Runtime Virtual Textures - For Terrain Blending and Heightmap
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- čas přidán 29. 08. 2024
- In this video we have a look at how to set up a Landscape to use a Runtime Virtual Texture and how we can use that to do two very powerful things - seamlessly blend a mesh object with a landscape, and use World Position Offset to align a mesh to the Landscape - great for sand and snow particles!
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He’s back!
I spent 3 days of pressure until I finally found your tutorial. Thank you. I am grateful.
Subscribed to over 800 channels.. a tharlevfx vid pops up. INSTA-VIEW!!!
Nice to see you back Tom
Great video. You probably know this, but for those who don’t, it’s a little cheaper (and a lot tidier) to use the Set/Get Material Attributes instead of the Make/Break Material Attributes.
Excellent point about normal blending using VRT’s. Something I’ve always overlooked.
oh yeah great call - i was referencing an old material when i made the tutorial but i would totally recommend Get/Set instead of Make/Break in general
Why don't you have a million views?! Best unreal tuts since ages!
Great job. Thank you. Tangent space was making distance artefacts... I love your explanation.
Love your videos. They are super helpful and educational. I learned a lot from them
Glad to see you back! Your content is amazing!
Welcome back!
Awesome video as always. Thank you
Great to see you post a vid. Inspires me to get in gear as well. I've thought about using that terrain hugging technique to do a grass effect (multiple layers of a grid at different heights).
Yeah, I’ve been watching your niagara vids, great stuff! Grass would be a great use case for this technique, or something like a mesh of rain splashes
@@tharlevfx Cheers :) Yeah so many I'm thinking of. Custom cloud shadows or shadows for volumetric objects, or use it for a surface to have a parallax occlusion shader. It's like a decal that is dynamic.
great video, can you please do a video about how to use virtual height field mesh with displacement and landscape height blending?
Agreed, this would be really helpful
@@portmandrotikitordnamtrop hey i was actually able to figure it out, i mean how to set up virtual heightfield properly, but i couldn't find a way to use it with height blending, if you want i can send you the files.
Very cool! 👍
I need to remember that this exists, for my next environment
Hello Thomas! I have a question to you! You got me really inspired with this "align object to the landscape using RVT height map" and im thinking about making a volume fog that actualy sticks deforms and sticks to the landscape when you move the volume, but I ran into a problem that when I setup a material for the Local Volumetric Fog (material for the fog volume) it using "material domain: volume, blend mode: Additive" and these settings dont let you use "world position offset" :( is any other way to do such an efect with sticking a volumetric fog to the ground using RVT height map? Your videos are really helpful and Im expanding my skillset with your knowledge a lot, and im really grateful for all your work! Regards, Miłosz
You could check out Asher zhu and the fog painting tool they made for the valley of the ancient ue 5 demo
Hi, nice video. What's the hot-key you are pressing to bring up the constant box in the blueprint at 10:20?
just the 1 on the number line - 1,2,3,4 are all the shortcuts for the constants. if you open the palette window and find the right node it shows you if there's a shortcut for it
@@tharlevfx Thank you for this. I know some things are simple... if you know the answer. I feel like I'm learning photoshop all over again.
Can you please explain Virtual Heightfield Mesh? Seems we can't use tessellation in UE5 and this is our only option for displacement of landscapes. Landscape textures will be forever flat until you show us the way.
Is it possible to do the opposite, conform landscape height to the mesh ?
Yes, sort of. You can use a similar technique using rendered height maps and WPO to change the terrain, although it won’t affect collisions.
@@tharlevfx Thanks for the info. I tried baking mesh to heightmap, but the calculation based on documentation doesn't work 100%.
It's very close but not there. This would be great if you could make tutorial how to do this opposite thing, because not sure I could do it myself, but I will try. This would be great for any architectural visualisation, you could probably make a blueprint or plugin and sell on marketplace...
I would buy it for use.
to let everyone know VT's don't 't support opacity channel... which is stupid so if your using it for the UDIM feature, don't because your literally kicking yourself in the foot
Hello, looks like i can achieve farming system like in this video: czcams.com/video/n7dPrDwS6gs/video.html using your tutorial.
At this moment I don't have any issue with selection points, creating field with tiles inside but I can't understand how to change/replace material inside each tile.
@tharlevfx am I right?