Man this is one of the best tutorials of 2020 and something that definitely needed covered thank you so much for this I'm definitely going to share across my network 🤙🏾
@MR3DDev4 жыл бұрын
Glad it helped. Stick around for more ;)
@LucianoGR2 жыл бұрын
This is very simple and powerful in comparison of another methods for this same effect like virtual textures. Thanks a lot!
@bridge14444 жыл бұрын
Sadly, loosing the cast shadows is a deal breaker in many cases. How to circumvent that?
@remon5633 жыл бұрын
I think it works with shadows on, theres just a drawback that if your blend range is too high it will collide with your shadows and give artifacts. So it works with a smaller amount like 10-15. Correct me if im wrong!
@BirhanDursun3 жыл бұрын
Use Runtime Virtual Texturing
@bridge14443 жыл бұрын
@@remon563 thx
@bridge14443 жыл бұрын
@@BirhanDursun thank you
@remon5633 жыл бұрын
@@bridge1444 yup RVT is the way "D just found out about it as well and it is really a step-up :) TIP* if you cannot get it to work make sure you have 2 RVTVolumes set-up: 1 for the HEIGHT and 1 for the PROPERTIES.
@maxm.59354 жыл бұрын
You have hands down the best Unreal Tutorials for Megascans mate, thank you very much
@MR3DDev4 жыл бұрын
Thank you for watching ;)
@faustoart3 жыл бұрын
Incredible, I had no clue that this even exist, congratulations!
@MrWarwold Жыл бұрын
Amazing technique. This helped with a big problem I was facing in my project. Thanks you!
@minaexperiment4 жыл бұрын
Great timing, i was wondering about this and looking for tutorial on it. This was quick and to the point!
@MR3DDev4 жыл бұрын
Glad it helped :)
@empirestudioz10 ай бұрын
I know its been awhile, but this was super helpful , thank you very much
@mappeof34004 жыл бұрын
Thank you! Looking forward to digging in on the RVT stuff. Appreciate your contributions:)
@MR3DDev4 жыл бұрын
Hey Glad you liked it, there will be an update on the RVT blending for sure :)
@alzate_3d9 ай бұрын
Some conclusions that I draw from using this methodology, which I thank in advance very much to the author of the video for sharing the knowledge. 1. It seems to me that the mixture between the soil and the rock is done in a very very impeccable way at first glance. 2. I notice that if we have a horizontal camera movement it looks pretty good, but if you do vertical movements with rotation you will see that the mix seems to change depending on the viewing angle. 3. If you are going to illuminate with an HDRI a cloudy sky, I think you will not have many problems with the shadows of the object on itself. However, if you use a Directional Light you will notice that in Raytracing mode the object will not produce shadows on itself. 4. And I think the worst of all details, artifacts on the model can appear, even with values of 5. If to date there is an easy method to solve all this I would greatly appreciate knowing it.
@freeju20013 жыл бұрын
You should be rewarded BRO!
@aiarch3 жыл бұрын
thanks for the great tip. what I suggest is to use it on close to view objects so the shadows are not effected much
@williamlacrosse93893 жыл бұрын
A quicker way than RVT. A big thank you
@giaco894 жыл бұрын
Love this TA magic :) Thanks for the video!
@MR3DDev4 жыл бұрын
Glad it helped
@patrykwojtal85064 жыл бұрын
Great that you explained it step by step. Thanks :) Btw. Does the next method (more advanced) allows using shadows? - In some cases 'cast shadow' feature is crucial to make scene look realistic.
@MR3DDev4 жыл бұрын
Yeah the next method is the RVT which allows casting shadows, is just a bit more complex and hard for those who are not very familiar with UE4 shader nodes ;)
@g101184 жыл бұрын
It should be possible (in theory) to exclude PDO-induced shadowing artifacts by using the 'shadow pass switch' node. Might be worth taking a look to see if you can figure anything out, I can't tell if the current version is bugged or if I'm not implementing it correctly. With fixed shadows, there are several reasons why this would be a handy option vs. RVT and distance field blending IMO.
@MR3DDev4 жыл бұрын
That sounds interesting I'll have to look into that
@nihonjin24 жыл бұрын
Great tutorial, simple, concise & to the point. Thank you!
@MR3DDev4 жыл бұрын
Thank you for watching, hope you stick around :)
@pnbt2926 Жыл бұрын
use runtime virtual textures when blending with terrain created with Landscape system, it doesn't affect shadows
@skyrixdreamer48023 жыл бұрын
Your awesome man!! thanks, this is so useful
@MR3DDev3 жыл бұрын
Glad it helped!
@SkSafowan Жыл бұрын
Great video
@ivailo72 жыл бұрын
Hello, can you please create an update video on how to do this but with Unreal Engine 5? Since this great tutorial was made there have been a lot of changes and updates. I see in the comments that other people are confused too. Thank you for making us better game developers!
@Dieucreateuruniversel Жыл бұрын
it's the same thing bro, did you search ?
@ivailo7 Жыл бұрын
@@Dieucreateuruniversel I just don't do it. Haven't search for a solution.
@optic11473 жыл бұрын
Not getting the 08 Tessellation for my displacement when i download the assists from Bridge app. I selected Blender option on the mega scan in the unreal engine 4.
@AlmazovS4 жыл бұрын
Hello man! Good tutorial but I got stuck at 6:38. Maybe Quixel updated their exporter but I see only MS_DefaultMaterial and I can't see Pixel Depth Offset here. UE4.25
@MR3DDev4 жыл бұрын
Quixel did update the materials, there will be a tutorial on that very soon
@AlmazovS4 жыл бұрын
@@MR3DDev Cool! Thank you so much! I have some ideas how to re-write their master material or maybe it should be better to create new material (and connect their function files to it). But I will wait for your tutorial ;)
@danq2656 Жыл бұрын
Has there been by chance some update on this after all this time so it would work with cast shadows?
@NiteshKumar-cs4wo4 жыл бұрын
This is very important tutorial for exterior environment.
@MR3DDev4 жыл бұрын
Thanks, stick around to for the second way to do blending ;)
@NiteshKumar-cs4wo4 жыл бұрын
@@MR3DDev and that will be more effective
@MR3DDev4 жыл бұрын
@@NiteshKumar-cs4wo It depends on your needs, this technique is very easy and quick to setup the other one is more complex and requires better understanding of the shader nodes.
@NiteshKumar-cs4wo4 жыл бұрын
@@MR3DDev hope I understand that one but I know you teach well
@GBTC20112 жыл бұрын
There is no node with the pixel depth offset. the texture, metal and normal go into a "MF_ObjAdjustments" node and into "M-MS_Default_Material. Version 5.0.3 "
@MrMintiX2 жыл бұрын
have you been able to fix this?
@yantingye16774 жыл бұрын
your vide is really big help,thanks
@MR3DDev4 жыл бұрын
Glad it helped
@waleednabil25833 жыл бұрын
Thnk you for ur tutorial but i cant expand my parent material attr. any help ?
@dispatersdance96913 жыл бұрын
Default material node does not show up. What am I doing wrong?
@broderalias3 жыл бұрын
I only get instances of megascans. What to do then?
@lionellaurent1084 жыл бұрын
Thank you for this video, it's really helpfull for me and my work.
@MR3DDev4 жыл бұрын
Always happy to know my videos are helping
@fredhatespie4 жыл бұрын
Thanks for a great tutorial. Quick question - when I inspect the instance material and navigate to the masters material within the MS_DefaultMaterial folder, I do not have the same format as yourself. I have a single MS_DefaultMaterial (it appears to be shared across all MegaScan assets) which does not allow me access to the PDO, or any of the standard material nodes. Has this now been locked, or have I downloaded the asset with the incorrect settings? Thanks for your help!
@MR3DDev4 жыл бұрын
Not there is no lock, have you activated displacement on the megascan plugin? Just press the green M button on your top toolbar in engine and make sure displacement is checked.
@fredhatespie4 жыл бұрын
@@MR3DDev Hey - That fixed it! Awesome. Thanks for that. I must have missed that in the tutes! There's always a checkbox somewhere!
@MR3DDev4 жыл бұрын
@@fredhatespie happy it helped
@dispatersdance96913 жыл бұрын
@@MR3DDev Didn't help me
@broderalias3 жыл бұрын
@@dispatersdance9691 Worked for me after reimporting the asset
@zmg19954 жыл бұрын
Tnx for explaining what pixel offset does, I was wondering about that. Kinda disappointing it doesn't work with casting shadows, but what can you do. I am wondering how other engines do their blending, for example Witcher 3 has a lot of blended in cliffs.
@MR3DDev4 жыл бұрын
I have a video using Runtime Virtual Texfures which is similar to what Dice used to blend assets with the terrain in the later battlefield games
@zmg19954 жыл бұрын
I watched the videos, tnx for explaining that technique. The whole time I was thinking there must be a hacky way of doing this, maybe something with using the pixel depth offset and dither but just as a mask for opacity of an asset...but that would not look right up close in some cases. You do a great job with your tutorials. Suggestion: Do something on advanced trees, recently I got into that and there isn't much tutorials on it.
@dpredie4 жыл бұрын
What do you think about blending using Runtime Virtual Textures like quixel’s tutorial? I tried it but not sure how it compares with PDO, cost wise and realism wise, not as savvy as you..
@MR3DDev4 жыл бұрын
Is more complicated, I read the blog post they did about that and it was really hard to follow. I had a tech artist friend of mine help me out and is not that bad, is just the steps are not well delineated in the blog post. As for which one is better in terms of quality? Definetly the RVT, but it is also more expensive than the PDO.
@AscaronFrid3 жыл бұрын
simple and clear
@roendpunt4 жыл бұрын
Simplified tutorial, and a copy of many.. to much of this stuff popping op. There's an advanced way for this that has much more potential. Anyway GL with further exploration.
@devm32404 жыл бұрын
Helpful 🧡
@Baleur Жыл бұрын
It not working with shadows kinda ruins the whole thing.
@netanel83342 жыл бұрын
thank you so much
@DrekenProductions3 жыл бұрын
fantastic ive seen this a few times but the dither wasnt explained well.
@josukuttyfrancis61453 жыл бұрын
@ MR3D-Dev thanks for this...! very useful.. :) can you help us on how can we do this without losing shadows?
@rossfranks97903 жыл бұрын
My Master Material looks like this imgur.com/y90jIzK so I unclick "Use Material Attributes" for the "MS_DefaultMaterial" but it then disconnects and looks like this imgur.com/v4X3t2Z , am I missing something? Thanks in advance.
@saebr4 жыл бұрын
Buddy, thanks for sharing your knowledge. Quick question if u don't mind. I know brut force kinda hits your performance.. And every body talks about still images vs real time renders. My question is.. What if I am doing a cinematic shot.. It's not a game, so I am not worried about real time performance... Can I just go crazy with the sittings? Will it still render the sequence fine... Or will it show as heavy and cutting off? Thanks in advance
@MR3DDev4 жыл бұрын
My answer to that would be yes, however I have not tested the limits of it. When rendering you can setup so the engine renders "as if" it was an offline renderer (like Vray or Cycles) but I am thinking if you have a scene that moves at 5FPS it will be hard to get a good motion render, so it has to be a balancing act. I'll add this to my list of tutorials but I hope this answers your question for now.
@saebr4 жыл бұрын
@@MR3DDev thanks for your reply. I just found your channel today, and honestly it's amazing. There are a lot of great tutors out there, but I really love your simplicity. You explain things in 2 mins, that the guys at epic and quixel explain in an hour... Yet 90% of us don't understand what they said. Keep the good and simple tuts coming... And thanks again.
@CainRae4 жыл бұрын
Very nice tip. How big is the performance impact of using a material like this?
@MR3DDev4 жыл бұрын
Actually from the blending techniques this is one of the cheaper ones.
@CainRae4 жыл бұрын
@@MR3DDev Ah, good to hear! Thanks for the quick response 😄
@hedyxalil97364 жыл бұрын
thanks this is a time saver and I have Q, is this work if a object was on another object, for example, something on a rooftop ?
@MR3DDev4 жыл бұрын
Yes, this effect will actually be present whenever the asset intersects something else because is on the asset's material. I'd say is of the best things about this technique.
@hedyxalil97364 жыл бұрын
Thanks man this is make your game more realities.
@Ryan-tn4gk4 жыл бұрын
Hey, can someone help me? Once I try to go to the master material, it looks completely different than what I am seeing on the screen. I dont know how to attach the dither cause its not there
@MR3DDev4 жыл бұрын
Can you please elaborate? What are the differences you are seeing? And the Dither is hooked into the pixel depth offset on the final node of the material.
@harshitpenamata26823 жыл бұрын
@@MR3DDev its in MF_MapAdjustments now
@lmbits10474 жыл бұрын
The shadows will only be self-shadowing but it won't cast shadows on the ground so how can this trade be good at all?
@MR3DDev4 жыл бұрын
Depending on how you place it it may no be noticeable at all, notcie there is still some shadows on the object.
@lmbits10474 жыл бұрын
@@MR3DDev I see you have another video using RVT. I guess that would be a better technique?
@MR3DDev4 жыл бұрын
@@lmbits1047 I wouldn't say one technique is better over another, is more about using the one that suits your needs
@lmbits10474 жыл бұрын
@@MR3DDev I was referring to the shadow limitation the other one has. Anyway thanks for sharing mate.
@crzymlk4 жыл бұрын
I have problem with doing it using the new Megascans Master Materials. If I plug in the Dither Node into the Material Function I get a weird flickering effect on the whole material. Any ideas? Love your tuts btw :)
@MR3DDev4 жыл бұрын
did you turn off cast shadows?
@crzymlk4 жыл бұрын
@@MR3DDev Yeah I did, I figured out that when I turn the default value of the parameter to 1 the flickering went away, so problem solved :D thx
@basilsunny61604 жыл бұрын
God🥺
@KristofKuris4 жыл бұрын
Hallo, I have a question, I wanted use your TUT with my Megascans 3D Asset Icelandic Boulder but when I opened MS_DefaultMaterial_Displacement completely different parameters appeared. Please look at the picture there are no classic parameters that I know, the Pixel Depth Offset parameter is missing, so I don't know how to use Dither Can you please advise me? Thank you....attachment: drive.google.com/file/d/1MKqevRNwL5Dc8BMOywCt0amfBBIJPvL3/view?usp=sharing
@MR3DDev4 жыл бұрын
You may be using the new update I'll have to make a tutorial about that
@KristofKuris4 жыл бұрын
Jj, using new update, using great vertex blend mat, please do it. I normally know how to use dither, but here I am lost...
@MR3DDev4 жыл бұрын
@@KristofKuris Yeah I've been getting tons of comments now that the update has been out for a while that people can't find things anymore so I'll make a video where I dissect the new materials :)
@KristofKuris4 жыл бұрын
Ok, it sounds great. Can you pls estimate when it will probably be? Thank you.K
@mallugamedev49514 жыл бұрын
thank you frind
@petertremblay37254 жыл бұрын
Fantastic work but without shadow it's no go for any serious games!
@MR3DDev4 жыл бұрын
This technique is actually very common because is so cheap in terms of hardware resources, there are many instances where the player will not see the lack of shadows.
@petertremblay37254 жыл бұрын
@@MR3DDev Thank for the reply but i am watching this video here and he seem to be using a similar technique and he adjust the shadow and the light seam is almost not noticeable : kzbin.info/www/bejne/hl6qc3qendaAjZo
@getpanda45094 жыл бұрын
@@MR3DDev Quick question. If you take a basic spotlight, point it at the blend and toggle off and on you get this weird visual noise/lag. Is there a way to fix it? Thanks
@khymaaren4 жыл бұрын
It's easy to go overboard with it, but it's great. If only it didn't mess up how lighting affects the object...
@MR3DDev4 жыл бұрын
True, that's why this technique is more for background objects than hero assets
@AhmedHasan914 жыл бұрын
is there a way with such result but with shadows on ?
@MR3DDev4 жыл бұрын
The RVT way can have that option, that tutorial is coming soon
@AhmedHasan914 жыл бұрын
@@MR3DDev awesome . looking forward
@Zvezda13663 жыл бұрын
My biggest nightmare is geometry nodes i just can't understand how they work
@djwosa20004 жыл бұрын
thanks
@MR3DDev4 жыл бұрын
you are welcome
@troyhayder69863 жыл бұрын
Are people overlooking the fact that a single megascan rock is about 5gbs? Even with instancing you need a lot more than just one rock...how do plan to sell your game? On storage media that doesn't exist? On Internet portals that take years to upload your game to?
@largerfiend3 жыл бұрын
there are optimized LODs available for all assets, you dont have to use the highpoly source.
@troyhayder69863 жыл бұрын
@@largerfiend we are not talking about lods... We are talking about the filesize on the hard drive... Unless you export a low poly lód and reimport it as a base mesh... But then what's the point?
@boopalan.m4 жыл бұрын
❤❤❤❤❤❤❤❤❤❤❤❤❤
@XomB4 жыл бұрын
Ello mate, Quixel have changed the master material setup a bit since this video. It looks like this: help.quixel.com/hc/user_images/AQmE8HPwmjUW9rRIBBlYtg.jpeg Where do we plug the PDO into now?
@BlagoiSpasov3 жыл бұрын
it is in MF_MapAdjustments
@harshitpenamata26823 жыл бұрын
@@BlagoiSpasov Thank you
@pixelpapii3 жыл бұрын
@@harshitpenamata2682 hi, im new to unreal can u guide me on how to plug the PDO to MF_MapAdjustments? im having a hard time trying to figure it out
@goll4m3 жыл бұрын
no way it is worth the compromise for losing cast shadows. Nothing looks good without cast shadows. ugh, we'll have to wait for the next upgrade for this.
@MR3DDev3 жыл бұрын
You may wanna try using RVT blending then, I have videos about that on the channel ;)
@mallugamedev49514 жыл бұрын
good ......
@VeeIsDead2 жыл бұрын
this ditherig doesnt work anymoire with % I guess. The parent material structure is coimpletly different, there's no PIXEL DEPTH OFFSET, can you update this PLEASE I'm losing my fucking mind that something so simple has become complicated?
@jp3d9114 жыл бұрын
no shadow ... no way ...
@ajk77334 жыл бұрын
Reminds me of this old cryengine video, i wonder if we could replicate this in UE4... kzbin.info/www/bejne/a2SveGBsaNqNZpI
@BeenazKitchen4 жыл бұрын
Thanks i lost my subs 3 days muselsel next day let see
@dobby_soo3 жыл бұрын
oh god sorry I accidentally deleted a comment while trying to check replies
@dobby_soo3 жыл бұрын
Thanks for your kind explanation! I found another way and solved it I also subscribed and joined Discord.