Unreal Engine 4: Blend Megascan Assets with the Landscape Using Runtime Virtual Texturing (RVT)

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  • čas přidán 29. 08. 2024

Komentáře • 86

  • @DaGlassMan4797
    @DaGlassMan4797 Před 3 lety +23

    I feel like an updated version of this with the current megascans materials would be appreciated.

    • @zimnelredoran9985
      @zimnelredoran9985 Před 2 lety

      With this as a base it shouldn't be difficult to adapt I guess.

  • @stpvapor5363
    @stpvapor5363 Před 3 lety +2

    I followed both of these, and I have to say: Actually seeing it broken down in the first video to simple color/roughness was made this click with me. Thank you for a quality breakdown for RVT blending.

  • @nikadams8091
    @nikadams8091 Před 4 lety +2

    Just what i needed. Thank you very much.
    Also, i'm looking forward to your upcoming tutorials in general;)

    • @MR3DDev
      @MR3DDev  Před 4 lety

      Always happy to hear that ;)

  • @vishesh.jindal
    @vishesh.jindal Před 3 lety +1

    you deserve many times more subs bro

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      Thanks, I aprecia it :)

  • @mateuszkorsak9115
    @mateuszkorsak9115 Před 3 lety +1

    Thanks again, i went through, you are clear and gr8!

  • @ChowiCG
    @ChowiCG Před 2 lety

    Thank you for the tutorial.How to adapt RVT to different terrain heights.

  • @azrad
    @azrad Před 3 lety +5

    Awesome tutorial. I wanted to ask if Bridge changed Megascans materials since you posted your video? Now when I open the Master material the nodes layout is different from the one you've got in tutorial. Keep posting amazingly helpful content.

    • @MR3DDev
      @MR3DDev  Před 3 lety +7

      Yes They did, tutorial on where things are now coming very soon :)

  • @1d33f1x3
    @1d33f1x3 Před 3 lety

    This video was a huge help, thank you!

  • @michaeltran875
    @michaeltran875 Před 2 lety

    Thank you so much.

  • @ShawnPaul86
    @ShawnPaul86 Před 3 lety

    Followed your tutorials and got them working all right. Seems this technique is pretty limited overall though. It does not work well or at all if the terrain is too steep or your intersection object has sort of overhangs to the shape of the mesh. What would be nice is if you could somehow use the pixel depth offset and use that as a mask to apply the landscape RTV. That way it would blend the intersecting mesh instead. Dunno if it's possible at all though.

  • @MR3DDev
    @MR3DDev  Před 4 lety

    If you are new to RVT please watch this video first: czcams.com/video/_u-HdkJ3woE/video.html
    Wanna help support the channel? is simple, leave a like make sure you have notifications on ;)

  • @PCGameCast
    @PCGameCast Před 3 lety +4

    Thanks for your tutorials about RVT. I've got everything working, but I'm wondering if there's a way to modify the setup to take into account the slope of the landscape? I'm trying to blend some rocks into a hill side but the height parameter is just an up/down value so the part of the megascan that's higher on the slope receives no blending whilst the lower part receives too much. Hope that makes sense!

    • @FlyinGuy
      @FlyinGuy Před rokem

      Did you ever figure this out?
      Also how would you make the blend work on multiple different instances instead of having to make a new material instance for every different height rock?

  • @lordkiller977
    @lordkiller977 Před 2 lety +1

    The best tutorial about this!
    Now, Uv tile in my asset Material does not match the landscape one. Any idea what could that be ?

    • @andreytrukhachev7417
      @andreytrukhachev7417 Před 2 lety

      I have the same issue. THe Landscape RVT that projects into the asset is missmutch the UV's that in the landscape - they are too large. I've try to connect the uv tiling control to the RVT sample UV, but if i Do, then the whole object are become the Landscape material and no option for blending. Could you please give an adcive on that issue?

  • @cecka
    @cecka Před 3 lety

    What a great tutorial! Absolutely love your style, speed and precision. Sadly...as many other have mentioned...the current MS mesh is different so it´s not working anymore like that. :(

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      I am working on an updated one ;)

    • @cecka
      @cecka Před 3 lety

      @@MR3DDev Grande! Looking forward to warch it and thank you for all the hardwork explaining noobs like me the basics!

  • @thebrothersgrimmproductions

    Awesome. Thank you...

  • @christian108
    @christian108 Před 3 lety

    Your tutorials are really great Simple and straightforward which there is not a lot of. I am looking up information on bringing in Megascans Atlases like mixed soil and various debris and leaves and putting them onto a static mesh but cant find much. I watched you video on decals but perhaps there is another one that addresses atlases? I will check out your video realistic foilage and trees. Thank you!

    • @MR3DDev
      @MR3DDev  Před 3 lety

      If you have specific mesh you want to add the atlas to then you can do that in Mixer, it will give you a lot more control. While this is not a video precisely about that, I show how to add the atlas to a mesh to get a certain look:
      czcams.com/video/6AS6ANB-fKc/video.html&ab_channel=TechYK

  • @redfawnstudios
    @redfawnstudios Před 3 lety

    Great tutorial! And the previous video as well.
    Once the Mesh_MS_Master material is set up, can you specify that as the default 3D Master Material for future imports from Bridge?

  • @roendpunt
    @roendpunt Před 3 lety

    Clean and nice tutorial. Gj

  • @dominicsagona1186
    @dominicsagona1186 Před 3 lety

    Awesome, tutorial. Thanks so much. Only thing I was not able to figure out is how to get displacement enabled on my landscape material while also utilizing RVT. Any insight for this?

  • @bastian3938
    @bastian3938 Před 4 lety

    great tut and thanks alot.

  • @pixelsp1
    @pixelsp1 Před 3 lety

    RVT looks very promising but please, show us how is this done with the latest version of megascan materials, it is totally different.!!!!!!!!!

  • @tobyhunt7239
    @tobyhunt7239 Před 3 lety +1

    Great tutorial! The only thing i cant work out is how this works against a non flat surface. The projection only ever seems to be flat on the object and doesnt match the shape of the landscape. Im putting rocks against a hill and the projection line is just flat not undulating like the landscape. Any ideas?

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      Yes there are limitations to this kind of Blending. That is why there is not 1 blending solution for everything and you need to use the technique that better suits your needs. For cases like that I would use pixel dither offset

    • @mateuszkorsak9115
      @mateuszkorsak9115 Před 3 lety

      @@MR3DDev So there is no way to use RVT and having displaced, tesselleted ground?

  • @jhett1746
    @jhett1746 Před 3 lety

    why not blend the normal in WS to match what is below with distance field? Gives a much smoother transition

  • @AhmedHasan91
    @AhmedHasan91 Před 4 lety +1

    Thanks a lot :)

  • @dpredie
    @dpredie Před 4 lety +1

    Omg thanks!!!!!!!

  • @mallugamedev4951
    @mallugamedev4951 Před 3 lety

    thank you frind

  • @ablevi5774
    @ablevi5774 Před 3 lety

    Is that possible to have also some kind of edges blending in order to blur the geometry seams too? I’m obsessed with that. I know you used a pixel depth offset previously but the shadows are affected. I would like to have ray tracing in landsacape scene with megascans assets blended as in texture as in geometry. Thanks

  • @Fafmagic
    @Fafmagic Před 3 lety

    This is great, thanks.

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      I am testing a way to do it using World Alignment, once I am 100% sure it works on every scenario that I Can think of, I'll make a video

    • @Fafmagic
      @Fafmagic Před 3 lety

      @@MR3DDev Great!! I made a little project and posted to the Quixel Art Community Facebook group. I mentioned I used your video to learn the technique so hopefully you'll get a few more views to this very useful video!

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      @@Fafmagic That's amazing of you, thank you very much

    • @Fafmagic
      @Fafmagic Před 3 lety

      @@MR3DDev not a problem, I think your channel is excellent. Here’s the post if you were interested in the scene study I made using the technique you shared in this video: m.facebook.com/groups/836272756494669?view=permalink&id=3284664028322184&ref=m_notif¬if_t=feedback_reaction_generic

  • @harshitpenamata2682
    @harshitpenamata2682 Před 3 lety +1

    Can someone help me doing this with the new megascans materials, tried a lot but failed.

  • @nfenton
    @nfenton Před 3 lety

    Thanks for the video! I actually ran into a problem where as soon as I connect the saturate node to any of the lerp nodes they all throw 'float2 -> float' coercion errors. Any idea what I missed?

  • @atahepsen1290
    @atahepsen1290 Před 3 lety

    Amazing tutorial! But have a little question, (not sure if i'm phrasing this correctly) is RVT performance heavy process? Or does it have better performance compared to original MS master materials?
    I was looking into this, and saw some comparison videos which RVT performed better than traditional(?) methods.

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      It does preform better because the blending is done by GPU. Is not free you still have to check your general performance but is the best blending solution between quality/performance at the moment

    • @atahepsen1290
      @atahepsen1290 Před 3 lety

      @@MR3DDev Thanks a lot for the quick feedback

  • @brandonkoo2033
    @brandonkoo2033 Před 3 lety

    great tutorial! is there any way to get displacement using this method? How is this compare to the megascans blend material?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      This is totally different from the megascan blend, megascan blend is only for vertex painting not asset blening. As for displacement, in 4.26 they are introducing the heightfield RTV wich is not displacement but achieves the same result

  • @Daltonflyboy
    @Daltonflyboy Před 3 lety

    Hi guys doing my second environment in unreal and I thought it would be great to use terrain mesh normal blending with virtual textures and it has seemed to half work, for some reason it works in unlit mode but just shows up white in lite mode and I can't figure out why I have looked everywhere online and nobody seems to have this issue. If anyone has any ideas what's happening and a solution that would be amazing as I am just stuck on what to do.

  • @yantingye1677
    @yantingye1677 Před 3 lety

    hi,If I am using the lastest Megascans's MS_DefaultMaterial_Displacement material in UE 4.26 ,it is more complex , it has MF_MapAdjustments and other function node ,I try to add RVT to MF_MapAdjustments ,but something wrong,can you show us how to add RTV ?thank you

    • @yantingye1677
      @yantingye1677 Před 3 lety

      Sorry, I was missing some node connections, but now it's good to work,thanks

    • @yantingye1677
      @yantingye1677 Před 3 lety

      I suggest trun off tangent space normal in mesh material,the blending effects would be better.

  • @alexkentie9429
    @alexkentie9429 Před 3 lety

    trying to sort it out with the current megascans materials, but running into problems with for example the fuzzy material and such. any chance for a new vid? would be highly appreciated

    • @MR3DDev
      @MR3DDev  Před 3 lety +2

      I turned away from Quixel videos because the channel was getting a bit redundant but now I've seen enough of this request that I'll be making one soon :)

    • @kaydenloss
      @kaydenloss Před 3 lety

      @@MR3DDev awesome!! I could make something work by connecting all this stuff inside the material attributes function, (of the quixel 3d asset main materials) but by no means getting good looking results.
      Also haven’t found a good solution that makes it compatible with different slope heights and different rotations of the objects. Setting it to localposition instead of absolute worldposition already fixes the height difference problems, but rotating the object even slightly requires the blendheight to be adjusted :P

  • @user-om2jm3db4x
    @user-om2jm3db4x Před 3 lety

    Hello, thank you very much for this tutorial, it helped me quickly get to know the power of RVT!But here's the problem: if the height of the model is close to 90°, then the projected virtual texture will stretch. Do you have any other better solutions?

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      I am working on adding a triplanar solution to that on the next RVT blending video

    • @user-om2jm3db4x
      @user-om2jm3db4x Před 3 lety

      @@MR3DDev Thanks for your reply. Looking forward to the next video!

  • @quantumdeconstructor
    @quantumdeconstructor Před 3 lety

    What if landscape is not a plane? You will have to create individual
    material instance for each mesh instance to adjust blend height bias ?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      I'd say so, that is why is better to use instances so is easy to change values

  • @corrivalrhyme
    @corrivalrhyme Před 3 lety

    What about blending the geometry? There will still be a seam leftover especially when the lighting is at the right angle as partially seen at the end there.

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Can you elaborate on this?

    • @corrivalrhyme
      @corrivalrhyme Před 3 lety

      @@MR3DDev I don't believe that it is ultimately a thing that can be done, but that asset used to blend into the terrain, its got a sharp geometric falloff and can seen. So blending the geometry between the two to essentially "connect" the asset to the landscape.

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      @@corrivalrhyme That's not possible with this technique nor do I know of one that does geometry blend in UE4. The closes to that would be using distance field mesh, but that is playing with the lighting, not the geo

  • @gamerspitt8089
    @gamerspitt8089 Před 3 lety

    They changed the default material, so it's useless for me , plz make new tutorials with the updated megascans material

  • @brambatimoreira
    @brambatimoreira Před 3 lety

    Your tutorials are good, but you could improve the quality of the video, the lyrics are too small to see, and explain which blueprint you’re adding, you do it very fast and we can’t keep up

  • @evgeniiklimashin
    @evgeniiklimashin Před 3 lety

    Hello, I have one problem, when I applied my RVT material to mesh, it beginning looks more brightness and the edges looks hard (screenshot: ibb.co/Yfczkvh )

  • @kwayeu
    @kwayeu Před 2 měsíci

    6:11,7:04

  • @daniel.skarzynski
    @daniel.skarzynski Před 3 lety

    Hi,
    RVT blending is very interesting with the posibility of auto texture color blending from the landscape. Do you know is it possible also blending with RVT between meshes/assets? Example - ibb.co/37yHnxk

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      For that I would use pixel dither offset because RVT is more to blend meshes with the ground. Here is my video on Pixel dither offset blending:
      czcams.com/video/2ATM3VMxckQ/video.html

    • @daniel.skarzynski
      @daniel.skarzynski Před 3 lety

      @@MR3DDev Hi. Yes. I studied all types of blending and I'm searching of a combined solution. On this link I show what I'm looking for - ibb.co/rfWCFcS. Now I'm using distance field blending with dither. But I have to chose what color, texture to blend. I want to auto color blending like on RVT.

    • @MR3DDev
      @MR3DDev  Před 3 lety

      @@daniel.skarzynski I see what you are saying, the thing is RVT relies on those volumens and I am not sure if it will work between meshes like that.

    • @daniel.skarzynski
      @daniel.skarzynski Před 3 lety

      @@MR3DDev But maybe there is a way to use distance field blend with similar auto color copy of nearest meshes. I like DF blend so I can also use blend displacement. RVT still don't have that.

    • @daniel.skarzynski
      @daniel.skarzynski Před 3 lety

      @@MR3DDev Yes. I manage to make blending static mesh with RVT. At first it didn't work because I used flat plane as a sample surface. Blending was black. After I used more sculpted plane with some height it works.