Create Realistic Landscapes using Gaea and Unreal Engine
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- čas přidán 1. 06. 2024
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Timestamps:
00:00 Intro
00:30 Gaea 101
08:01 Export Heightmaps to Unreal
Download Gaea Free Version: quadspinner.com/download
This video serves as a quick introduction on how to use Gaea and Unreal Engine together to create realistic landscapes. We will explore the basic nodes and properties of Gaea, enabling us to swiftly generate height maps and layer masks. These resources can be seamlessly integrated with Unreal Engine's landscape creation tools and landscape materials.
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#unrealengine5 #unrealengine5 #unrealengine #environmentart #environmentdesign - Hry
Just subcribed. Keep up the good work man! Would love to see the way you do material next!
Thanks!I appreciate it!part 2 in the next few days!😉
Thanks for making this tutorial. Waiting for the next one.
Thank you, too!the next one will be uploaded soon!😉
thanks for this tutorial!
You're welcome!
Hi. why doesn't the map rotate for me, it just stays in a square? I don't know how to move in 3D?
hello!To rotate the Landscape inside of Gaea you need to hold Alt + LMB and move the mouse to the direction that you want it!
How do the textures from GAEA interact with a master material we want to use for our heightmap landscape? For example, if I have master material with 4 layers, grass, rocks, etc, and I import the textures from GAEA, will this textures now apply to my master material layers? Or will they only apply to the landscape? I ask because if my master material layers don’t line up exactly with textures from GAEA then the textures could look “off” (Grass textures for rocks and rock textures for grass, etc)
Hello @Josh_Alfaro.
The masks that you created on Gaea (Slope, Snowfall, Flow and so on) need the height map generated in Gaea as a Landscape to be accurate. So you need to import the height map (from the erosion node usually) to Unreal Engine and generate a landscape with it. After that you can use the masks that you create on gaea or the textures to use in your material layers directly on Unreal Engine. They will apply the material that in the material layer all over your landscape using the Gaea mask as reference. If you change the Heightmap inside of Unreal Engine the mask won't be 100% accurate and you will need some manual work painting the landscape.
@@UnrealverseLabs thank you!
Can you please make a tutorial on how to make a master material based on height blend? Maybe layers with cliff, grass, and water? This would be amazing!
@@UnrealverseLabs do you know how to turn a PCG instance, say if a mossy cliff with foliage, into an assembly that he spawned in a static mesh spawner?
@@Josh_Alfaro It'll be my next video, sir! stay tuned!
Would love to see how you applied the textures in this, one thing I've noticed using the landscape with Gaea and lumen is that the landscape is not casting shadows properly.
The tutorial about the material will be online very soon 😉! About the casting shadows, I don't remember having problems as such . The real-time capture shadow usually works well. I often do see problems with mesh artifacts on gaea imported height maps, though!
But how to apply gaea exported texture on this map ?
Hello!Hello! If you want to create a landscape and use the masks from Gaea, you need to employ the Landscape Layer Blend Node and apply the masks in each layer.
Can you make small tutorial on it. I try these in blender but texture resolution was very low and it is not look realistic. But i used other texture from blender market it works well.
Great Tutorial! Can you pls also make one to show how to use pcg with the tree from gaea? 🙏
Great suggestion!I'm currently working on a course that will cover more advanced topics such as PCG trees and much more, stay tunned!
🎉🎉