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.
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.
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.
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 ;)
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!
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?
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?
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. :(
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!
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
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?
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?
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?
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
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
@@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 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
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?
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.
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
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
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.
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
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
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 :)
@@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
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?
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 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.
@@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
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
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 )
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
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
@@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 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.
@@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.
I feel like an updated version of this with the current megascans materials would be appreciated.
With this as a base it shouldn't be difficult to adapt I guess.
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.
Glad I could help :)
Just what i needed. Thank you very much.
Also, i'm looking forward to your upcoming tutorials in general;)
Always happy to hear that ;)
you deserve many times more subs bro
Thanks, I aprecia it :)
Thanks again, i went through, you are clear and gr8!
Thank you for the tutorial.How to adapt RVT to different terrain heights.
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.
Yes They did, tutorial on where things are now coming very soon :)
This video was a huge help, thank you!
Thank you so much.
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.
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 ;)
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!
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?
The best tutorial about this!
Now, Uv tile in my asset Material does not match the landscape one. Any idea what could that be ?
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?
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. :(
I am working on an updated one ;)
@@MR3DDev Grande! Looking forward to warch it and thank you for all the hardwork explaining noobs like me the basics!
Awesome. Thank you...
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!
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
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?
Clean and nice tutorial. Gj
I'm glad you like it
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?
great tut and thanks alot.
Happy to help
RVT looks very promising but please, show us how is this done with the latest version of megascan materials, it is totally different.!!!!!!!!!
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?
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
@@MR3DDev So there is no way to use RVT and having displaced, tesselleted ground?
why not blend the normal in WS to match what is below with distance field? Gives a much smoother transition
Thanks a lot :)
Happy to help
Omg thanks!!!!!!!
You are welcome :)
thank you frind
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
This is great, thanks.
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
@@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!
@@Fafmagic That's amazing of you, thank you very much
@@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
Can someone help me doing this with the new megascans materials, tried a lot but failed.
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?
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.
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
@@MR3DDev Thanks a lot for the quick feedback
great tutorial! is there any way to get displacement using this method? How is this compare to the megascans blend material?
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
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.
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
Sorry, I was missing some node connections, but now it's good to work,thanks
I suggest trun off tangent space normal in mesh material,the blending effects would be better.
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
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 :)
@@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
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?
I am working on adding a triplanar solution to that on the next RVT blending video
@@MR3DDev Thanks for your reply. Looking forward to the next video!
What if landscape is not a plane? You will have to create individual
material instance for each mesh instance to adjust blend height bias ?
I'd say so, that is why is better to use instances so is easy to change values
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.
Can you elaborate on this?
@@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.
@@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
They changed the default material, so it's useless for me , plz make new tutorials with the updated megascans material
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
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 )
6:11,7:04
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
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
@@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.
@@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.
@@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.
@@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.