Megascan Landscape Blend Material with Displacement in UE4 (2.0)

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  • čas přidán 17. 07. 2024
  • In this video I go over how to make a Landscape Blend Material with Displacement by using Quixel Materials.
    Patreon: / mr3d_dev
    Follow me on Twiter: / mr3dev
    Join our Discord: / discord
    Quixel Megascan Materials Explained: • Quixel Megascan Plugin...
    Ben Cloward's Channel: / @bencloward
    Timestamps
    00:00 Material Blending
    14:46 Displacement

Komentáře • 99

  • @MR3DDev
    @MR3DDev  Před 3 lety +7

    Thanks to my Patreon for their support.
    If you are interested in the displacement part only, I've added a timestamp for your convenience ;)

  • @alexstrutt3
    @alexstrutt3 Před 2 lety

    Many thanks for this comprehensive easy to follow tutorial!

  • @PlayvillePictures
    @PlayvillePictures Před 3 lety

    Very helpful, thanks a lot! Really like your tutorials, its always nicely done!

  • @PixelPotato
    @PixelPotato Před 3 lety

    THANK YOU THANK YOU THANK YOU- I have been trying to get this to work for several days now!

  • @StormX312
    @StormX312 Před 3 lety

    Thanks for this tutorial. Exactly what I needed.

  • @stevenlaport9886
    @stevenlaport9886 Před 3 lety

    I was so close! I knew it had something to do with the landscape layer sample but I couldn't find the right way to use it! Thank you :)

  • @FredericoMonteiro
    @FredericoMonteiro Před 2 lety

    Love your channel, please keep going

  • @supremebeme
    @supremebeme Před 3 lety

    Thanks always enjoy your videos

  • @claudioivanferrazzi546

    thank you very much for showing us this

  • @miguelmoralesnavas
    @miguelmoralesnavas Před 3 lety

    You're a genius!

  • @maltethorkelsson9566
    @maltethorkelsson9566 Před 3 lety

    Thanks for the video! :)

  • @ripchan1413
    @ripchan1413 Před 2 lety

    Very Nice Tutorial thank you

  • @iaminhridoy5871
    @iaminhridoy5871 Před 3 lety

    you are the best man

  • @studiofilmowevictoria3359

    Canont get it to work in 4.26. I did everythink like in tutorial. Only a covers the lamndscape automatically, other materials dont.

  • @roninnNz
    @roninnNz Před 3 lety

    Thx bro i love you 👏👏👏👏🙏❤️

  • @TAKASHI2010SAM
    @TAKASHI2010SAM Před 2 lety

    thanks man

  • @olodum111
    @olodum111 Před 3 lety +2

    Learned a lot from this tutorial! One question...the displacement is the same for all materials. How do you make displacement for each painted material? Going to look at your new Discord server now!!!

  • @luckyKumar-ur9xh
    @luckyKumar-ur9xh Před 3 lety

    Love you bro ... :)

  • @alintapordei7514
    @alintapordei7514 Před 2 lety

    thank's for the video! is there any way that you can save the blend as a texture/material? and use it to different mesh? thank you!

  • @SanOcelotl
    @SanOcelotl Před 3 lety

    good video, i just have one question, how can i get more tessellation on my landscape, the tessellation controls on the material is not enough to get a good quelity displacement

  • @xyz2996
    @xyz2996 Před 3 lety +1

    Hi there, thank you for this tutorial :) I followed along until the painting part, all my 4 layers show up as my base material, any clue as to why this is happening?

  • @5bow638
    @5bow638 Před rokem

    Displacementの17:27のノードがどうしても繋げなくて(MFを修正したのにfloat3のエラーが引き続き出る)、
    MFを一旦消して読み直したら解決したので、メモを残します それ以外は無事できました!ありがとうございます。

  • @_m.illy_
    @_m.illy_ Před 2 lety +1

    Great video! But I have one problem... On painting mode all my layers have the same texture, but when I checked Material functions it seems to be all right. Could anyone help me please?

  • @cecka
    @cecka Před 3 lety

    As always great job and I feel so much better about my environment now! Is there a way how to combine this with the virtual texture blending so you can have a tessalized texture on a landscape that blends with the megascan meshes seamlessly?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      RVT blending is not doing tesselation or displacement at the moment.

    • @cecka
      @cecka Před 3 lety

      @@MR3DDev Thanks for taking a time to reply. I see there are some hard choices for my project to be made, haha! Looking forward for more tutorials and also joined discord! Hope you will grow!

  • @spenny1267
    @spenny1267 Před 3 lety +2

    now how do you add macro variation to it?

  • @justaguy2732
    @justaguy2732 Před 3 lety

    Thanks, works for me except on the final landscape material instance, I get tesselation options but no displacement multiplier - do you know why? displacement maps all seem ok

    • @MR3DDev
      @MR3DDev  Před 3 lety

      you may want to join the Discord and share a screenshot

  • @gtagam3r
    @gtagam3r Před 3 lety

    Do you have tutorial with Landscape auto material with painted layers?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Not yet. I think I will have to port my shaders to UE5 so Ill make one then

  • @ep1cn3ss2
    @ep1cn3ss2 Před 3 lety +5

    So is there a way to control the displacement amount for each layer separately? At the end you reduce the displacement value and it reduces it for all of the textures. Is there a way to separate them? For example so one texture i can have it more bumpy/tesellated and another texture i can have it smoother/less tesselated?

    • @mrtobycook
      @mrtobycook Před 3 lety +3

      This was exactly my question after watching the video! :-)

    • @malebeery6832
      @malebeery6832 Před 2 lety

      I did this by :
      1. copy the displacement nodes from the same function "or take the function but only use the output of the displacement".
      2. then paste it for each layer ones and connect the height texture of each layer to each copy of the displacement nodes and change the parameter name for each copy and the parameter name is "displacement amount" to something like "displacement amount layer A".
      3. then simply lerp between the output of the displacement by the sample node just like what he did in the video for the output of the tessellation, and connect the result of the remaining last node of the lerp to the displacement attribute.

    • @theoneand0nly874
      @theoneand0nly874 Před rokem

      @@malebeery6832 any chance you can share a screenshot?

    • @theoneand0nly874
      @theoneand0nly874 Před rokem

      @@malebeery6832 can you be more detailed please ? What you mean take it from the same function he goes over multiple function in the video ??

    • @malebeery6832
      @malebeery6832 Před rokem

      @@theoneand0nly874 1. copy the material faction named MF_Displacement_Blend, and make the changes inside it like he did in 17:00
      2. as you can see in the video in 15:50 he deleted the function MF_Displacement_Blend and he connected the height map directly to the new made output named height, do the same.
      3. do that for each material layer.
      the MF_Displacement_Blend function has a parameter named (Displacement Amount) inside of it, you must change this parameter name for each material layer, so that you can control the Displacement Amount of each material layer separately. "if you didn't change the name unreal will consider them all as 1 parameter regardless of how many copies of it you made", and to do this :
      4. make copies of MF_Displacement_Blend function, for each copy change the name of the faction from MF_Displacement_Blend to something unique like MF_Displacement_Blend_1 and change the name of the (Displacement Amount) parameter inside of it to different name for each copy too. each copy will be for 1 material layer.
      5. and now add 1 of those copies for each material layer you have, place it between the height map and the new made output named height.
      6. in the landscape material, after doing the lerp between the height maps don't connect the result of the lerp to the MF_Displacement_Blend function like he did, instead connect the result of the lerp directly to the material attribute named world displacement, and delete that MF_Displacement_Blend function from the landscape material. "because you already made unique MF_Displacement_Blend function inside of each material layer"

  • @Mj3DArts
    @Mj3DArts Před 3 lety +3

    well tessellation is getting deprecated so maybe do a heightfield method for landscapes next

  • @umarcga7823
    @umarcga7823 Před 18 hodinami

    Material instance not working for me!

  • @mrtobycook
    @mrtobycook Před 3 lety +2

    Thanks for this video, MR3D! So helpful! Would love to know how to do set separate displacement levels for each layer though, as that's vital with Quixel surfaces (some look absurd with even the smallest amount of displacement).
    Also, can you explain why displacement and tesselation are being taken out of Unreal? I think it's tesselation that's being removed actually, because it's being replaced essentially by Nanite in UE5, yes? Or maybe being replaced by "Virtual HeightField Mesh", depending on where you read about it. LOL. So that's tesselation. But I'm confused about displacement - because it is something that is VITAL to textures that are being transfered over from Bridge. Quixel (which Epic owns) still has Displacement textures for all their stuff - and yet they are actively discouraging us to use them, right? I mean, the megascans plugin has displacement turned OFF. So Runtime Virtual Texturing is the 'new' way to do pixel depth offset (and yet people keep mentioning that it doesn't support displacement - which is even more confusing), and either 'Virtual HeightField Mesh' or Nanite are the new Tesselation. So... what is the new 'Displacement'? Displacement is basically the bumpiness of textures, so I can't see it ever being truly replaced - it's what makes surfaces "3D". Or am I totally confused?:-))) Genuinely asking!!

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      if you want displacement to be separate you will have to rename the displacement scalar parameters on that displacement function I used, that should do the trick. As for Epic getting rid of tesselation I think you are right, it could be due to nanite, tesselation is an optimization technique and supposedly with nanite we wont need it

    • @mrtobycook
      @mrtobycook Před 3 lety

      @@MR3DDev Thanks buddy! Any idea why they are having the meganscans plugin default to having displacement off? Clearly they don’t want us to use displacement. What do they want us to use?

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      @@mrtobycook I think it has to do with the fact that displacement and tessellation do take up a ton of resources in the system which is not what you want for games.

    • @mrtobycook
      @mrtobycook Před 3 lety

      @@MR3DDev They are being so vague and weird about it though - especially with their ongoing push for filmmakers to use their system. It makes no sense. :) Landscapes without displacement look fake in high end cinematic renders - so if they keep pushing to stop displacement info coming into Unreal, it just pisses off the Hollywood folks. I keep hoping they release a clear statement about it.

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS Před 2 lety

      @@MR3DDev Sorry...i do not understand which parameter i have to rename.
      In each of the 4 function (MATERIAL_A, MATERIAL_B ....)? Which is the name to modify?
      Thanks a lot!

  • @scubasteve1923
    @scubasteve1923 Před 2 lety +1

    This has been really helpful. for some reason though, i'm stuck at a point where i've created my landscape material instance, where i'm hoping to be able to adjust the material parameters, but nothing shows up...

    • @MR3DDev
      @MR3DDev  Před 2 lety

      Come to our discord, easy to help you over there :)

    • @scubasteve1923
      @scubasteve1923 Před 2 lety

      @@MR3DDev yoooo bet!!

  • @hagai90
    @hagai90 Před 3 lety

    how do i Include this to an auto material?

  • @protuberanecjk4704
    @protuberanecjk4704 Před 2 lety

    and where can I find the displacement plugin in 2022 for ue5?)

  • @wtmftproductions
    @wtmftproductions Před 3 lety +1

    Do you know why I am getting splotchy shadows all over my terrain?

    • @lt.parkinsons8088
      @lt.parkinsons8088 Před 3 lety

      Prolly late but if you're using Ray Tracing thats prolly the issue, set R.RayTracingNormalBias to something like 0.5 or 1 and it should fix the issue

  • @jhaoyunlee5345
    @jhaoyunlee5345 Před 3 lety

    I have a question, so there will be 7 layers which I can paint on at the end of the tutorial, right?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      You can add as many layers as you want (but your performance may take a hit the more layer u have) but this tutorial I only did 4 ;)

    • @wtmftproductions
      @wtmftproductions Před 3 lety

      @@MR3DDev for some reason the "Landscape Samples" show as paintable layers in addition to the ones we intended to create.

  • @nikhilchauhan4119
    @nikhilchauhan4119 Před 3 lety

    Tiling on doesn't happento each layer???

  • @jxzzz8447
    @jxzzz8447 Před 3 lety

    thanks! I have a question, How to add Auto Height Material? thanks!

    • @MR3DDev
      @MR3DDev  Před 3 lety +3

      That's done in a different way than blending. if you watch my video on the Automaterial and add the functions like I did on this video you will be able to do it. I am debating whether or not people want an update on that too

    • @jxzzz8447
      @jxzzz8447 Před 3 lety

      @@MR3DDevthanks! I watch your another video now I see~

    • @SOULTAKER2175
      @SOULTAKER2175 Před 3 lety

      @@MR3DDev please do an update on that video

  • @federicojanni
    @federicojanni Před 3 lety

    Hi I did the tutorial, but when I create the Material Blend and I go to paint the landscape, inside the target layers in the landscape , all the Material layers are the same even if I create 3 Material with different textures....it looks like all the 3 materials assigned to the Layer Blen are the same.Can you give a clue?

    • @justaguy2732
      @justaguy2732 Před 3 lety

      I found the answer in the comments - in the material functions, rename the texture perameters sepperately for each material function - worked for me

    • @federicojanni
      @federicojanni Před 3 lety

      @@justaguy2732 mmmm i tried to rename all the textures parameters inside the materials function but i still have same problem...

  • @Gourkan
    @Gourkan Před 3 lety +1

    I followed your workflow exactly but when I go to "Paint" all my Materials are "MatA" texture and when I open them, they all have different textures, normals etc. I duplicated the Material_A function and replaced all textures. What am I missing here? :/

    • @Gourkan
      @Gourkan Před 3 lety

      All looks alright inside the Material functions but when I open the blend material all the parameters for function calls have reverted to the textures of Material_A when I click the parameters tab.

    • @Gourkan
      @Gourkan Před 3 lety +2

      It seems the issue was not giving the texture parameters unique names which fixed the issue. If I'm not mistaken you didn't do that step in the tutorial. for anyone else experiencing the same problem.

    • @justaguy2732
      @justaguy2732 Před 3 lety

      @@Gourkan thank you

    • @federicojanni
      @federicojanni Před 3 lety

      @@Gourkan I have the same issue. I tried to rename the texture parameters inside the material functions...but when I go to paint the landscape all the layer has the same Material A still....

    • @spix.9674
      @spix.9674 Před 2 lety

      @@Gourkan thx

  • @ronaldlee320
    @ronaldlee320 Před 3 lety

    i need help, my MS defaultMaterial, is without displacement note, how too fix it? thanks

    • @MR3DDev
      @MR3DDev  Před 3 lety

      You are either in UE5 which doesn't have displacement or you have not checked the displacement button on the Megascan plugin if you are in UE4 ;)

    • @ronaldlee320
      @ronaldlee320 Před 3 lety

      @@MR3DDev i find out, if you export mat from bridge without click enable dis in megascans plugin, you need delete the default mat and enable , before re-export your mat

    • @ronaldlee320
      @ronaldlee320 Před 3 lety

      @@MR3DDev but i have a new question, i try re-link the MF displacement blend, but there is a error in Landscape MAT
      Stats: [SM5] Function MF_Displacement_Blend: (Node Multiply) Arithmetic between type float and float3 are underfined

  • @FUnzzies1
    @FUnzzies1 Před 3 lety

    I don't have an MS_DefaultMaterial_Displacement when I import a megascan.

    • @MR3DDev
      @MR3DDev  Před 3 lety

      make sure you checked Displacement on the Quixel button before importing

  • @wtmftproductions
    @wtmftproductions Před 3 lety

    Unless I made a mistake following along, this method has a pretty huge problem: The displacement of the base/first layer is affecting everywhere, even areas where you painted a different material. To reproduce, use a very displaced material for base layer, such as rocks, and use a very smooth material for another layer, such as sand, and then paint a large area of sand. You'll see displacement on the sand that will go away if you disable the displacement map of the rocky material. This should not happen.

    • @adamkopp500
      @adamkopp500 Před 2 lety

      I have to same problem, do you have solution?

  • @danielelebash3781
    @danielelebash3781 Před 3 lety

    I noticed in Ben Cloward's Landscape material he uses channel packing. Does this reduce texture quality and that is why you are not using it? Or is it just not necessary anymore?

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      He uses channel packing as a way to optimize the material. If you are making a game you want your materials to be as optimized as possible. I mostly do things for cinematics so I don't worry about optimization much

  • @atflamesworld
    @atflamesworld Před 2 lety

    Friend, will you have this material for landscape in your patreon to download :D?

    • @MR3DDev
      @MR3DDev  Před 2 lety

      Hi, sorry this was a while ago and I no longer have this map

  • @timelapsesinhdr5534
    @timelapsesinhdr5534 Před 2 lety

    my DefaultMaterial Displacement looks totally different. I didn't find any material that looks like this. Unfortunately.

  • @ganzgeschmeidig
    @ganzgeschmeidig Před 3 lety

    Nice Tutorial, but when I click the Megascans button in UE 4.26, I check the box to enable displacement importing and master texture. However, when I restart the engine, the boxes become unchecked. And at no point at all am I seeing displacement or tessellation settings for any materials. I have also tried enabling it, closing the megascans window in UE, importing a new material from Bridge with Displacement checked on my download/export settings, and still I can't get the displacement settings to show up in UE.
    would be nice if somebody can help me ;

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Come to our discord server so we can better help you :)

  • @kevinhoward9930
    @kevinhoward9930 Před 3 lety +1

    I've been trying for days without success to get displacement and tessellation. I'm going to try this over the coming week and if I can't get it to work I will launch my laptop out of the window and never speak of Unreal ever again....

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      That's not necessary I am sure it will work for you, if it doesn't you can always downscale engine settings to medium or low

    • @kevinhoward9930
      @kevinhoward9930 Před 3 lety

      That was intense, but I think I've done everything correctly. Needs fine tuning but there is definite displacement in my rocks now. Thanks for your great tutorials.
      My laptop survives another day 👍

  • @curtisnewton895
    @curtisnewton895 Před rokem

    but where is the tutorial to create that master material ?

  • @bobdrakenzil4785
    @bobdrakenzil4785 Před 3 lety

    doesn't work for me in ue5, no displacement and all 4 of my layer have de same texture in the landscape painting tool even tho my settup is like yours... -.-

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Yes, this was designed for the UE5 early access.

  • @SuperCinema4d
    @SuperCinema4d Před 3 lety

    How Landscape Blend Material with Displacement ue5 ?? PLZ!!

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Displacement is not available in UE5 at the moment, I do have a video on how to get around it :)

  • @xforcen233
    @xforcen233 Před 2 lety

    For anyone who has the problem of the displacement not showing in the material instance pannel, uncheck the RM map when exporting to UE. If you export the RM map, Bridge will disable displacement automatically for some weird reason (even if you check the enable displacement in the plugin settings) and give you the master material that doesn't contain the displacement nodes
    I digged up almost the whole interenet to find this solution as there's literally no one's mentioning it.
    This appers to be a bug or mistake from Qixel team, but they're still not fixing it :(