You sir are a legend! I've been fighting my way through all possible resolutions, sizes, scales, options, plugins, everything, and couldn't get past 32 fps. Creating the landscape first, then importing the heightfield solved the issue completely, now hitting a solid 120 FPS, with materials applied, not a single hitch or drop in fps! Running on UE 5.4 (which also has the same issue as previous versions). Many thanks for the video!
@IstyManame6 ай бұрын
Oh! An interesting way you solved it, i solved it by rendering out heightfield texture in tiles
@JDAeroVR6 ай бұрын
Well done!! I just imported a 50km x 50 km of the island of Oahu! Thanks so much... always crashed... never thought of creating the landscape first and then applying the heightmap!
@mootzartdev6 ай бұрын
No worries! Glad I could help.
@FPChris9 ай бұрын
2:40 the res it perfect actually. Once you apply auto material, displacement, and the rest of it.
@mootzartdev9 ай бұрын
I agree. Although this is actually the more realistic limit we can get away with at the moment i guess haha
@JoachimPileborg6 ай бұрын
Regarding the second height calculation, 100 / 512 is equal to 0.1953125. Because you multiply by 100 you need 0.001953125. You could skip the multiplication by 100 and only have height * 0.1953125.
@leandrogomiero29972 ай бұрын
Hello, I am starting to follow your videos to learn how to build open and large worlds for a game I intend to create. Thank you for sharing your knowledge.
@dondahighhh125 ай бұрын
Thank you for your videos, I tried out World Parition back in 5.1 and the lack of tutorials, guidance from Epic was frustrating, looks like its better now
@Goldarrow.897 ай бұрын
"This might take a bit" I'm here making a 1,000 KM map compared to your 30 KM
@mootzartdev7 ай бұрын
1kx1k?
@steffenaaland15807 ай бұрын
1000kx1000k?
@oshavlfarms72396 ай бұрын
I was looking to get started with that. Mind if I connect with you for some pointers?
@mootzartdev6 ай бұрын
@@oshavlfarms7239 Jump into the discord mate. Feel free
@oshavlfarms72396 ай бұрын
@@mootzartdev which one??
@real2late9 ай бұрын
Btw you can also just paste the entire calculation into the ue field and it will calculate it as well
@mootzartdev9 ай бұрын
Thank you for sharing. I was aware of that. But I prefer to give others the ability to understand what they are doing.
@SolarCookie3005 ай бұрын
Beautiful work men
@reezogames59915 ай бұрын
Where you create height map can you please share tutorials
@whoisryanpАй бұрын
I know this is probably old. But in case you haven't gotten an answer yet, you can use Gaea to procedurally generate a hieght map and then import it to UE5. I just started a new project and it works with 5.4
@imperatordernation3967 ай бұрын
Hello , thank you for your video. which programm do you use for your heightmap creation ? At the moment i use gaea but it has a limited to 8k res. Best regards
@mootzartdev6 ай бұрын
I used Gaea for this. And i was able to make 16k res. Do you have full version?
@Fizziepop5 ай бұрын
Thank you! This is great.
@Nate-tz3lc3 ай бұрын
I have just watched your video and im trying to make the grid show up because as soon as i go to landscape mode then press import from file the grid disappears, could you tell me a way to fix this?
@amerboss999 ай бұрын
when i try to to change number of components it keeps going back to maximum resolution which is 8k
@mootzartdev6 ай бұрын
Some things snap if you have not set other settings correctly. Sorry for the late reply.
@amerboss996 ай бұрын
@@mootzartdev no, it was just that my level didnt have world partition
@mootzartdev6 ай бұрын
@@amerboss99 Ahhhh ok. Glad you figured it out
@AndrewOnWish10 ай бұрын
Can you show us how to texture the map?
@mootzartdev10 ай бұрын
Sure! I can work on a video for that. It can be very complex.. or very simple. Depending on what we would want to achieve.
@galegosantos31569 ай бұрын
@@mootzartdev waiting
@keithyakouboff87558 ай бұрын
How many other tutorials do you have on this topic? I am venturing into this territory, no pun intended, for the first time -- creating humungous environments within UE5. My principle 3D app up to this point has been Maya, but I like the foliage painting feature, Nanite geo feature, etc., of UE5, which should make creation and rendering much faster. So, I've decided to hit this project with this new workflow, and hopefully develop a new skill set along with the way. But, like I said, I'm feeling a bit overwhelmed. Do I create a layered UE material with tiled textures, varying them by revealing and hiding the various layers at different points? Or, do I break the land model up (now in Maya), into 4 or even 16 quadrants, lay them out over corresponding UDIM tiles, and maybe bring this into Painter and apply 4 (or 16??) 8K custom textures? I just don't know how best to approach this. The good news is we won't be ground-level, but flying ~500 feet off the ground. Thanks.
@mootzartdev6 ай бұрын
Sorry for the late reply. It really does depend on your end goal. What is the environments target? Video games, Cinematic film? Each one would require a different approach with regards to optimise it for game or squeeze the best results for cinematics. But as you mentioned that it is not at ground level. There are lots of approaches to this. It would really be worth checking out using real world data as a input for your landscape etc. But ultimately id need to know more about the target/end goal for the project.
@keithyakouboff87556 ай бұрын
@@mootzartdev Sure... And thanks. I'm creating a video for church, but I do not want it to be videogame-esque. I'm thinking more documentary-level? Although some videogame imagery approaches that. The area's about 16.2mi square, from the ancient town of Nazareth to the eastern shore of the sea of Galilee. We'll be flying ~500' off the ground, in a two-minute span. I want it to be as photo-real as possible, but am prepared to get 90% there and be happy with that. Currently, I have satellite data that has deformed a large plane in Maya, using real-world units. The plane is as high-rez as Maya seems to be able to stand (~3,700 faces squared). Currently, I have about 15 variations of houses and other structures, and am starting to paint them in Painter. They are low-rez for sure, but I'm hoping they hold up in the final product. Eventually, I'll multiply these and spread them around in the various towns we'll be flying near. I'm planning to "paint" trees from Megascans or other sources within UE5 once the terrain and villages / towns are completed within Maya. The water presents another problem, but one thing at a time. The terrain texture concerns me and I'm unsure what I'm going to do yet. Does this help or just add to the confusion? LOL
@mootzartdev6 ай бұрын
Haha it helps me know what you want to do a lot. But If you Can jump into the tecastus discord I could chat with you in realtime a bit better. @@keithyakouboff8755
@keithyakouboff87556 ай бұрын
@@mootzartdev Oh well poop... I'm at work now. When do you inhabit that zone? (I might have an account, but I'll need the time away from work and my password info.)
@mootzartdev6 ай бұрын
@@keithyakouboff8755 Im on there most of the time as its my main workspace also. Catch you there when you can
@activemotionpictures4 ай бұрын
Amazing tutorial. Question: how do you texture such huge landscape floor?
@mootzartdev4 ай бұрын
I would suggest a landscape auto material to get yourself started
@alexrybin37984 ай бұрын
Thank you for the tutorial. I have noticed that your clouds casting shadows. not sure my cloud does. any special settings?
@mootzartdev3 ай бұрын
In this example im using UDS which has this option pre-set. Though i dont think its to much to work out :)
@CruelCrusader908 ай бұрын
wouldn't changing the scale value after generating the landscape be less impactful on the computing?
@mootzartdev8 ай бұрын
Yes it could be. It would depend on what your PC can handle
@val_evs6 ай бұрын
If I have 2 maps (.umap), how can I use World Partition to loading them? I've done this before on a level streaming, but it doesn't work with WP.
@ojdeeАй бұрын
As impressive as this large landscape is, do you have an example of such a large landscape with grass and trees running at acceptable framerates. Once you add those, either nanite or lods, is such a large world feasible on an average development pc? Thanks for the video!
@mootzartdevАй бұрын
I use this landscape on all my tutorials nearly. And there are a few videos showing it with grass and materials. It is certainly possible to make this scale. But there are lots of little annoying stepping stones with lower specs. like not being able to have all tiles loaded at once when edited etc. ill be adding more of my games progress soon which will showcase the landscape more
@steffenaaland15807 ай бұрын
Ahh! Thank you, couldn't understand why I got so low fps on my landscapes...
@HeroVisualsFX9 ай бұрын
Thank you!
@mootzartdev8 ай бұрын
You're welcome
@AwaisQadir.12r2 ай бұрын
Please Kindly Send Heightmap Png Of This Tutorial 😢
@Hozq3D4 ай бұрын
The tutorial seems awesome, I keep getting exception access violation crashes. I'm boutta give up this is ridiculous
@mootzartdev3 ай бұрын
this is usually related to GPU issues. Drivers or similar. Also depend if your hardware is capable of doing the task you are trying to do in the first place. Sorry for the time to get back to you
@robxbledo75899 ай бұрын
Ty
@TylerIRufener4 ай бұрын
So quick question with this method you dont need to have a secondary program cut a height map into tiles?
@mootzartdev4 ай бұрын
No, world partition is designed to deal with single file heightmaps predominantly. Tiled actually takes more resources with world partition.
@CommanderColson9 ай бұрын
Great tutorial. How does this work with landscape tessellation? A key feature with UE5.3 (further established in the upcoming UE5.4) is applying material tessellation directly on to landscapes, but considering you are literally scaling up the landscape proxies, wouldn't this mess with materials and potentially break the potential for landscape tessellation? For instance, if I wanted to use this method to make some ridiculously large sized open world (think the map from Ubisoft's The Crew), would I still be able to utilize landscape tessellation/nanite for all that extra detail?
@mootzartdev9 ай бұрын
In theory it shouldn't matter. Displacement should be relative to how the material is tiled. Not the size of the 'object' it is on top of. But I will have to try it and see. I have a few videos to do first.
@michaelhampton6459 ай бұрын
Enabling landscape nanite is limited to slightly over 8 Sq kilometers. Anything higher crashes unreal engine. And it will use every bit of 128gbs of system ram just to turn an 8 Sq kilometer map into nanite. Plus nanite displacement is not compatible with large landscapes in 5.3, fingers crossed with 5.4 it will work with larger landscapes.
@CommanderColson9 ай бұрын
@@michaelhampton645 Oh wow thanks for the update! I agree, hopefully it receives more support in the future. I'm inclined to say it probably will considering how all out they are pursing nanite
@mootzartdev9 ай бұрын
@@michaelhampton645 Spot on. This is why im kinda waiting for full 5.4 before doing more in depth tutorials on these subjects.
@FPChris8 ай бұрын
@@michaelhampton6455.4 is out any tests done?
@Schiaff7 ай бұрын
Is there a way I can get that height map that you used? I’m new to Unreal and I’m trying to learn as much as I can, this video was really helpful! But i couldn’t continue because of the missing file to import
@mootzartdev7 ай бұрын
Im afraid not as its from my personal game project. If people are interested I can make a set of HMs for people to use.
@Schiaff7 ай бұрын
I totally understand that. But how am I supposed to follow along then? You should provide some hm available to download, or at least point out some websites that provides them…😅
@mootzartdev7 ай бұрын
@@Schiaff I sort of get your point. But I didn't even have to make this video. Height maps are a totally different area of their own and take some skill to create for them to be decent. You can generate random ones in various places though. I'll make a handful of random ones next week and find a place to provide them. As a few have asked now.
@Mordynak8 ай бұрын
Afaik 16k is not the biggest heightmap file supported. Ive seen on discord people are importing massive ones. My massive terrain in ue4 will not import in ue5 however. I can import tiled maps in ue5 just fine. But anywhere near the size of my ue4 map and it runs out of memory.
@mootzartdev8 ай бұрын
Yes. If you turn off edit layers you can go much bigger. But this essentially voids the 'modern' features of the UE5 setup. I would not recommend using a heightmap over 16321 unless your machine is absolutely insane specs. Which the average person has not got. So really, even the one from my demo vid here, is not the best example for the average person. I have done tests.. and generally 8k maps are the best (single heightmaps) and then tiled might be the way to go. However world partition is not designed for tiled. As it requires so much memory to complete the task. It has to essentially stitch them into one heightmap to then create the proxies. Which is a backwards way to do world partition terrains. hope this helps.
@AwaisQadir.12r2 ай бұрын
Heightmap Download Link Please ?????
@shaheen0610 ай бұрын
@mootzartdev one question .about my pc. ryz 5 5600x with 16gb 3600mhz and rtx 3060. these softwares runs but will i be able to make large landscapes with my pc
@mootzartdev10 ай бұрын
I would say it is certainly possible. But you would have to be very strict with yourself with the amount of things you do at once. For example, I would not recommend having the entire landscape loaded at once for certain size environments. As this is the type of thing that will currently max our your gpu and cause crashes.
@shaheen0610 ай бұрын
@@mootzartdev i was currently doing this tutorial. It said out of memory🥲.
@shaheen0610 ай бұрын
@@mootzartdev ok ill try a different approch.
@GamesStudio3138 ай бұрын
Nice, what kind of graphics card, CPU and RAM do you have?
@mootzartdev8 ай бұрын
I have a RTX 4090, 128gb RAM and a very high spec cpu. So it does make things a lot easier for me at the moment.
@surbhisharma24557 ай бұрын
Hello, loved your video just have one doubt, what if I have to create a map size of pubg big map ie erangel map. They say it's 8km×8km. Ie 64km². What are the configuration and values for that. I've created almost 10-20 projects and deleted coz I messed up. I'm so confused in these km values. Please help me. PS - you might find it stupid question but pubg biggest map 8km×8km ie 64km² is bigger or smaller than the map you created. Awaiting for your reply. Many thanks again
@mootzartdev7 ай бұрын
This 30x30 would be 900km² The calculation for you would be first based on what resolution heightmap you want to start with. If you have a 8129x8129 resolution heightmap for example.. you would try the following... 8000 x 100 / 8129 = 98.4 98.4 would be what you set the x,y axis of your heightmap input. This would obviously scale down your heightmap to make exactly 8kmx8km ie 64km².
@surbhisharma24556 ай бұрын
@@mootzartdev Thank you so much
@TylerIRufener4 ай бұрын
Now is there a way to make this size of landscape into nanite without obliterating my computer? I have a solid computer not the latest but I do have a 3080
@mootzartdev4 ай бұрын
I honestly wouldn't even bother thinking about it at this point. It really isn't worth wasting your time with at this scale. It takes to much resource to be viable for any type of project beyond 2-4k maps.
@TylerIRufener4 ай бұрын
@@mootzartdevthank you for the advice
@BlueSucho8 ай бұрын
How to get a Heightmap?? is there a way to get the one you used? (where can i create my own?)
@mootzartdev8 ай бұрын
The one i used is from a personal project that i cant share im afraid. I used Gaea to make my heightmap. Perhaps i should make a tutorial on it. There are not many very good free options out there really.
@BlueSucho8 ай бұрын
@@mootzartdev hm okay sad haha, well thanks for the answer. Yeah a Tutorial on it would be very cool!
@coreycarries8 ай бұрын
Generate one using perlin noise algorithms
@lolaswift1118 ай бұрын
how do we handle spawning and despawning npcs, AIs and other game objects in this setup? thx
@mootzartdev8 ай бұрын
Well this is purely a method for setting up a large landscape. NPC and AI is a entire new area really. I would check out some other channels currently as i do not really have a plan for those types of videos at the moment sadly. But its worth noting that NPC/AI related stuff is a very large topic. Depending on what you want them to do of course. There are lots of 'systems' on the Epic Marketplace though that might be of help to get you going, and you can perhaps learn from them. A quick google search shows this system as a example that is currently on offer. www.unrealengine.com/marketplace/en-US/product/ai-behavior-system?sessionInvalidated=true
@kitbash98796 ай бұрын
Great video, thank you for that! btw, 32 Ram+4060 And I get out of memory crash( Best I can do now is tiny 16x16km. No way creating a bit bigger landscape involves enormous calculations to require a $5000+ PC. People did that way earlier on potato hardware. I hope Unreal folks will optimize this nonsense.
@mootzartdev6 ай бұрын
Yeah the issue really is how they decided to divey up tasks. World Partition takes loads of memory in the first place as it has to break up the input in proxies. Where as before the user would usually make tiled landscapes externally. So now tiled even takes more memory then the old method because UE has to stitch the tiles together to then break them up again into WP proxies. So they will now have to figure ways of making that process better. It has certainly improved a ton since 5.0. but a long way to go for them to figure out other methods. They need to create a tiled hybrid for WP. Where you can use the titled method but you assign quadrants perhaps for inputing and it treats those quadrants as tiles which it breaks up, rather then stitching them together to then break up. There is also the issue with methods for making heightmaps that are bigger then 16k etc and if its worth it at the moment etc. I would say its nearly never worth using 16k .. even if we can scrape together a scene using it.. most people wont be able to run it with their machines etc
@hrleinad4 ай бұрын
I have a gtx1660 and I created just fine a 25x25kms landscape by just importing the heightmap during creation. I had not seen this video when I did it, but I still didn't have any problems or lag.
@GamesStudio3133 ай бұрын
I have a 500 GB SSD hard drive only for virtual memory so you don't get a crash
@tomerhertz850210 ай бұрын
Great tutorial....can you please share the height map ?
@mootzartdev10 ай бұрын
Thanks! Im afraid i cant share this file as its from a personal game project.
@shaheen0610 ай бұрын
👍@@mootzartdev
@shahmaarbaba5 ай бұрын
can u please help me i made 8kmX8km map nd the empty map generate 1000 above draw call how i reduce draw calls
@mootzartdev3 ай бұрын
Have you triple checked your settings to see about the total component values ?
@blainto4 ай бұрын
can you link the heightmap used?
@mootzartdev4 ай бұрын
Sadly not this one as its part of my personal project. I am slowly creating a free heightmap playlist for this though. I have only released the 1k versions for free though. The product in the description has 1-8k maps though.
@jacobmartinelli74968 ай бұрын
currently anything over 4000 resolution causes gpu crashes bug on asus rog ally z1 extreme. would love to start developing my game good upload thanks for the tips!
@mootzartdev8 ай бұрын
Yeah for large environments with high res, you generally have to do it in chunks or have a machine that can handle it Vram and ram wise.
@StaticPlayer3 ай бұрын
Sir i have set the size for 25km map but im getting VideoCard ram full error(i have 3090)
@mootzartdev3 ай бұрын
Have you triple checked the total component amount in your settings? It should not exceed what i have in my setup.
@StaticPlayer3 ай бұрын
So i found out that this is related to the resolution that youre using(Youre using 16k resolution ?), i have 2 questions: 1: what happens when we use low resolution in landscape. 2: how can i know the resolution for 2 or 4k landscape.
@mootzartdev3 ай бұрын
@@StaticPlayer Ok that's fair enough. 16321x16321 is going to require a lot of VRam. It can get a little confusing with the terminology. 1: The resolution of the heightmap file will determine the resolution of the height map. When we say 'K' we generally are talking about the heightmap/image size so in this videos example we are using a 16321x16321 heightmap which we call 16k image. Which if we leave at base settings of 1:1 will end up with 16kmx16km due to how UE converts the image to scale. But this does not mean we have to stick with that. We can scale the landscape to whatever sizes we want.. So in this example Im using a 16k image and scaling it to a 30kmx30km map. If you use a 2k heightmap and scale it to 25km x 25km it is likely going to look bad or stretched out due to the heightmap being a low resolution image. 2: You should already know this as its determined by the heightmap size you are using on input.
@StaticPlayer3 ай бұрын
@@mootzartdev Thank you for the reply
@broseidonx7306 ай бұрын
So when I load my regions, they are all black. Any way to fix this?
@mootzartdev6 ай бұрын
Is this with landscape material on it ? If so its because you have not applied the paint layer properly. Go to Landscape Mode > Paint > and then next to the main paint layer on the menu below. Hit the small plus icon which will give you the option to either chose a already created paint layer.. or you can make one there and then. It should work after that. If its not this. And there is no landscape material on there... then I would have to know more.
@daybrick251310 ай бұрын
How many RAM do you have? and VGA? my computer crashes no matter what I do..:(
@mootzartdev10 ай бұрын
Hey. I have a beast of a machine really. 128GB RAM + RTX 4090 with 24GB VRAM. The hard truth is that large open worlds are not easily possible on lightweight machines.
@AndrewOnWish10 ай бұрын
Could you do a tutorial on how to optimize big maps?@@mootzartdev
@Criteon9 ай бұрын
@@mootzartdevJak 2 ran on the potato ps2 and had a huge map, it’s about optimizations dawg u don’t need 128 GB of ram
@mootzartdev9 ай бұрын
@@Criteon hahaha i don't think you understand mate. This is regards to importing a 16321 resolution heightmap in unreal engine 5. Not running it when it's optimised. For starters Jak 2 map mostly consisted of meshes and extremely low resolution terrains. It's a totally different thing all together. Check the documentation for Unreal Engine or attempt this yourself and see for yourself.
@Criteon9 ай бұрын
@@mootzartdev I know, that’s the point, low resolution terrains, you said “large open worlds” not large resolution so this is just ur ego talking lol, if ur landscape is mostly flat u can get away with low res
@swanayagupta8 ай бұрын
hello suggest me system req for unreal game I'm so much confused when choosing hardware please.
@touristhawk10 ай бұрын
is there any difference importing the heightmap after creating landscape first?
@mootzartdev10 ай бұрын
Yes. Currently in 5.3 there are lots of import bugs. It might be fine importing from file directly. But it tends to come with lots of VRAM issues. This is likely due to World Partition having to stitch the map together before it creates the proxies.
@yujack59109 ай бұрын
Hello, may I ask if there is any difference between your four "Open World Tutorials"? I have read your first one and I didn't quite understand it. Sorry
@mootzartdev9 ай бұрын
Hey! I only have one technically which is this one targeting a more 'complex' setup. The others are more specific to different elements of the process.
@yujack59108 ай бұрын
@@mootzartdev Hello, at 21:07 in the video, I noticed the Landscape Region, a unique world partitioning feature specific to UE5.3. I'd like to ask about the role of the Landscape Region. Why are there four proxies, and I didn't see you setting them up?
@mootzartdev8 ай бұрын
@@yujack5910 kzbin.info/www/bejne/hZCxo6WOeM91qs0 This video i sort of explain them with how i think they are intended to be used. Basically they are for general loading and unloading. But some comments suggest they can be used in different ways.
@loupeia167 ай бұрын
which program did u use to create the map?
@mootzartdev7 ай бұрын
Gaea 1
@loupeia167 ай бұрын
@@mootzartdev U have to use the premium edition or with the normal is enought?
@mootzartdev7 ай бұрын
@@loupeia16 there of course limitations with free versions. I use premium personally so I can export higher res.. But if it suits your project then of course stick with free version
@loupeia167 ай бұрын
@@mootzartdev aaaah okei thank u very much
@mon3d-designs3 ай бұрын
hi, great tutorial, just one question regarding the intended height, is that the highest part of a real terrain, or the difference between the highest and lowest point, TIA
@mootzartdev3 ай бұрын
it is the total height from lowest to highest point :) But you of course have to do the calculations to work that out in terms of the value in UE.
@cyberaxe_lznj3 ай бұрын
I'm a noob, instead of scaling, why can't the landscapes be tiled?
@mootzartdev3 ай бұрын
This is using World Partition. Currently it prefers a single heightmap file and its not really designed for tiled ideally. But this is probably going to change soon.
@cyberaxe_lznj3 ай бұрын
@@mootzartdev I got 2 100km x 100km On top of each other done. 3090 48gb ram. Runs great so far. Thank you.
@upc98877 ай бұрын
idk why ue5 landscapes require a lot of vram when you can create 10000km2 terrain in unity with 1gb of vram
@mootzartdev7 ай бұрын
Its related to the new World Partition system. If im correct in saying.. it has to take the image you input process it and break it up into parts (proxies) which just seems to take a fair amount of resources. Its even worse if you attempt to use tiled setup. As it has to stitch it together to then break it up again. So its why they suggest generally to use solid heightmaps for World Partition.
@CattyWampus_OFG9 ай бұрын
Show how you do HLODS for the world. Jacking up the loading range is not a way to deal with disappearing landscape past the WP range
@mootzartdev9 ай бұрын
No point in 5.3. I'll wait till 5.4.
@sifudarryl9 ай бұрын
@@mootzartdevHow will that issue be resolved in 5.4?
@mootzartdev9 ай бұрын
@@sifudarryl I can't even say for certain it will be resolved. There are lots of bugs with 5.3 and we can only hope they are fully fixed in 5.4.
@josephreynolds559 ай бұрын
To have the landscape always loaded, you can de-select the Spacial Loaded checkbox in the Landscape details panel.
@michaelhampton6459 ай бұрын
Making sure the landscape proxies are not set to spatially load is 1 way to stop the disappearing landscapes, but if you're having the actual bug where landscapes disappear then make sure the level is saved and there is a setting asking if this is the main world and make sure it's checked or set to main world. It took me months to find a solution for this bug.
@eligijuspranskunas35096 ай бұрын
what settings for 4km x 4km map? and what height should fit the best ?
@mootzartdev6 ай бұрын
That is coming in my next video. Im running from 1k - 8k setups.
@fletchmane60759 ай бұрын
how did you get the image of you're height map to be 16k? were you using Gaea?
@mootzartdev9 ай бұрын
Indeed. I exported a Gaea height map at 16k. Then simply changed its scale inside of G.I.M.P (or can use Photoshop) to 16321x16321. But you can use lower resolution heightmaps if you want to. But might not get the detail you want if you are scaling up to very extreme scales. And of course the import settings may require some adjustments to what is shown here.
@SAPER1985ytb5 ай бұрын
OMG!!!! OMG!!!! TY!!!
@cryptidddd4 ай бұрын
my brother in christ, that the heck?
@JSG-m1t5 ай бұрын
You mean desired m instead of km
@mootzartdev3 ай бұрын
I cant even remember sorry. Was maybe a slip of the tongue talking about the wrong scaling.
@Lootboy30003 ай бұрын
so hard to follow this tutorial
@mootzartdev3 ай бұрын
Sorry to hear that. Its quite a difficult thing to get your head around at first. But you can get there with some practice
@timorre397121 күн бұрын
WRITE A SCRIPT. cant say how many times i yelled "get on with it!!!"
@mootzartdev21 күн бұрын
Ill make the next one even longer just so you don't bother to watch it.
@timorre397120 күн бұрын
@@mootzartdev Thanks for the heads up. Ill just leave the comment
@cosmosunited2 ай бұрын
ok good info but super super frustrating the loooong explanations...
@mootzartdev2 ай бұрын
I won't be changing the way I teach. Sorry
@pavelkubin15412 ай бұрын
This is not a lesson, it is a way to retain the viewer for subsequent monetization. The dude is not just stuffy, he's mega-stuffy. A lecture on the reproduction of earthworms, whatever, a speech by Kamela Haris, it will be the hit of the season. Even my cat fell asleep due to the monotony and uselessness of the information. He didn't just fall asleep, he passed out. This lesson can be used instead of anesthesia for major surgeries. There really is a side effect. Even the surgeon will fall asleep. These 30 minutes can be compressed into 5 minutes and the lesson will only benefit from this. Dude, I aged 50 thousand years while listening to you.
@mootzartdev2 ай бұрын
Shows how stupid you are I guess. You can't monetise with the amount of subs and hours I have. I don't need to make videos, and you don't need to watch them. For free I might also add. You ungrateful idi
@pavelkubin15412 ай бұрын
@@mootzartdev I have long since moved on to more understandable people who spend their and my time usefully. Here's what you should think about. People never criticize blatant trash. They criticize what can be corrected. But you won’t think about it, will you?
@mootzartdev2 ай бұрын
@@pavelkubin1541 Good for you mate. Glad you have found someone who can cater to your lack of concentration. You cant sit and mock someone in the comments with a obviously creatively malicious and out of order critique and expect a normal person not to tell you to stuff it where the sun doesn't shine. You thought your comment was funny, but it wasn't. All you had to say was, " Content is fine, but the video was way to long in my opinion ".. but you decided to be a prick. You are clearly one of those people that expect everything and give nothing but moaning and complaining. Even though I do this for free. I barely edit my videos to show the full process and because I don't have time to prepare a lesson plan for ungrateful people like you. Move on to others with the same information, if you can find people who actually cover this information. If you can good for you.
@pavelkubin15412 ай бұрын
@@mootzartdev Is it okay that I didn’t read your comment beyond the first line? Will this not affect the subtle settings of your soul? I thought that you cared about what you were doing, but I was wrong. Happens. You probably like to waste time. Write whatever you want, I won’t waste any more time on anyone who doesn’t care what he does.