail. So i greatly appreciate the depth and detail.
@reflectxt3 жыл бұрын
okay, 5:19 from where is the layer blend? am I missing something? - I am a starter and im following everything you are doing
@RobertCooper19993 жыл бұрын
Did you find out? It just comes out of nowhere...?
@hiscraft4 жыл бұрын
I've literally watched hundreds of videos on landscape materials, and this one BY FAR, was the highest quality and most detailed. I'm trying to understand how shader creation in Unreal works, and this helped a ton! You got a Discord?
@NitrogenDev4 жыл бұрын
It's good to see that this video helped you! I have a Discord but I try not to share it too much so I don't get swarmed with messages as I mostly use it when I play games.
@hiscraft4 жыл бұрын
@@NitrogenDev No problem, I subbed. Hopefully more videos like this in the future!
@funhub75834 жыл бұрын
Love this feature in UE4!
@NitrogenDev4 жыл бұрын
So do I! Really quick and easy way of saving time and it can be combined with so many other processes that ease one's life, such as procedural grass and foliage.
@Preirin Жыл бұрын
So - there seems to be a LOT of code already existing at 0:47. Am I coming into this late? Did I miss a step? Also, what if the textures I am using don't have UV maps? Can I just skip that or...?
@YTmingle2 ай бұрын
Exactly what I was thinking 😢
@abonil875 Жыл бұрын
IT WORKS PERFECTLY FOR ME THANK YOU SO MUCH
@1up3d2 жыл бұрын
Finally someone who isn't just grabbing materials from the store and calling it a tutorial. edit: scratch that you neglected to provide the landscape material setup. Does this work UE5?
@dongshenghan14733 жыл бұрын
New to Unreal, or environment art in general, and just found out your channel earlier today. Immensely helpful!! Your channel is very inspiring and your production value of these videos are also off the chart! Saw a few complains on the video being too fast and tbh just pause and absorb the information on the screen
@NitrogenDev3 жыл бұрын
I am extremely happy to hear that you found my content useful! And thank you for the feedback regarding speed, that one is especially tough to balance since some say it's fine and some that it's too fast haha.
@MrSmashmasterk2 жыл бұрын
You are an amazing teacher.
@DoctorMandible3 жыл бұрын
What is that green texture sample you used for RGB at @2:19 ?
@NitrogenDev3 жыл бұрын
That is a PBR texture that stores multiple textures in different channels. Each channel there is (red, green, blue and sometimes alpha) stores a different texture such as roughness, specular, metallic, AO etc. because these require only black and white values (0 to 1).
@ClouD4CS4 жыл бұрын
I was lost for the first 3 minutes :) then you actually explain what everything does .
@NitrogenDev4 жыл бұрын
The first minutes really are just an oversimplified explanation of everything for those that already know the prerequisites and later I actually dive into the code bit by bit. It's good to see that you haven't skipped the video though :D
@TorQueMoD10 ай бұрын
What a great video! Thanks so much for sharing :)
@thatdudepeter2 жыл бұрын
Thank you so much I finally learned how to make an auto material
@TheJ3DA3 жыл бұрын
@5:29 you didnt explain how you made the blend layer ?
@YTmingle2 ай бұрын
He’s not replying this question only 😢
@ЭдуардПорчинский2 жыл бұрын
Amazing, love this video!
@dang643374 жыл бұрын
Im in minute 5:41 and im getting the following errors: 1.[SM5] (Node LandscapeLayerBlend) Cannot mix MaterialAttributes and non MaterialAttributes nodes 2.[SM5] (Node DotProduct) Coercion failed: MaterialFloat4(0.00000000,0.00000000,1.00000000,0.00000000): float4 -> float3 3. [SM5] (Node Multiply) Arithmetic between types float3 and float4 are undefined 4. [SM5] (Node MakeMaterialAttributes) Error on property BaseColor Please Help!
@Forgen4273 жыл бұрын
Ive fix this!) Its because you create twwo additional layers in layer blend. Instead of this you must create only two. one for grass and one for soil and change their Blend type on LB Height Blend
@MrManet3 жыл бұрын
Fantastic dude!
@mrukgamer3 жыл бұрын
Quick question, how are you doing that type of terrain sculpting at the start of the video? it seems like its keeping the slope on the mountain while automatically making different levels? or is this just you clicking multiple places but because it was sped up we couldnt see that?
@NitrogenDev3 жыл бұрын
It's just multiple clicks with the flatten tool.
@VictorTrifan2 жыл бұрын
This is quite a treasure for me. Amazing work, man. I am wandering if i can combine this with different textures based on the height of the map. Something like snow on max height, small grass in the middle and so on.
@SovietNuclear13 жыл бұрын
really awsome video!
@NitrogenDev3 жыл бұрын
Glad you think so!
@Struqq6 күн бұрын
Hey, if anybody else runs into the issue where your material is black / reflective even after creating your texture layer info inside the landscape tool, you must select your landscape in the outliner, rebuild data go to the landscape tool and right click on any of the textures you can paint and click fill layer as it wont fill the landscape with any material since its only using the top one which is our alpha mask. Not sure why this happens sometimes I'm still new myself but I thought I'd share this since I looked in the comments when it happened noticed others having the issue and I ended up just trying some stuff out and found a solution hope this helps! Also if you would like to have this auto material paint-able drag the grass or whatever material you want to mix with it into the base material of the MatLayerBlend, than the MatLayerBlend Standard into the Landscape layer blend with an option called auto, you will probably have to fill the landscape layer and rebuild landscape to see results. If anybody is confused comment and ill post some photos :)
@CheezyI6193 жыл бұрын
Wow, what a great tutorial! The content, explanations and presentation are all the highest I've seen for UE4 Shader tutorials! Thank you so much! One thing that I have learned elsewhere and will implement to this is that when you have either nothing selected while editing a material (or if you have the result node of said material) you can check the "Use Material Attributes" box in the details panel.This way you can avoid any unnecessary spaghetti. You can clean things up further by using GetMaterialAttributes and SetMaterialAttributes, from those nodes you can add your required pins (base color, normal, ect...) to the node in its details panel. The only thing I don't know about these nodes compared to the Make/Break nodes is how they impact performance compared to each other, they use the same amount of instructions but this is just a base representation of performance as I don't know how to find out (easily) how long each instruction is.
@NitrogenDev3 жыл бұрын
My guess is that you could use a material with Get/Set on a lot of objects and measure how much time it takes to render (the profiler might come in handy), then do the same process for the Make/Break. But, to be honest, I highly doubt the difference is going to be noticeable.
@vuilbaardgames32802 жыл бұрын
How to add additional info like a certain material is applied depending on altitude, for instance snow on mountain peaks?
@christophbaumgart77963 жыл бұрын
Why are you not using the world align node for the Roughness/Metallic/AO Texture Sample ? It should not be displayed correctly this way. Or am i missing something? Love the trick with the normal for blending btw
@NitrogenDev3 жыл бұрын
I am not entirely sure why you think using a world align node is necessary, but in case you're referring to material tiling, I'm almost certain that the landscape tiles the textures automatically.
@dang643374 жыл бұрын
I have problems like in the dot product:float4-->float3 There are 4 errors in my node setup... what engine version did u use in this tut??
@NitrogenDev4 жыл бұрын
I've read all your comments and sorry for the late reply. The version I used was 4.25. There's no need to send them on Discord, you can just upload them to imgur and send their link through a reply to this.
@NitrogenDev4 жыл бұрын
All those errors come from 2 nodes: the blue constant that is used for the dot product and the white one that is multiplied with the VertexNormalWS. The reason you are getting errors is because you got the wrong type of constant. In the tutorial I used vector3 constants, meanwhile you used vector4 constants, which have 1 more dimension to them. So you are basically trying to do arithmetic with 2 attributes of different dimensions. Instead, what you should do is replace those 2 nodes with vector3's, but keep the values. Let me know if that fixes it!
@dang643374 жыл бұрын
@@NitrogenDev Yeah I forgot what shortkey it was to place a specific constant (also parameters i dont know the shortkey bruh) But thx alot for the replies and the effort to contact me!!! I`ll try if it works to use the other constant!
@dang643374 жыл бұрын
@@NitrogenDev Omg it fixed my problem i can preview the slope (black and white)! The last error is in my layer blends. I tried to figured our how u did it and tried to do it like u but you didnt really zoom in but i can watch other tutorials for that stuff! Overall thank u so much!
@NitrogenDev4 жыл бұрын
@@dang64337 glad I could help!
@dang643374 жыл бұрын
What is this greenish texture that u used to do the world allign thing???????!!!
@NitrogenDev4 жыл бұрын
That is a PBR texture that contains data for metallic, roughness and specular in each channel (red, green an blue) of the texture. Because those 3 properties require only black and white (0 to 1) values, we can store them alone in a texture's channel to save time and memory.
@dang643374 жыл бұрын
@@NitrogenDev I just did it with the roughness of the rock texture instead. Will this cuase any probelms? PS: I appreciate ur vids a lot!
@NitrogenDev4 жыл бұрын
@@dang64337 it shouldn't. The whole point of that part of the material is to define what that material displays, so as long as it looks fine, it doesn't matter how you set it up.
@KiwiHawk-downunder-nz3 жыл бұрын
Thank you for this, bit hard to follow but maybe cause I'm old lol not so quick any more Any chance you could do a Height adjustable layer for a seabed into this material pretty please. I have PLE and Brushify but don't know where to change/add a layer or two that I can adjust with a slider to brng them up/down to match a water level eg the sea
@Ruumablood3 жыл бұрын
Hey got everything so far looks good just one thing im confused on, is the top layer... It was already in your blue print and all you did was connect it.. how did you make that part of the blue print at 5:30 in the video. I dont have that bottom half the blueprint and unsure how to do that one.
@Ruumablood3 жыл бұрын
Please let me know I want to finish this one so I can move onto the foliage one.. Also about the 3 Textures used, I used a diff rock texture that only had the 2 textures plus a roughness and displacement not the green one you got. THANK YOU
@NitrogenDev3 жыл бұрын
I am not quite sure what you mean by bottom half. Could you perhaps screenshot it and send a link to it here?
@Ruumablood3 жыл бұрын
@@NitrogenDev At the beginning of the video you have that whole blueprint at the bottom then at 5:30 you connect it to the top layer in the node MatLayer Blend standard. You have two Materials for the soil or something at the bottom. Was there a tutorial on that i missed thats in your collection? Thanks for fast response!
@NitrogenDev3 жыл бұрын
@@Ruumablood There is not, but it's pretty basic so let me explain from left to right: 1. By having the landscape coordinates multiplied by a scalar, we make sure that the textures that we use on the landscape are tiled and not stretched 2. The textures literally represent how each paint-able landscape material will look 3. Making material attributes will basically compile each set of textures in an individual material that is then blended using a layer blend node that enables us to paint these material on the landscape through the engine. 4. Breaking the material attributes will decompile the blended material, so you can plug each property (albedo, roughness, specular etc.) into their respective slot. This is the base of any landscape material, so there should be tutorials on this exact topic.
@Ruumablood3 жыл бұрын
@@NitrogenDev Thank you!!
@Albert-Freeman3 жыл бұрын
Very good tutorial, thanks!!
@Ruumablood3 жыл бұрын
Edit! Okay So the functions only worked for the paintable materials. So every thing else has to be like whats in the video for it to work. BUT if you do functions for the materials to paint with you can use a lot of materials without having the bulk in the Master material.. Tested it and it is freaking.. SWEEEEEEEEEEEEEEEEEET. It took a lot of time but thanks again this completes my master material. OKay guys! so update on my findings i was having with this tutorial.. I got it working so far.. didnt add no layer blends yet but.. I have all the small stuff he has plugged in, converted to Functions and my master material is way way smaller and neater now just a tip guys, its looking good!!!
@NitrogenDev3 жыл бұрын
Great to hear, keep it up!
@Ruumablood3 жыл бұрын
So where did you get the Green or how to make the green texture samples for each of your Textures? got one for each.. I read through the comments and still unsure how to get it. I also Cant get the Grass to show up, its black on top the sphere... IDK what im doing wrong with it.. I tried to copy the layout with different textures but its not showing up. Running on 4.26 if thats goin to throw it all off.
@NitrogenDev3 жыл бұрын
You don't need to have one yourself, and you can use any alternative to it, such as multiple textures. To create the PBR texture, you need to have an app such as Photoshop that can manipulate each color channel individually.
@Ruumablood3 жыл бұрын
@@NitrogenDev Okay thank you. What about my invisible grass not showing up on top? sorry if im bother i cant seem to learn this very well...
@NitrogenDev3 жыл бұрын
@@Ruumablood are you talking about grass as material or foliage? If it's the material that's not working, you most likely missed or switched part of the code.
@ahmedsameh23842 жыл бұрын
thats great video man, I love it but try to slow a bit down on the creation process for the beginners it will help a lot
@back2the90s82 жыл бұрын
I got my basic 3-Layer-Landscape Material setup, did everything like you did, but somehow in the preview I can see the rock, but the top and the bottom of the sphere stay black.
@abitw2102 жыл бұрын
same issue here
@KurmayFN Жыл бұрын
@@abitw210 Did you guys find fix, please?
@oswuldleofricvivadirr38396 ай бұрын
aye you might be able to answer a question for me so what you did they is what im looking for to a certain degree. i want to be able to blend 2 textures together for everything i believe 1 just isnt enough detail and would make an interesting blend. so i need Rock, stones, grass, dirt, sand, water, water stones, and snow on my landscape. let me explain i have certain areas where i wish to see different textures. Rocks and stones for my mountains and them being blended together to give a nice edge to them as they blended to either snow or grass either at the bottoms or top of the slopes. snow of course at the top and grass at the bottom. from here i have dirt scattered with the grass but mainly at the levels where i have water. sand around the outside of the zones for water. since making water in unreal isnt easy i went with well using a texture to fill it instead. so i have a texture to blend those in with 2 this is where i got the mental idea to have 2 textures mixing together to create 1. the water textures in quixel arent amazing alone so i went with 2 to really make it look like i wanted to be. parts of it being darker than the others since the light isnt going to be different from top to bottom i believe this in theory should work well with what you just mentioned in your video. then i have water stones for the very bottom of the water just to give it some feel of well it being natural. my problem at the minute is getting unreal engine to not be a complete useless fart all its life and let me just crack on with my plan........i want to be able to control all of this from the same window you did when changing settings but for what ever reason it keep asking me for a material attritubes parameter. yet i have everyting plugged in. so what have i done wrong my guess is over complicated my material lol but ill let you be the judge on that one Many thanks Ollie aka Oswuld
@lob.4502 жыл бұрын
Hi Nitrogen, great video, very helpfull too understand the nodes used. I'm very new to UE and I got a question if you don't mind. I did every step of the 5 first minutes but at the end my grass at the top is pitch black.. I changed every parameters but nothing, any idea ? The material applies correctly, it's just the preview. For the last part when I create the LERP node and connect to the constant3vector and the normal XYZ Texture the withe shape doesn't change at all and do not apply to landscape. Is it the same process with UE5 ?
@aufgespielt37682 жыл бұрын
ive always this Problem.
@Restart-Gaming4 жыл бұрын
I have Procedural Landscape Ecosystem and it looks the same as what you have question what do I need to add to my rock part of the mountain for snow to stick Is there something that I can add and where for snow to be painted on for my mountains
@NitrogenDev4 жыл бұрын
You'll just need to add a snow layer in your material. You can take a look at the snow material that comes with PLE and try to combine that with any of the other materials.
@Restart-Gaming4 жыл бұрын
@@NitrogenDev I do have a snow layer made it along with the sand and when i try to paint sand or grass on the rock mountain nothing sticks unless you are talking about something else because I tried all my layers and none will paint on to the mountain rocks and thanks for any and all help
@macblash1524 жыл бұрын
Thanks for sharing this.. I wounder why did you change the (WorldAlinedMormal) for the second layer (smaller rocks) from "XYZ texture" to "XYZFlatTop"?
@NitrogenDev4 жыл бұрын
Good to see that you were paying attention haha. That is actually a mistake, I mismatched the pins and didn't realize it myself, though it won't affect the material.
@K6arts11 ай бұрын
can i apply this material to a landscape i already built?
@kyleross47354 жыл бұрын
Hey thanks for this, but what is the green texture sample that you are using.
@NitrogenDev4 жыл бұрын
That is a texture that contains data for the specular, roughness and metallic properties in individual channels. Because those 3 only require black and white (0 to 1) values, we can simply store them in one of the three channels of an image and save some time and memory.
@dang643374 жыл бұрын
@@NitrogenDev How can I store them in one of three channels??
@zankaster39354 жыл бұрын
@@dang64337 It depends on the software you use, in substance designer you just take the 3 textures and connect them to a RGBA merge node and you get your channel packed texture, for example you set the roughness to be your blue channel, specular red channel, and metallic green.
@Restart-Gaming3 жыл бұрын
how do I adjust the snow level on the summer map?
@mr.m28643 жыл бұрын
Awesome tutorial! I have a dumb question, what are those green textures? I can't see them in my megascan downloads. Thank you.
@NitrogenDev3 жыл бұрын
The green image is a PBR texture that hold multiple greyscale textures in each colour channels. For instance, the red channel can hold information for the ambient occlusion, the green one for roughness, and the blue one for metallic.
@mr.m28643 жыл бұрын
@@NitrogenDev that's great. Thank you for the explanation. Also my grass and soil is completely black, would that be coused by not using PBR image? Thanks again
@NitrogenDev3 жыл бұрын
@@mr.m2864 Definitely not. Make sure to create a layer file (not exactly the correct name) for each layer in the landscape painting menu.
@mr.m28643 жыл бұрын
@@NitrogenDev awesome! Thank you very much! BTW, I tried to find more info of how to create those PBR textures, but unfortunately I can't. Could you help? Thanks
@NitrogenDev3 жыл бұрын
@@mr.m2864 from my experience, the most common workflows to compile PBR textures (they aren't PBR textures per se, they're a compilation of them, as each channel is a texture) is using programs like Photoshop and Gimp. I can't explain the workflows precisely, so I greatly recommend searching for a tutorial on that - there should be plenty on that. Otherwise, if you can't find any and you use Photoshop, let me know, and I'll try to explain it myself.
@zeon3d7552 жыл бұрын
Nice! But how would you add snow and sand? Sand would be harder than snow since it has to be based on slope. You don't want sand to be at the edges of mountain.
@shash80854 жыл бұрын
Very nicely explained
@NitrogenDev4 жыл бұрын
Glad you think so!
@shash80854 жыл бұрын
@@NitrogenDev yes, especially how you used images and diagrams were so helpful. Since morning I was trying to understand auto materials but nothing helped,thankfully your video came in suggestions and now I have a good channel that I can subscribe to 🤗
@NitrogenDev4 жыл бұрын
@@shash8085 I spend a lot of time creating those, so I'm happy to see that people appreciate them. Thank you for your support!
@vspicey3 жыл бұрын
seconding someone else who said at around 5:27 you reference a layer blend that I've never seen before
@kyleross47354 жыл бұрын
I tried to add you video on procedural grass to this and the grass is going onto the rock even thought the its only sampling the grass layer from the layer blend. Any thoughts on how to fix this?
@NitrogenDev4 жыл бұрын
From the grass sample, make sure to subtract the *inverted* alpha of all the rock layers. That should fix it.
@kyleross47354 жыл бұрын
@@NitrogenDev Sorry, but I can't seem to figure this out, I'm confused on how to subtract the inverted alpha of all the rock layers.
@NitrogenDev4 жыл бұрын
@@kyleross4735 add all the alphas of all the channels you want grass not to spawn on, then invert it by using the one minus function and then, from the layer sample you want the grass to spawn on, subtract the result of the one minus function.
@mhmtkrnlk3 жыл бұрын
Well i did exactly what u did but my layer node gives a error for [SM5] (Node LandscapeLayerBlend) Cannot mix MaterialAttributes and non MaterialAttributes nodes
@mhmtkrnlk3 жыл бұрын
When i deleted the layers connected A channel of albedos it fixed but zero idea wtf is going on.
@Forgen4273 жыл бұрын
@@mhmtkrnlk Same problem :( I cant connect height map stright into LayerBlend :( :(
@tigerija4 жыл бұрын
Thank you! Really well explained and presented!
@NitrogenDev4 жыл бұрын
I am glad to hear that you found it useful!
@aufgespielt37682 жыл бұрын
Iam not sure what the problem is, but my Landscape Layer blend transform my Top Material into a Black mist. Have you an idea? Thanks man!
@joseseabra33632 жыл бұрын
Yeah me too
@ensjosvamp86463 жыл бұрын
How did you get grass ontop?
@NitrogenDev3 жыл бұрын
I explain that in this tutorial: kzbin.info/www/bejne/rHm0ZoOIlt6rmqM
@stassace3 жыл бұрын
Thanks a lot for the tutorial! I wanted to know how to add tessellation for layers.
@NitrogenDev3 жыл бұрын
Glad it helped!
@m.sevcik3 жыл бұрын
@@NitrogenDev Tesselation is the biggest problem, got the texture from MegaScans with Displacement map, but to get it to work is really difficult.
@nicholasfranciosi97073 жыл бұрын
Keep getting an error in my material in the Layer Blend node which says - "[SM5] (Node LandscapeLayerBlend) Cannot mix MaterialAttributes and non MaterialAttributes nodes" Anyone have any ideas?
@coffeediction2 жыл бұрын
Yeah youre missing half of the stuff he has, and he didnt provide it. Basically you wasted your time. Not sure why people are trying to make their "brand" stand out, by doing such a shitty job but trying to make a living off of it.
@nicolasmotais13373 жыл бұрын
Very interresting tutorial thanks for it ! :) I have a little question did you add micro and macro variation on your grass / bigs rock / small rocks materials ? (and may be for soil and soil if it's necessary . I'm actually on a project that I have much soil and littles debris on my mountain wetland )
@NitrogenDev3 жыл бұрын
No, I didn't add any variation into it, because that would only make the tutorial needlessly complex. But, of course, you can do that in your base materials.
@nicolasmotais13373 жыл бұрын
@@NitrogenDev Ok :) thanks for your awnser and for your tutorial . I will follow your next vidéos ^^
@nicolasmotais13373 жыл бұрын
hello, it's me again ^^. I have a question about your combine map (Specular, roughtness and Metalness) . It's seems to be specific about a metallic PBR workflow no ? Because after some research I have found that all theses 3 map are inderectly connected and help to ajust the metallic apparence between a Metalic surface or material and a non metallic surface.
@LionheartWRH3 жыл бұрын
I did everything but for some reason the texture only sticks to objects and I cant seem to put it on a landscape, its just black.
@NitrogenDev3 жыл бұрын
Remember to create data for each layer in the material tab after applying it to the landscape.
@BetaraptorLP2 жыл бұрын
Hi, I hope you are still active on your older videos, since i'd really appreciate help. I've done your way of auto material and it works nicely, but my slope texture (cliff) is bleeding through my flat texture (grass) in some places even on flat terrain, creating sort of gray scars in the grass. Upon inspecting the normal map, it seems to be the places where it's tinted into pink-red. My guess is that it's supposed to be like a crevice in the cliff, therefore when it's flat, it think's theres a V shaped indent into the landscape and renders the cliff texture. None of the settings seem to have impact on this, one solution I thought about is simply forbid the cliff texture to render when slope is less than X degrees and giving it priority over the normal map, but that seems brute force and I'm a bit too beginner to create it. Do you have any clue, what might help? Thanks!
@uzairahmed59123 жыл бұрын
Im kind of new to Unreal so how do i get the "basic landscape material"?
@uzairahmed59123 жыл бұрын
Actually i kind of got it. But when i add the texture to my landscape the cliff textures appear to work but the grass/soil texture just appears black. On the content browser and texture preview, all the textures seem to be loaded in.
@itsthehawke4 жыл бұрын
great content! my questions: would adding a few more materials for manual painting work. lets say 3 materials go auto and 2 more you can paint. also, does your method work with tessellation? im using an automat that is setup differently, but i cant get tessellation to work. thank you and have great day!
@NitrogenDev4 жыл бұрын
That would certainly work. As long as the manual painting layers are on top of the automates ones so to speak, it should work. As well, tessellation is not influenced by this material setup, which means it should function fine.
@blakeearle97633 жыл бұрын
I did everything you did with the material setup, its just black. I also dont know how to get the green texture sample.
@devboiagru3 жыл бұрын
Check in paint section in landscape edit mode. Make sure to assign the layer blend weight or whatever it is called i forgot. Then it should work fine
@NitrogenDev3 жыл бұрын
What BeetelGeuse Studio said should do the job. Make sure to assign blend weights for each landscape layer.
@skrappyj49803 жыл бұрын
My landscape is black when I add my material help please I can’t find any fixes
@flaviomurianni29573 жыл бұрын
When i endend my basic auto material, it looks full black, what can i do?
@NitrogenDev3 жыл бұрын
It's a bit hard to say without seeing the material graph, but here are some things you can do: 1. Place the material on a landscape and check if it is black. Sometimes Unreal displays the material thumbnail as black, although it is not. 2. Inspect your nodes in the material graph and make sure that, mathematically speaking, there are places where the lerp node places textures 3. Remove anything you think causes this issue and check if that changed anything. Re-add that part and keep deleting smaller and smaller sections until you find a certain spot that causes the problem. This is tedious, so I wouldn't advise it, but might help.
@yoman94464 жыл бұрын
THANK YOU N! VERY COOL
@NitrogenDev4 жыл бұрын
Thank you too!
@Ruumablood3 жыл бұрын
Hey so... having real hard time finding big and small rock textures that go together... any one else? Link below ill check them out but im vettong frustrated.
@NitrogenDev3 жыл бұрын
I assume you have, but I will ask anyway: have you checked the Megascans library for any good ones?
@Ruumablood3 жыл бұрын
@@NitrogenDev yeah thank you!
@tomjue51284 жыл бұрын
how is this different from using world align blend?
@NitrogenDev4 жыл бұрын
That is a great question! While the world align blend is generally more complete as a material function that comes out of the box, I thought it would be a good idea to instead explain the whole process that happens behind the scenes instead of using something premade. That being said, there aren't many differences, but this tutorial was more of a walk through the process.
@gawenpd3 жыл бұрын
Its an very good tutorial the problem is that when u try to add an landscape grass output it also put grass and other meshes on the stone can u maybe show or say how to fix this ? thx:)
@NitrogenDev3 жыл бұрын
If you're talking about landscape procedural foliage, you should be able to fix this by subtracting the stone layer from all procedural foliage textures/inputs.
@gawenpd3 жыл бұрын
@@NitrogenDev the questions is how and where I know that I should remove the stone layer from the others but don’t know how to do that with ur blueprint for Automaterial And I don’t want to remove ur material because it’s awesome to use
@NitrogenDev3 жыл бұрын
@@gawenpd Let's see if I can explain this: imagine that in the node that auto-populates the landscape with foliage there is a single input. Naturally, in the input you need to plug in the material layer you want that object to spawn on. Now, to get specific, the object is grass, and the material layer is, well, grass too. In order to avoid having grass spawned on the procedurally-generated stone layer, you need to subtract it from the grass material layer. And that happens for all the other layers.
@gawenpd3 жыл бұрын
@@NitrogenDev thx for the reply again :) I fixed it like 2 hours ago ☺️ but thx again ur making very nice tutorials stay tuned or ur channel u doing well. Have a nice day und thx again for ur help
@uliveulearnandregret3 жыл бұрын
is there a way to add a third auto material?
@NitrogenDev3 жыл бұрын
Definitely. You just need to repeat the process for a third one, which should be very easy as long as you understand how the layering happens.
@dang643374 жыл бұрын
So the last problem im facing (sorry alot but im new to Unreal!!) is that when i paint my texture, the for example dirt texture turns gray and it says shader compiling but after the shaders are compiled it stays gray and even if i build the lighting several times it paints none of my textures...here some screenshots: imgur.com/gallery/l1HsQGy
@NitrogenDev4 жыл бұрын
To be honest, I do not know. I haven't had any problems alike, so I can't imagine anything, but problems with the layer blend node. Perhaps it would be a good idea to ask on the subreddit of Unreal Engine.
@dang643374 жыл бұрын
@@NitrogenDev k
@miguelmoralesnavas4 жыл бұрын
What is the green texture, a_s?
@miguelmoralesnavas4 жыл бұрын
I understood!! Thank you! It is working perfectly
@NitrogenDev4 жыл бұрын
Good to see that you figured it out and that it works!
@miguelmoralesnavas4 жыл бұрын
@@NitrogenDev Yes I did it! And thank you for everything you teach us! You're the master of landscapes! 😉
@FreakSheepVODS3 жыл бұрын
keep in mind you will not be able to paint over the rock texture if you need to fix a spot on the map were it painted the auto texture but were you dont want it hand painting is still the best way
@S4nch3z864 жыл бұрын
Great video I will always learn something new now I still have to figure out how to collect material for the Material Function version and how to use RVT in it :D I'll ask another how to add auto grass + erase for grass to this material :D
@NitrogenDev4 жыл бұрын
Well, I don't think that deserves a tutorial as it is not much different then the procedural grass tutorial (kzbin.info/www/bejne/rHm0ZoOIlt6rmqM) I made a while ago, you just need to make sure that you subtract the inverse of the alphas of all the rock layers. As for erasing the grass, you can simply subtract the layer sample of the layer you want to have no grass from the grass placement map.
@davidtaylor81953 жыл бұрын
I like auto materials. Great TUT thanks!!
@NitrogenDev3 жыл бұрын
Glad you liked it!
@hdhwkq4 жыл бұрын
Bro iam think about using unreal engine but iam newbie to game Dev Btw did u start with unreal when u where newbie Dev ?
@NitrogenDev4 жыл бұрын
Yes, that is in fact the first time I have ever touched a game dev, IDE and programmed. And I must say, while it was reasonable hard at first, it definitely pays of right now!
@Jose-xq3fs2 жыл бұрын
Errores y Soluciones: revisar LayerCords (Value 0 = not apreciate in the instance). Name in the LayerBlend (todo junto, namecombinedcomplete noting using simbols and space). Y ademas, revisar las texturas (check textures for the maps variable regard world view in the reality).... vamos cauros.
@TheKingsLibrary3 жыл бұрын
You could be super awesome and export the material for us lazy folk to use while level designing lol. Thanks for the tutorial though, I'm not the best with nodes but this helped
@NitrogenDev3 жыл бұрын
Hey! I recently released the project files from all my tutorials for free -- including this one! You can grab it from here: github.com/NitrogenDev/Landscape-Auto-Material
@TheKingsLibrary3 жыл бұрын
@@NitrogenDev you absolute LEGEND. Thanks man
@xitslittle54713 жыл бұрын
the ground looks really reflective for me, any one know why?
@gtagam3r3 жыл бұрын
add specular and roughness
@edwinmocny3 жыл бұрын
1:54 who you touch
@coffeediction2 жыл бұрын
WARNING, TIME WASTE, You wont be able to finish the material: When he plugs the top material with layer blend @5:28, the entire bottom part is missing for us, so not sure what that is. But why do half-things and release them? Sigh. Low quality content and thanks to youtube's removing dislike count, we ofcourse cannot know how good or bad a video is, so we HAVE to waste time. Great. Just fucking GREAT.
@txhaisyeebyajkiab19643 жыл бұрын
Can share this to us. Thank you
@NitrogenDev3 жыл бұрын
No need to thank me!
@henrijs1733 Жыл бұрын
idk why you made such a great tutorial up until 5:30 where you plug in an off-camera-made grass layer and continue onwards on your journey. smh wtf
@dang643374 жыл бұрын
can i add you on discord so i can send you the pictures and describe my problem better
@karthikeyas57534 жыл бұрын
Ayyyy
@NitrogenDev4 жыл бұрын
Eyyy
@michaelysmaelfernandez44444 жыл бұрын
very confusing tutorial, in the part of "Double-layered Material with Normal Blending" you didnt explain why worldalignNormal is change compare to the first node you used..therefore the top texture is not changing
@NitrogenDev4 жыл бұрын
If you're asking why I am firstly using WorldAlignedTexture and then a WorldAlignedNormal, that is because, if you want to world aligned a normal map, you have to use the WorldAlignedNormal material function. Otherwise, you can simply use the WorldAlignedTexture function with other textures, such as albedo, roughness, specular etc.
@dr-flare4 жыл бұрын
Wassap
@NitrogenDev4 жыл бұрын
The sky -bad dad joke- Not much here, what about you mate?
@dr-flare4 жыл бұрын
YO, thanks for replying man!!!, i am just an indie game developer so i come here every time i don't know how to do something, and yeah ur a legend man!! u explain everything clear and crisp!!
@NitrogenDev4 жыл бұрын
@@dr-flare Thank you, I really appreciate! Seeing that you're a developer, do you have anything that you've done that you could show us? I would love to see some of your work!
@dr-flare4 жыл бұрын
@@NitrogenDevSure, thanks for mentioning that, Currently I am working on a game called '' Outbreak SIRENS " it's a third person shooter game about a post apocalyptic city that u will be exploring and fighting infected through it. Till now I haven't really done something important but I can show u some images of the environment 🌳🌲🌄🏞️
@NitrogenDev4 жыл бұрын
@@dr-flare Sounds pretty cool! And please go ahead, I am curious to see how yours environments came out.
@kamitekeiichi23763 жыл бұрын
nicely explained but please move slower. i couldn't follow your blueprint easily and it took quite the effort from a newbie like me
@z3nsiter4 жыл бұрын
there are some people doing step by step you are just too fast and not clear i couldnt keep up
@NitrogenDev4 жыл бұрын
I'm sorry to hear that I went too fast. I will make sure to better adjust my speed in following tutorials.
@bulba19952 жыл бұрын
Мне показалось или ты говоришь по русски?
@DKJens444 жыл бұрын
As a beginner the tutorial is not usable at all. You start building in the middle, then you add something there, and then you remove something there, just attach something that was there before the video. You also do it so fast that you can't keep up with it.
@NitrogenDev4 жыл бұрын
I'm sorry to hear that. As I explained in the video, the piece of code I started with was a basic layer blend setup to let me paint different materials on the landscape. Regarding the speed, I have had people tell me I'm too fast, perfect from a speed standpoint or too slow, so it's a bit hard to balance, but I will try to slow it down when I create the code at least. Thanks for the feedback!
@sprays4days-edits4 жыл бұрын
2nd
@NitrogenDev4 жыл бұрын
I hereby mark thee as the one and only second comment. Jokes aside, I appreciate your comment! :D
@ethanwasme43074 жыл бұрын
this is literally a leech from Procedural Landscape Ecosystem's material... their textures and everything too... kinda sketchy lol
@NitrogenDev4 жыл бұрын
Actually, it is not. If you have seen some of my previous tutorials about environments, you might have noticed that I mostly, if not entirely, use assets from PLE, such as meshes and textures, because it's easy for me to import them in new projects. For instance, I could've used megascans textures for this tutorial, which look better than the ones the pack comes with, but it would've been a hassle for me to download and then import them. While I certainly looked into how the author of PLE created the material, it's not my only resource for the research of this tutorial. I looked into multiple materials and various other videos and articles on this and, using my previous experience and knowledge as well, I tried to combine what I felt would be the easiest to understand, while still keeping the quality of the material. I can see where you assumption comes from, but I hope that this reply clarified your doubt.
@Hibbicon4 жыл бұрын
Too fast and confusing.
@theexplosive5834 жыл бұрын
ЫыыыыЫыЫЫыы
@NitrogenDev4 жыл бұрын
ЫыыыыЫыЫЫыы
@theexplosive5834 жыл бұрын
@@NitrogenDev Thank you
@shaezbreizh864 жыл бұрын
@@theexplosive583 Ыыыыы Ыы ЫЫыы ?
@3Danful2 жыл бұрын
uuuuuuhhhh. lol. Not sure how you can call this a tutorial. i mean, well done, but following all of that, as a noob. Ouch. This should be labelled as a guide, rather than a tutorial. ie for those with experience.
@coffeediction2 жыл бұрын
Also half of info is missing, its called "bragging" or "showing off"