IMPORTANT: RVT requires Volume actors in your level in order to function. Without these the engine will not be able to render to virtual texture. You must also enable Virtual Texturing in Project settings. Please make sure to follow the steps at 25:08 to add the necessary VT Volumes otherwise enabling RVT will simply give you a black landscape. The steps in this tutorial will allow RVT to work on all landscapes using the Brushify Landscape Automaterial. All Brushify packs support this feature.
Hi Joe.. QQ: When you have any brushify material added to a landscape already, but want the updated version. How would you recommend to update it? Would it work to just overwrite the existing one?
@@MrLarsalexander Hi you can update, but no you should not use the launcher. that will simply merge the old with the new. you must delete the brushify folder, then add the new one. Please make sure that you save any changes you made to the landscape material so you can copy those back over or reimplement them in the new version as this is not an automatic process.
Ya finally i dirched that product.it works with nothing and performance was horrible. It was fun playing with it while it lasted. I should have stopped with testing demo… thanks man. Now that I am on landscape. Will try this out :) (y)
I can honestly say that I have never looked forward to a CZcams video but when this beauty popped up in in my notifications I was hysterically giddy to open it up and unleash the power of RVT. Thanks for this Joe, one giant leap towards realism has been made today!
I got the latest Brushify updates today. Looking forward to getting back to landscape work when I'm done in outer space ;) Love you work! Thank you for all you do!
@@HavokSage so cool, I really look forward to using this! Blending is gonna take the realism to the next level. It will quicken things up a bit as well, regards to blocking a scene.
You've been doing a lot of amazing work across all of your asset packs in the UE4 marketplace. Seems like every other day there are updates lol. Great work Joe. I hope you're doing well.
This is brilliant ... exactly the sort of information I was hoping to get to put RVT into context, both in Brushify terms and in broader UE terms. Any additional videos you could pull together to walk us through the more technical aspects of some of your newly implemented features would be very much appreciated, too. Again: brilliant! THANK YOU!
Hi Joe, I have a problem. The RVTs to blend meshes into the landscape work for me. However, they turn Brushify's auto material into a blurry low resolution in the distance. Do you know what the issue could be here? I am using UE 5.3.2. Thank you for providing all these tutorials.
With RVT in 5.0EA, I get really bad texturing flickering, and strange texture artifacts on MS assets. I'm also finding weird behavior when dealing with mesh objects that are on extremes of the Z axis. ex, dressing a large mountain landscape with rocks at the top and base. Rocks on the top of the mountain observe no texture blending whatsoever, and objects at the foot of the mountain have the virtual texture appearing on the top faces, with plenty of flickering. czcams.com/video/35GgQ7ra5aQ/video.html Edit Update: Figured I'd answer my own question to help others--make sure if you make any scale changes to the landscape object, update the scale / fitting of the Virtual Texture volumes That did fix my objects not getting the VT to apply, but I still get a ton of flickering
Hey Joe, amazing feature as always! You are really something else! I was wondering will you create some tutorial series regarding lighting, like step-by-step guide? Or you have that already covered in your Learnsquare? Thanks a bunch! :)
Hi Joe, I’ve found lately that the ‘set bounds’ option for the RVT volume is greyed out. Is this a thing now or am I doing something wrong. Just found out if you put your RVT-example in both slots volume and the landscape it makes the ‘set bounds’ option available. Hope that helps others.
I have a 4k (4033 x4033) landscape, how should I set the VT_MipDistance parameter in the MI_Landscape? whatever I try, it seems like I'm getting a lot of mipmap looking texture pop-in and blurry textures.
Cool stuff, Joe. Glad you've shown how to set this up, I recall asking you about it ages ago! Mip settings is what I was missing previously :) Are you thinking of adding in Virtual Heightfield Meshes at some point too?
I will probably make a tutorial showing how to implement it, since it's not difficult now Brushify has RVT. However it cannot be supported out of the box as it's a 4.26 feature and Brushify must maintain compatibility with 4.24, so any features in 4.25 and 4.26 cannot be utilized by default yet. Eventually everything will be RVT enabled and use virtual heightfield meshes Out of the box, just a matter of time and for Epic to stabilize this technology. For now I'm doing everything I can to make sure the option is there for those that need it.
Thanks man, this was really interesting. I still think using the automatic landscape deformation with edit layers is the best way to make spline roads. Especially if you make the spline paint layer "RemoveProcedural"
hi, FYI RVT doesn't have anything to do with the deform splines or Remove procedural stuff. you can use 'Deform Landscape to Splines' with RVT as well, that's nothing to do with the Material or Mesh it's just a spline feature. I even use that in this video to align the landscape to the spline (35:15). But you can see the actual problem with the Mesh and RVT fixes that by projecting the mesh/texture into the landscape virtual texture... the mesh will usually clip badly with the terrain. that's why Rvt is so valuable, you can avoid having to carefully place meshes and worrying about clipping!
Simply amazing and such a big FPS improvement, although I was not low it went up a lot! I have the Ultra dynamic weather and have added the wetness and snow functions to your material and it was a nice addition having the reroute node as mentioned in your video. it works so well and the results are simply amazing! The only issue I now have which is related to your medieval building pack that I am using, I now have snow inside the building in winter, how do I stop the effects on one side of the building meshes?
Hi, good to hear that Borisk! I'm not sure how you can block the snow entering the buildings. Maybe try to ask the creator of the weather plugin? it sounds like it's a common issue, he might be able to resolve it.
@@HavokSage ok, thanks I have sent him a message so I hope he has an idea, it works so good with your materials, just need to stop the inside of the mesh getting this effect
@@emilpohjalainen2293 Hi, if you are using UDS then the latest version should be ok, but I am not using the medieval pack from Joe Garth so I'm not sure its ok with his assets, I use assets from a different artist and I have made a modular building system which works with UDS, you might need to do some testing yourself.
ehy man amazing video, just one issue, when i apply the rintime virtual texture i cannot view the options çopy rotation/bounds. I tried it all but i cannot find them, is it cuz of some new updates?
you have a lovely looking studio man, quick question. what happens with blends when u use geometry collections / fracture / chaos . as they leave the height they will just blend in realtime? im about to go through my entire project and blend all the terrain pieces with landscape. rather collect my options first.
Před 2 lety+1
Hi mate, firstly thank u for your work. I cant using RVT with Brushify. I cant find RVT Blend in material details. I was just find for landscape in details. I'm using Unreal Engine 5
Love ur packs Joe!! One question, in one of the templates their are shadow projection emulating clouds are moving on the ground. Where can you enable that? Or rather how. I am using Moonlands Pack and Environment Shader Thank you so much!
Hi, it's a Light Function in the Sun Light. You will find it in the details panel of the sun light, it's a material instance usually called Clouds_Moving :)
Hi Joe. Loving Brushify as always i think i own all your packs hahaha. I wanted to ask you something a bit out of scope of Brushify but given your extensive knowledge with landscape etc maybe you know. Do you have any solutions to run RVT on multiple landscapes when lets say one landscape is in the persistent level and the other loads via streaming. When you create rvt bounds for each landscape they impact each other even though they are tied to the separate landscapes. (i.e RVT bounds volume A impacts landscape B and landscape A and RVT bound B impacts landscape A and landscape B. If that makes sense. Appreciate your wisdom here :D Im working on 5.3.2 soon to go to 5.4 incase that impacts the response. For others reading this comment this has nothing to do with Brushify functionality. Brushify is awesome just grab it hahah. This seems to be an engine limitation as far as i can tell.
Hi, yes I recently updated Learn Squared with the new RVT files. Just grab the latest lesson files and they will have the new landscape shader with RVT support.
I've used the engine on and off since the mid-2000's, starting with unreal 1, I always liked the engine but wasn't such a fan of the Editor until recently when it became more user friendly. My first real projects were in about 2010 or so, mostly doing marketing/cinematics for the UDK game Primal Carnage, then later The Mean Greens which was UE4. 3-4 years ago though I quit my full-time job and put all my focus into UE4 / Brushify full-time. since then i've had a lot of time to improve.
@@HavokSage Nice. I love what you're doing with Brushify ( I find it extremely educational to pull your material work apart ) and it's great that you've made a business out of it. Can't wait to see what comes out of UE5 with Brushify. Keep up the good work :)
36:32 I'm in UE 5 and instead of the "Virtual texture pass type" it is now "Draw in Main Pass: Never, also you won't see it disappear until the segments are deselected.
Can we use Nanite Displacement with this? Did everything in the video, the blending works fine, but my Landscape is suddenly not using Displacement anymore. Everything is Nanite with Tessellation enabled. Am I doing something wrong? Did anyone get this issue too?
Excellent ! As always... My question : is tesselation compatible with rvt ? I've tried, and got some strange result. Perhaps I'm doing something wrong. And in more general, can you tell us the other limitations to rvt, if they exist. Thx in advance. Cheers from France
Hi, Displacement will not work, but there is a newer technology introduced in 4.26 called Runtime Virtual Heightfields that is compatible with RVT. I will probably do a tutorial on this in the future.
Absolutely fantastic, but when applying RVT to my own terrains they go totally black. The RVT example level works perfectly though. Strange one, any ideas?
Hi, that's because you don't have the volumes setup. You need to follow the tutorial at 25:14 onwards, it shows how you setup the VT Volumes in your own custom levels.
Thank you for the informations and the tutorial ! Awesome plugin. However I have a question about RVT volume actor. The buttons to snap landscape position and orientation are not here (there is a 'snap to landscape' parameter below) so I had to adjust it manually. [EDIT : I figured it out by myself, seems like it have been updated ! The 'set bounds' button was at first greyed out but I managed to use it anyway :) ] Plus it doesn't affect the shader complexity of my landscape... :( Thank you again for your work !
@@HavokSage the nodes in the megascan material looks different now and doesn't have the same connections... So if I copy I unfortunately can't connect them as shown in the video.
Hi Joe. First of all what a great wonderfull videotut thanks so much!! Cool to see the Quixel RVT fix you showed off. Question can this be done on the MS_DefaultMaterial_Displacement too? I read that it doesn't work for the displacement stuff, but this material has some more Albedo controls. Just wondering:-)
Hi, it works fine on the megascans displacement material as well. As long as the passes goes through my function they will recieve the terrain texture. What you will have read is that Rvt doesnt work with displacement on Landscapes. That is a different thing to the Rvt Blending though. ;) cheers Joe
Hey Joe. I know it has being a while since you posted this video. I am a big Brushify fan and I own a lot of your products and I am currently using them in my current game. However, I have run into an issue in UE5 where my world uses world partition and runtime virtual textures do not work after following the steps in this video from 25:11 onwards. Is there a way to get this to work on UE5 with a world partitioned world? It is too late for me to redo what I have already done on my world.
@@HavokSage Thanks for your reply. My issue comes from a slow and blurry loading of the textures when my player actor is located near tile intersections. When I look away from a nearby tile and then look back quickly, it is blurry and distorted and takes about 2-3 seconds to render the detailed texture.
would cause extra complexity in the shader (disabled or not). most games dont use or need RVT. it's better to keep things simple so people can add what they need.
Hey buddy! I was wondering if you knew how to go about using virtual heightfield mesh instead of tessellation with brushify? i LOVE the look of tessellation but the performance cost is too much( for me anyway) i have heard that heightfield mesh is allooott better performance wise? just wondering :) thanks for your time mate :) Nate
hi, the automaterial will blend between grass/sand paint layers automatically. You can then place objects onto grass or sand and they will automatically get blended in with RVT blending.
So it appears that Quixel have thrown a spanner in the works. In their master material they have this thing called fuzz. I’ve played around with it and it actually works quite well when trying to blend the asset with the ground texture. It also works without the flickering that is often a big drawback when using RVT. I do think RVT blends better, is there a way to have the best of both worlds and have the options of both?
Trying to add to a MS Cliff. Appears to work in the settings yet, does not show in the world... I don't understand want I did wrong because I've followed to a "T".
i am having a problem with the tiling, even setting it to 16 as u reported for a landscape of act 1000 pxl, the tiling seems way too small and repetitive
are your settings without RVT setup correctly? you have to set the usual tiling up correctly first. so if things are tiled too much with RVT off, the mip distance parameter wont fix that. You need to set Global, Macro and Detail tiling
Hey Joe, I bought all your packs recently and I'm blown away by the quality mate! However, I'm having a weird issue which I don't think is related to your products at all but maybe you've heard of it before? When I load up a landscape material for any project my paint layers aren't working properly anymore - like the icons on the left are all the same when they should change (grass, snow, etc) have you ever seen this before? Btw, this issue is even in example demo maps that come with products from the marketplace so it must be something with my engine?
@@HavokSage I wish mate. They seem stuck on the "default" material. And when I paint the engine compiles shaders and chugs like it should be painting the new textures but it doesn't visually change. The strangest part is that almost every demo map or any project I open seems to be this way.
Hi there Joe, first off, amazing products you're offering!! Though, I'm following along from 25:08 to get RVT working.. I keep getting black landscapes, no matter what I'm doing :( I've added the VT Volumes, and the bounds are covering the full landscape (box around the landscape).. I've tried assigning the existing layerInfos from the Brushify pack.. I've created new LayerInfo's (clicking plus sign -> Weight Blended Layer).. New landscape, starting all over.. Nothing seems to be working for me.. Do you have a discord? Any idea what could be wrong?
Hi Joe! Thanks for the awesome integration. Got the same question about normals, does RTV simplifies adding bump layer in brushify? When I need to add manually car tracks to the current sand layer.
Hi, Sure you can use the RVT spline to add Car tracks. Just follow the same example I show in the video with the road texture, but instead use a car tracks texture. It's perfect for that actually since it will project the tracks into the landscape texture.
Thanks for this and your hard work Did you do an updated video on adding layer to your landscape material as yet? I'm wodering too if one use's a path mesh with the spline does the blending work on the edge's or is that a mask
@@HavokSage Thanks for the reply,.. I had the layers down like you showed in the bootcamp video, just a tad lost in you new material don't see where to look to add changes
Hi Joe, when setting the height for example when you did the rock in the mountains you used the heightmap in the example files, what about if you are using a custom height map that you generated a landscape with ? do I simply navigate to the heightmap png image and use that? Awesome work btw, and one last question how do you actually update the brushify pack, go to the marketplace and re apply the pack to a project in the library?
Hi, No, There is absolutely no need to specify any heightmap png or anything like that. That file (VT_Height_Example) is not a heightmap! the Heightmap is generated from the actual landscape itself in real-time! Whatever you sculpt on the landscape goes into that virtual texture automatically. The file is not a texture containing a heightmap it's a Virtual texture! a space where the heightmap is stored within GPU memory. All you need to do is follow along with (25:08) and assign a virtual texture to the VT Volumes (VT_Landscape, VT_Height) and then assign the virtual texture to your landscape actor as well. Then the Brushify Shader (RVT_Landscape Function) handles the virtual texturing.
@@HavokSage gotcha, so for example if I have generated my own landscape via a hight map and do no sculpting it will still have a auto generated VT. btw loving the updates.
hello I am getting very blurry textures when I have RVT enabled at 4kx4k. I am unable to find a value in "VT_mip distance" that will allow the textures to appear properly. Did you find a fix for this?
Hey Joe, thank for your work. Do you know why my landscape look more flat when use RVT? It looking normal when not use RVT, I'm using your Brushtify Environment Shaders Pack, thank
@@HavokSage Here the picture drive.google.com/file/d/14cAvBrGcV2jUNOPN7X8WQ1Onw9IzAa7g/view?usp=sharing , I just turn on and off RVT in material instance, and the right one with RVT lose all shadow and look very flat
Nice video =) Gonna try out rvt for roads. But I think it wouldn't work with road-stripes, as those are directional and the texture won't conform to the spline direction, would it? But I that should able to fix that using another rvt like a decal for those stripes^^
Hey Joe! I'm using your recently updated Dunes pack from the Marketplace and I wanted to try this RVT workflow out. Yet, if I enable RVT in the Landscape Material (or copy the RVT related nodes to another material), the material goes completely black. Does that sound like something you might have a solution for?
Hi go to 25:08 and follow along. this shows how you can setup RVT for other maps. RVT is not setup for every map out of the box. because it doesnt make sense for most situations. For instance dunes only has 1 single paint layer and it require Parallax mapping... so RVT is not required at all. RVT is a powerful tool, but isnt needed for every situation.
landscape is green but most of my desert canyons from the desert canyon brushify pack are all red. They turn green if I turn off VT but dont blend and look like crap. Any ideas? Thanks
Hello Joe! Curious if there is a way to scale the 'M_Landscape' auto material, as I had to scale my landscape to proper measures, and the landscape material is too large? Currently using UE 5.2.1
Hi Joe, I wanted to use the MI lanscapes of the environment pack on a UE5 project but I can't apply my info layers I don't know why. I created a lanscape with World Creator and I use the mask as a layer. Best Hervé
Hi, just go to the painting panel, you add the layer info to the paint layer you want to use. Then right click and hit fill layer. It’s the exact same process as ue4.
Hi Joe great video. The flickering you mentioned at the 32 mark does happen for me at runtime. I am useing UE5 which i assume brushify isn't fully supported yet. I was wondering if you had any ideas on how I can go about debugging the flickering. Thanks in advance
Brushify fully supports UE5. its just a material system after all. the flickering can happen when the virtual texture is updated, I've never seen this happening in play mode at all let alone runtime. although UE5 is a bit more sketchy with some things. Are you sure its flickering from RVT and not something else?
Hi joe. Thanks for the response. I have verified it is a direct result of the rvt. Currently I have 3 brushify packs and I reinstalled them so they were completely fresh and follow this tutorial to the letter. When I activate rvt, cook and package and run the exe the landscape textures still flicker. I am using 3rd person default us template. The flickering seems to be switching between the high res near texture and a non tiled blown out texture. Also it seems like it gets triggered the most when staying still and moving the 3rd person camera around. Especially when landscape tile edges are nearing the bounds of the screen. I’ve tried disabling rvt blending on all objects to just run rvt native.
I should also mention that it flickers for a period of time then eventually it shows the correct high res near texture. It makes me think it has something to do with the distance of the camera perhaps and it’s triggering the different distant maps or something ?
@@michaelray1320 potentially it's a mip mapping issue. RVT calculates the distance from the camera via mip maps. I didn't get any issues with it in ue4 during runtime, but I will try to cook in ue5 and see if I can reproduction this. it's a bit tricky because I cant technically publish UE5 specific fixes yet.
Where can I find VT_MipDistance inside the Shader? I have the arctic Brushify pack and I cant seem to find the VT_MipDistance in the shader anywhere. I want to know how you control the mip of virtual textures.
Both Texture LODs and Reduce tiling on the Brushify automaterial work with RVT. it's not true to say RVT disables all camera based operations. It's simply that the way the camera distance is calculated is via mip maps. which is how the Texture LOD system still works.
one last question , I am using Ultra Dynamic sky, will this have any impact on this as in will the snow or rain effect affect the blended area the same as if there wasn't a blend. The biggest issue I had was getting the snow / rain to build up over time.
When I activate the "use runtime virtual texture" in the material instance, all the texture of the landscape disappears, do you know what the error could be?
Hey maybe you might know RVT does not work in world comp? from what most people are saying been looking for some help with my large tile map 30+ landscape streaming proxy?
I wouldn't recommend using world composition at all, it's an old system and isn't needed anymore. It was replaced with HLODs + HISM + the new landscape LOD system... basically all the new tech made world tiles redundant now. It will also be replaced in UE5 entirely. They talk about the newer system here: czcams.com/video/roMYi7BU1YY/video.html I'm honestly not sure why anyone would still be making games tile based Skyrim style like it's 2011. We're way past that point now.
@@HavokSage I knew you would know what was going on so I should wait until the new engine comes out to start my project do you know if I will still be able to use my large tiles map? and thanks so much for all the info keep up the great work.
@@Restart-Gaming You don't need to wait for a new engine. You have to realize World comp came out in Unreal 4.9 back in 2015! It's old tech! In Unreal Engine 4.19 in 2018 they released a new Landscape LOD system that made world comp almost completely pointless... but still people somehow kept using World comp and didn't realize the power of the new systems. There's really no need to wait for anything... all the new tech already came out like 2 years ago! You can already start just fine in unreal 4.24 or 4.25. Everything is stable and all of the features are there already. :) HLOD is amazing for combining actors at long view distances: docs.unrealengine.com/en-US/BuildingWorlds/HLOD/index.html e.g. if you have a whole building or even a whole city in the background, you can combine them into a single cheap mesh for the far distance. You layout a grid system and actors are grouped and combined dynamically reducing drawcalls and polycounts on the fly. Screensize based Landscape LOD system: docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_19/index.html This one was a big game changer, because distance landscape is now able to be rendered super cheaply while still having detail in the right places. For some reason Epic games didn't push the marketing very well for it, and it's not very well understood. But the reason World comp existed in the first place is because it was necessary to have 2 landscape LODs based on distance... a low res landscape for backgrounds and a high-resolution landscape for the players to walk on... That's not required anymore. It can all be done on a single landscape now.
depends on the size of your landscape. Even with the Virtual texture set to a massive size, it's still a single texture that's mapped to the entire landscape. That's why RVT is better for smaller maps rather than vast landscapes. I'd probably say 4k x 4k and under is fine for RVT, anything more and you're pushing it.
It works with all Brushify packs. The tutorial shows how RVT can be added to any level using Brushify Landscape Automaterial. Go to 25:08 to see how to add RVT to any level. In this video I even use the Brushify Mountains pack as an example! but it can be any landscape either one from myself or one you've created. :)
@@HavokSage Yes, I used 4k textures, I repeated after you. Checked on other textures and it worked. I don't know what the problem is, it happens with megascans textures. I removed everything related to megascans from the project, loaded the textures again, but it did not help. It works in a new project. But I worked on my project for half a year, it's a big pain if I start over.
Hi, my guess is that UE5 will still support this as it's a relatively new feature and a lot of development time at Epic seems to have gone into virtual texturing. Cheers Joe
IMPORTANT: RVT requires Volume actors in your level in order to function. Without these the engine will not be able to render to virtual texture. You must also enable Virtual Texturing in Project settings. Please make sure to follow the steps at 25:08 to add the necessary VT Volumes otherwise enabling RVT will simply give you a black landscape.
The steps in this tutorial will allow RVT to work on all landscapes using the Brushify Landscape Automaterial. All Brushify packs support this feature.
Hi Joe.. QQ: When you have any brushify material added to a landscape already, but want the updated version.
How would you recommend to update it? Would it work to just overwrite the existing one?
I tried using it on Voxel and as soon as I enable VT, it becomes black. Will it not work with Voxel ?
@@skd0074 It cannot work with voxels. this is for unreal landscape actor only.
@@MrLarsalexander Hi you can update, but no you should not use the launcher. that will simply merge the old with the new. you must delete the brushify folder, then add the new one. Please make sure that you save any changes you made to the landscape material so you can copy those back over or reimplement them in the new version as
this is not an automatic process.
Ya finally i dirched that product.it works with nothing and performance was horrible. It was fun playing with it while it lasted. I should have stopped with testing demo… thanks man. Now that I am on landscape. Will try this out :) (y)
We truly love you dude.
You’ll go down in history as one of Unreals most famous developers.
I've been working with these for almost 2 weeks now and it's amazing. It makes any cliff rock looks 100% natural and coming out of the ground.
I can honestly say that I have never looked forward to a CZcams video but when this beauty popped up in in my notifications I was hysterically giddy to open it up and unleash the power of RVT. Thanks for this Joe, one giant leap towards realism has been made today!
I got the latest Brushify updates today. Looking forward to getting back to landscape work when I'm done in outer space ;) Love you work! Thank you for all you do!
Joe! Dude this is insane. Thanks for this. The blending is a game changer for me. 👍👍👍
yea it works really well on sand and snow, I love it.
@@HavokSage so cool, I really look forward to using this! Blending is gonna take the realism to the next level. It will quicken things up a bit as well, regards to blocking a scene.
@@oxygencube for sure, the roads also save so much fiddling with meshes, worth using RVT just for that IMO.
@@HavokSage this in conjunction with dropper plug-in will be so cool. Very realistic results in minutes. Thanks for showing us these awesome features!
Thank you Joe for another awesome video! The initial explanation of what is RVT is spot on!
You've been doing a lot of amazing work across all of your asset packs in the UE4 marketplace. Seems like every other day there are updates lol. Great work Joe. I hope you're doing well.
hi, thankyou! yes it takes a lot to get everything together for these tutorials to work smoothly.
Thank you for this! I was eagerly waiting for this function to be supported!
The RVT features are invaluable, thanks. I now have some sweet looking roads, all nicely blended into the landscape.
I love watching these kind of UE4 videos while working on Richard Burns Rally tracks with diffuse & specular maps support... :)
This is brilliant ... exactly the sort of information I was hoping to get to put RVT into context, both in Brushify terms and in broader UE terms. Any additional videos you could pull together to walk us through the more technical aspects of some of your newly implemented features would be very much appreciated, too. Again: brilliant! THANK YOU!
they're in production now! :)
Holy cow, you are so smart...I envy you.
wow ,, you really did answer all of my question in one vedio
Hi Joe, I have a problem. The RVTs to blend meshes into the landscape work for me. However, they turn Brushify's auto material into a blurry low resolution in the distance. Do you know what the issue could be here? I am using UE 5.3.2. Thank you for providing all these tutorials.
I wonder the same thing, tried different tile resolutions and brushify settings to no avail, it's unusable right now.
could you please make a video on ue5.1 how can we use it please ? it is not working in ue5 for me. Thank you it worked when I followed at 25minute
Thank you, will tweet around for my followers to learn :)
With RVT in 5.0EA, I get really bad texturing flickering, and strange texture artifacts on MS assets. I'm also finding weird behavior when dealing with mesh objects that are on extremes of the Z axis. ex, dressing a large mountain landscape with rocks at the top and base. Rocks on the top of the mountain observe no texture blending whatsoever, and objects at the foot of the mountain have the virtual texture appearing on the top faces, with plenty of flickering. czcams.com/video/35GgQ7ra5aQ/video.html
Edit Update: Figured I'd answer my own question to help others--make sure if you make any scale changes to the landscape object, update the scale / fitting of the Virtual Texture volumes
That did fix my objects not getting the VT to apply, but I still get a ton of flickering
wow this is amazing
Hey Joe, amazing feature as always! You are really something else! I was wondering will you create some tutorial series regarding lighting, like step-by-step guide? Or you have that already covered in your Learnsquare? Thanks a bunch! :)
hi, yes learnsquared tackles lighting and more artistic side in more depth.
@@HavokSage Thanks for the answer Joe! Keep going strong! :)
Ur a musician( ur keyboard)I’m an opera composer. Great work
Your like to dislike ratio is pretty impressive
Hi Joe, I’ve found lately that the ‘set bounds’ option for the RVT volume is greyed out. Is this a thing now or am I doing something wrong. Just found out if you put your RVT-example in both slots volume and the landscape it makes the ‘set bounds’ option available. Hope that helps others.
And here he goes with another masterpiece😅
Hi Joe, Im getting wierd checkered texture when I enable RVT for the landscape material. ANy reason why this is happening? Im using UE 5.2
did u manage to solve this issue?
I have a 4k (4033 x4033) landscape, how should I set the VT_MipDistance parameter in the MI_Landscape? whatever I try, it seems like I'm getting a lot of mipmap looking texture pop-in and blurry textures.
im having the same issue, my landscape material is extremely blurry, did you find a fix by any chance?
i just think was the only one...
I'm having the same issue, can you help us @JoeGarth?
yup... so I'm not alone.
there you are,thanks
Man i want a sky like yours in the video
the sky/lighting setup is from the Brushify - Starter Level
Great video.
btw, I love your setup.
Hi ! What's the parameter for 4K terrain ? Because i loose all the details of my texture since i activate the RVT :/.
I am also looking for this answer, did you find a solution?
just pass by on your channel. this will work on Unreal Engine 5.1
Cool stuff, Joe. Glad you've shown how to set this up, I recall asking you about it ages ago! Mip settings is what I was missing previously :) Are you thinking of adding in Virtual Heightfield Meshes at some point too?
I will probably make a tutorial showing how to implement it, since it's not difficult now Brushify has RVT.
However it cannot be supported out of the box as it's a 4.26 feature and Brushify must maintain compatibility with 4.24, so any features in 4.25 and 4.26 cannot be utilized by default yet. Eventually everything will be RVT enabled and use virtual heightfield meshes Out of the box, just a matter of time and for Epic to stabilize this technology. For now I'm doing everything I can to make sure the option is there for those that need it.
@@HavokSage Thanks for the reply Joe.
Awesome!
Thanks man, this was really interesting.
I still think using the automatic landscape deformation with edit layers is the best way to make spline roads.
Especially if you make the spline paint layer "RemoveProcedural"
hi, FYI RVT doesn't have anything to do with the deform splines or Remove procedural stuff. you can use 'Deform Landscape to Splines' with RVT as well, that's nothing to do with the Material or Mesh it's just a spline feature. I even use that in this video to align the landscape to the spline (35:15). But you can see the actual problem with the Mesh and RVT fixes that by projecting the mesh/texture into the landscape virtual texture... the mesh will usually clip badly with the terrain. that's why Rvt is so valuable, you can avoid having to carefully place meshes and worrying about clipping!
Simply amazing and such a big FPS improvement, although I was not low it went up a lot! I have the Ultra dynamic weather and have added the wetness and snow functions to your material and it was a nice addition having the reroute node as mentioned in your video. it works so well and the results are simply amazing! The only issue I now have which is related to your medieval building pack that I am using, I now have snow inside the building in winter, how do I stop the effects on one side of the building meshes?
Hi, good to hear that Borisk!
I'm not sure how you can block the snow entering the buildings. Maybe try to ask the creator of the weather plugin? it sounds like it's a common issue, he might be able to resolve it.
@@HavokSage ok, thanks I have sent him a message so I hope he has an idea, it works so good with your materials, just need to stop the inside of the mesh getting this effect
@@pandknz Hi! Can I ask you if you found a solution for it? Thanks :)
@@emilpohjalainen2293 Hi, if you are using UDS then the latest version should be ok, but I am not using the medieval pack from Joe Garth so I'm not sure its ok with his assets, I use assets from a different artist and I have made a modular building system which works with UDS, you might need to do some testing yourself.
love u!
ehy man amazing video, just one issue, when i apply the rintime virtual texture i cannot view the options çopy rotation/bounds.
I tried it all but i cannot find them, is it cuz of some new updates?
Great video mate
Hi Joe! :D
you have a lovely looking studio man, quick question.
what happens with blends when u use geometry collections / fracture / chaos . as they leave the height they will just blend in realtime?
im about to go through my entire project and blend all the terrain pieces with landscape. rather collect my options first.
Hi mate, firstly thank u for your work. I cant using RVT with Brushify. I cant find RVT Blend in material details. I was just find for landscape in details. I'm using Unreal Engine 5
Love ur packs Joe!! One question, in one of the templates their are shadow projection emulating clouds are moving on the ground. Where can you enable that? Or rather how. I am using Moonlands Pack and Environment Shader
Thank you so much!
Hi, it's a Light Function in the Sun Light. You will find it in the details panel of the sun light, it's a material instance usually called Clouds_Moving :)
@@HavokSage OOOHH, THANK U SO MUCH!!!
Amen!
Hello! Its good tutorial, but how to blend landscape layers more crispy by height map? It will look more realistic.
Hi Joe.
Loving Brushify as always i think i own all your packs hahaha.
I wanted to ask you something a bit out of scope of Brushify but given your extensive knowledge with landscape etc maybe you know. Do you have any solutions to run RVT on multiple landscapes when lets say one landscape is in the persistent level and the other loads via streaming.
When you create rvt bounds for each landscape they impact each other even though they are tied to the separate landscapes. (i.e RVT bounds volume A impacts landscape B and landscape A and RVT bound B impacts landscape A and landscape B. If that makes sense. Appreciate your wisdom here :D
Im working on 5.3.2 soon to go to 5.4 incase that impacts the response.
For others reading this comment this has nothing to do with Brushify functionality. Brushify is awesome just grab it hahah.
This seems to be an engine limitation as far as i can tell.
Well now I just have to wait for all the updates to download
Hi Joe, the RVT blending mode works in the learnedsquared project? The material Shaders pack Is the same of this LS course?
Hi, yes I recently updated Learn Squared with the new RVT files. Just grab the latest lesson files and they will have the new landscape shader with RVT support.
Nice. Can I ask you how long you've been using UE to get to this kind of level Joe?
I've used the engine on and off since the mid-2000's, starting with unreal 1, I always liked the engine but wasn't such a fan of the Editor until recently when it became more user friendly. My first real projects were in about 2010 or so, mostly doing marketing/cinematics for the UDK game Primal Carnage, then later The Mean Greens which was UE4. 3-4 years ago though I quit my full-time job and put all my focus into UE4 / Brushify full-time. since then i've had a lot of time to improve.
@@HavokSage Nice. I love what you're doing with Brushify ( I find it extremely educational to pull your material work apart ) and it's great that you've made a business out of it. Can't wait to see what comes out of UE5 with Brushify. Keep up the good work :)
Curious about Mip Distance for 4096 and 8129. Also World Partition Compatibility?
36:32 I'm in UE 5 and instead of the "Virtual texture pass type" it is now "Draw in Main Pass: Never, also you won't see it disappear until the segments are deselected.
Can we use Nanite Displacement with this? Did everything in the video, the blending works fine, but my Landscape is suddenly not using Displacement anymore. Everything is Nanite with Tessellation enabled. Am I doing something wrong? Did anyone get this issue too?
Excellent ! As always... My question : is tesselation compatible with rvt ? I've tried, and got some strange result. Perhaps I'm doing something wrong. And in more general, can you tell us the other limitations to rvt, if they exist. Thx in advance. Cheers from France
Hi, Displacement will not work, but there is a newer technology introduced in 4.26 called Runtime Virtual Heightfields that is compatible with RVT. I will probably do a tutorial on this in the future.
czcams.com/video/IUOnqGOdyoE/video.html Here some good tutorial for the time
I have your Tropical Pack and i cant get the runtime virtual texures to work with MI MATERIALS. PLEASE HELP
Hi, did you add the VT volumes to the level?
Absolutely fantastic, but when applying RVT to my own terrains they go totally black. The RVT example level works perfectly though. Strange one, any ideas?
Hi, that's because you don't have the volumes setup. You need to follow the tutorial at 25:14 onwards, it shows how you setup the VT Volumes in your own custom levels.
@@HavokSage Oops, sorry I got ahead of myself with the info from the beginning of the tut. Thanks for the answer.
Thank you for the informations and the tutorial ! Awesome plugin.
However I have a question about RVT volume actor. The buttons to snap landscape position and orientation are not here (there is a 'snap to landscape' parameter below) so I had to adjust it manually.
[EDIT : I figured it out by myself, seems like it have been updated ! The 'set bounds' button was at first greyed out but I managed to use it anyway :) ]
Plus it doesn't affect the shader complexity of my landscape... :(
Thank you again for your work !
You best) thank you)))
Anyone knows how to add the brushify RVT blending with the new Megascan Master Material?
that's shown in this video! 11:39
@@HavokSage the nodes in the megascan material looks different now and doesn't have the same connections... So if I copy I unfortunately can't connect them as shown in the video.
Same to me :(
@@bensn4449 I never manage to fix it.... Anyone else with the same issues?
Hi Joe. First of all what a great wonderfull videotut thanks so much!! Cool to see the Quixel RVT fix you showed off.
Question can this be done on the MS_DefaultMaterial_Displacement too? I read that it
doesn't work for the displacement stuff, but this material has some more Albedo controls. Just wondering:-)
Hi, it works fine on the megascans displacement material as well.
As long as the passes goes through my function they will recieve the terrain texture.
What you will have read is that Rvt doesnt work with displacement on Landscapes. That is a different thing to the Rvt Blending though. ;)
cheers
Joe
Hey Joe. I know it has being a while since you posted this video. I am a big Brushify fan and I own a lot of your products and I am currently using them in my current game. However, I have run into an issue in UE5 where my world uses world partition and runtime virtual textures do not work after following the steps in this video from 25:11 onwards. Is there a way to get this to work on UE5 with a world partitioned world? It is too late for me to redo what I have already done on my world.
Hi, usually world partition shouldn’t affect the landscape in anyway. What issue are you having with RVT?
@@HavokSage Thanks for your reply. My issue comes from a slow and blurry loading of the textures when my player actor is located near tile intersections. When I look away from a nearby tile and then look back quickly, it is blurry and distorted and takes about 2-3 seconds to render the detailed texture.
@@aeryes2806 Any luck getting around the blurry texture (Streaming)?
by the gods...
Great Video, thanks. I wonder why the blending functions isn't default in the MegaScans?
would cause extra complexity in the shader (disabled or not). most games dont use or need RVT.
it's better to keep things simple so people can add what they need.
Hey buddy! I was wondering if you knew how to go about using virtual heightfield mesh instead of tessellation with brushify? i LOVE the look of tessellation but the performance cost is too much( for me anyway) i have heard that heightfield mesh is allooott better performance wise? just wondering :) thanks for your time mate :) Nate
it's actually not that hard to setup. I will be doing a tutorial in the future.
@@HavokSage ahh awesome! Thanks for the reply man :)
good,how to ue4?
Is the video for "Brushify in 2021" in the works?
i can neither confirm nor deny this =D
@@HavokSage Those long patch notes need attention xD
Can you blend the grass on the sand to look with the same texture of the sand? Great content btw, keep it up!
hi, the automaterial will blend between grass/sand paint layers automatically. You can then place objects onto grass or sand and they will automatically get blended in with RVT blending.
So it appears that Quixel have thrown a spanner in the works. In their master material they have this thing called fuzz. I’ve played around with it and it actually works quite well when trying to blend the asset with the ground texture. It also works without the flickering that is often a big drawback when using RVT. I do think RVT blends better, is there a way to have the best of both worlds and have the options of both?
Trying to add to a MS Cliff. Appears to work in the settings yet, does not show in the world... I don't understand want I did wrong because I've followed to a "T".
i am having a problem with the tiling, even setting it to 16 as u reported for a landscape of act 1000 pxl, the tiling seems way too small and repetitive
are your settings without RVT setup correctly? you have to set the usual tiling up correctly first. so if things are tiled too much with RVT off, the mip distance parameter wont fix that.
You need to set Global, Macro and Detail tiling
@@HavokSage much thanks man, i will try that out. best regards
Hey Joe, I bought all your packs recently and I'm blown away by the quality mate! However, I'm having a weird issue which I don't think is related to your products at all but maybe you've heard of it before? When I load up a landscape material for any project my paint layers aren't working properly anymore - like the icons on the left are all the same when they should change (grass, snow, etc) have you ever seen this before?
Btw, this issue is even in example demo maps that come with products from the marketplace so it must be something with my engine?
what happens when you paint the actual layers? it may just be thumbnails failing to refresh.
@@HavokSage I wish mate. They seem stuck on the "default" material. And when I paint the engine compiles shaders and chugs like it should be painting the new textures but it doesn't visually change. The strangest part is that almost every demo map or any project I open seems to be this way.
Hi there Joe, first off, amazing products you're offering!! Though, I'm following along from 25:08 to get RVT working.. I keep getting black landscapes, no matter what I'm doing :( I've added the VT Volumes, and the bounds are covering the full landscape (box around the landscape)..
I've tried assigning the existing layerInfos from the Brushify pack.. I've created new LayerInfo's (clicking plus sign -> Weight Blended Layer).. New landscape, starting all over.. Nothing seems to be working for me.. Do you have a discord?
Any idea what could be wrong?
Hi Joe! Thanks for the awesome integration. Got the same question about normals, does RTV simplifies adding bump layer in brushify? When I need to add manually car tracks to the current sand layer.
Hi, Sure you can use the RVT spline to add Car tracks. Just follow the same example I show in the video with the road texture, but instead use a car tracks texture. It's perfect for that actually since it will project the tracks into the landscape texture.
@@HavokSage Thanks! I'll give it a try.
Thanks for this and your hard work
Did you do an updated video on adding layer to your landscape material as yet? I'm wodering too if one use's a path mesh with the spline does the blending work on the edge's or is that a mask
Hi, Blending works because the road material is set to translucent. so the projection itself has blending on the edges :)
@@HavokSage Thanks for the reply,.. I had the layers down like you showed in the bootcamp video, just a tad lost in you new material don't see where to look to add changes
waiting for ue5 tutorials
Hi Joe, when setting the height for example when you did the rock in the mountains you used the heightmap in the example files, what about if you are using a custom height map that you generated a landscape with ? do I simply navigate to the heightmap png image and use that? Awesome work btw, and one last question how do you actually update the brushify pack, go to the marketplace and re apply the pack to a project in the library?
Hi, No, There is absolutely no need to specify any heightmap png or anything like that. That file (VT_Height_Example) is not a heightmap! the Heightmap is generated from the actual landscape itself in real-time! Whatever you sculpt on the landscape goes into that virtual texture automatically. The file is not a texture containing a heightmap it's a Virtual texture! a space where the heightmap is stored within GPU memory.
All you need to do is follow along with (25:08) and assign a virtual texture to the VT Volumes (VT_Landscape, VT_Height) and then assign the virtual texture to your landscape actor as well. Then the Brushify Shader (RVT_Landscape Function) handles the virtual texturing.
@@HavokSage gotcha, so for example if I have generated my own landscape via a hight map and do no sculpting it will still have a auto generated VT. btw loving the updates.
In UE5, Ive done everything till 29:00 and shader complexity shown to me is brown, not green. Did I do something wrong or missed something?
it didn't work for me on Open world map with world partition any suggestions i have 8k by 8k map
I love your work, tutorials, and am a big fan of my brushify.io pack in UE 4. Any plans on UE5 content?
hi, all brushify packs will already work in UE5. tutorials from now on will be in UE5 as well.
@@HavokSage Amazing, can't wait for the vids! This made RVT quite a bit easier to grasp and implement in my project
hello I am getting very blurry textures when I have RVT enabled at 4kx4k. I am unable to find a value in "VT_mip distance" that will allow the textures to appear properly. Did you find a fix for this?
Hey Joe, thank for your work. Do you know why my landscape look more flat when use RVT? It looking normal when not use RVT, I'm using your Brushtify Environment Shaders Pack, thank
Hi, RVT only affects the textures, the mesh shouldn't be altered at all.
or do you mean maybe normal mapping or lack of parallax mapping etc?
@@HavokSage Here the picture drive.google.com/file/d/14cAvBrGcV2jUNOPN7X8WQ1Onw9IzAa7g/view?usp=sharing , I just turn on and off RVT in material instance, and the right one with RVT lose all shadow and look very flat
Nice video =) Gonna try out rvt for roads. But I think it wouldn't work with road-stripes, as those are directional and the texture won't conform to the spline direction, would it?
But I that should able to fix that using another rvt like a decal for those stripes^^
it projects the exact texture, so stripes will work fine.
@@HavokSage Thanks for the info
Hey Joe! I'm using your recently updated Dunes pack from the Marketplace and I wanted to try this RVT workflow out. Yet, if I enable RVT in the Landscape Material (or copy the RVT related nodes to another material), the material goes completely black. Does that sound like something you might have a solution for?
Hi go to 25:08 and follow along. this shows how you can setup RVT for other maps.
RVT is not setup for every map out of the box. because it doesnt make sense for most situations.
For instance dunes only has 1 single paint layer and it require Parallax mapping... so RVT is not required at all.
RVT is a powerful tool, but isnt needed for every situation.
landscape is green but most of my desert canyons from the desert canyon brushify pack are all red. They turn green if I turn off VT but dont blend and look like crap. Any ideas? Thanks
Hello Joe! Curious if there is a way to scale the 'M_Landscape' auto material, as I had to scale my landscape to proper measures, and the landscape material is too large? Currently using UE 5.2.1
You need to apply Mi_landscape then you can find the tiling parameters inside there
@@HavokSage Thank you I will check into those!
Hi Joe, I wanted to use the MI lanscapes of the environment pack on a UE5 project but I can't apply my info layers I don't know why. I created a lanscape with World Creator and I use the mask as a layer. Best Hervé
Hi, just go to the painting panel, you add the layer info to the paint layer you want to use. Then right click and hit fill layer.
It’s the exact same process as ue4.
@@HavokSage
Hi,
yes, it's my bad I didn't know that to import layers it needed the Height map it's ok!
Thanks for your answer
Cheers
Hi Joe great video. The flickering you mentioned at the 32 mark does happen for me at runtime. I am useing UE5 which i assume brushify isn't fully supported yet. I was wondering if you had any ideas on how I can go about debugging the flickering. Thanks in advance
Brushify fully supports UE5. its just a material system after all.
the flickering can happen when the virtual texture is updated, I've never seen this happening in play mode at all let alone runtime.
although UE5 is a bit more sketchy with some things.
Are you sure its flickering from RVT and not something else?
Hi joe. Thanks for the response. I have verified it is a direct result of the rvt. Currently I have 3 brushify packs and I reinstalled them so they were completely fresh and follow this tutorial to the letter.
When I activate rvt, cook and package and run the exe the landscape textures still flicker.
I am using 3rd person default us template. The flickering seems to be switching between the high res near texture and a non tiled blown out texture.
Also it seems like it gets triggered the most when staying still and moving the 3rd person camera around. Especially when landscape tile edges are nearing the bounds of the screen.
I’ve tried disabling rvt blending on all objects to just run rvt native.
I should also mention that it flickers for a period of time then eventually it shows the correct high res near texture. It makes me think it has something to do with the distance of the camera perhaps and it’s triggering the different distant maps or something ?
@@michaelray1320 potentially it's a mip mapping issue. RVT calculates the distance from the camera via mip maps. I didn't get any issues with it in ue4 during runtime, but I will try to cook in ue5 and see if I can reproduction this. it's a bit tricky because I cant technically publish UE5 specific fixes yet.
Where can I find VT_MipDistance inside the Shader? I have the arctic Brushify pack and I cant seem to find the VT_MipDistance in the shader anywhere. I want to know how you control the mip of virtual textures.
Hi, it's inside the MI_landscape material instance. The material that's assigned to the landscape.
Hi, what about hiding tiling repetition when using RVT? Because it disables camera based operations by it’s nature
Both Texture LODs and Reduce tiling on the Brushify automaterial work with RVT.
it's not true to say RVT disables all camera based operations. It's simply that the way the camera distance is calculated is via mip maps. which is how the Texture LOD system still works.
@@HavokSage thanks a lot for the answer, i will look deeper into that
@@kd318 I'm having this issue right now with tiling for the distance. it seems that it does indeed disable distance blending
what should i set the mipDistance to on an 8.129x8.129 landscape?
This tutorial only works with brushify landscape, or can i put in my singles landscapes?
only brushify has the setup here
one last question , I am using Ultra Dynamic sky, will this have any impact on this as in will the snow or rain effect affect the blended area the same as if there wasn't a blend. The biggest issue I had was getting the snow / rain to build up over time.
i think you could plug in those nodes after RVT. although it's not something i've tried.
Does anyone figured out how to fix bright textures on blending areas?
I'm sad we can't get triplanar with virtual textures. Triplanar looks much better IMO (not just brushify but other "auto materials" too)
yes triplanar and POM are not going to work with this method. However I will be trying to find a workaround in the future.
Hi Joe, is it possible to use virtual hightfield mesh with Brushify?
Hey, would this Methode work with World Partition on a Huge map? so the Volume gets the whole bound or do i must use one Volume per tile?
Bro I am Having the same problem , what have you done?
When I activate the "use runtime virtual texture" in the material instance, all the texture of the landscape disappears, do you know what the error could be?
Do you have vitlrtual texturing enabled in project settings?
Hey maybe you might know RVT does not work in world comp? from what most people are saying been looking for some help with my large tile map 30+ landscape streaming proxy?
I wouldn't recommend using world composition at all, it's an old system and isn't needed anymore. It was replaced with HLODs + HISM + the new landscape LOD system... basically all the new tech made world tiles redundant now.
It will also be replaced in UE5 entirely. They talk about the newer system here: czcams.com/video/roMYi7BU1YY/video.html
I'm honestly not sure why anyone would still be making games tile based Skyrim style like it's 2011. We're way past that point now.
@@HavokSage I knew you would know what was going on so I should wait until the new engine comes out to start my project do you know if I will still be able to use my large tiles map? and thanks so much for all the info keep up the great work.
@@Restart-Gaming You don't need to wait for a new engine. You have to realize World comp came out in Unreal 4.9 back in 2015! It's old tech! In Unreal Engine 4.19 in 2018 they released a new Landscape LOD system that made world comp almost completely pointless... but still people somehow kept using World comp and didn't realize the power of the new systems.
There's really no need to wait for anything... all the new tech already came out like 2 years ago! You can already start just fine in unreal 4.24 or 4.25. Everything is stable and all of the features are there already. :)
HLOD is amazing for combining actors at long view distances: docs.unrealengine.com/en-US/BuildingWorlds/HLOD/index.html
e.g. if you have a whole building or even a whole city in the background, you can combine them into a single cheap mesh for the far distance. You layout a grid system and actors are grouped and combined dynamically reducing drawcalls and polycounts on the fly.
Screensize based Landscape LOD system: docs.unrealengine.com/en-US/WhatsNew/Builds/ReleaseNotes/4_19/index.html
This one was a big game changer, because distance landscape is now able to be rendered super cheaply while still having detail in the right places. For some reason Epic games didn't push the marketing very well for it, and it's not very well understood. But the reason World comp existed in the first place is because it was necessary to have 2 landscape LODs based on distance... a low res landscape for backgrounds and a high-resolution landscape for the players to walk on... That's not required anymore. It can all be done on a single landscape now.
Why does the texture quality drop with RVT? There is a big difference in quality from the original texture.
depends on the size of your landscape. Even with the Virtual texture set to a massive size, it's still a single texture that's mapped to the entire landscape. That's why RVT is better for smaller maps rather than vast landscapes. I'd probably say 4k x 4k and under is fine for RVT, anything more and you're pushing it.
@@HavokSage thanks for answer ! :)
Oh this only works with tour shader pack when a can we expect an update for tour other brushify packs?
It works with all Brushify packs. The tutorial shows how RVT can be added to any level using Brushify Landscape Automaterial. Go to 25:08 to see how to add RVT to any level. In this video I even use the Brushify Mountains pack as an example! but it can be any landscape either one from myself or one you've created. :)
Sup! After blending the texture becomes poor quality. Repeated in the new project and everything turned out. What could be the problem?
Hi, do you have a super large resolution landscape?
Also have you set the maximum resolution in the VT file itself?
@@HavokSage Yes, I used 4k textures, I repeated after you. Checked on other textures and it worked. I don't know what the problem is, it happens with megascans textures. I removed everything related to megascans from the project, loaded the textures again, but it did not help. It works in a new project. But I worked on my project for half a year, it's a big pain if I start over.
Does the virtual texture feature will be actual when Unreal Engine 5 will be available?
Hi, my guess is that UE5 will still support this as it's a relatively new feature and a lot of development time at Epic seems to have gone into virtual texturing.
Cheers
Joe