Unreal 5.2: Virtual Heightfield Mesh

Sdílet
Vložit
  • čas přidán 10. 06. 2023
  • How to setup Virtual Heightfield Mesh in Unreal Engine 5.2.
    I apologize if I come off as overly critical of the drop in support for mesh tessellation in the standard material editor. I am sure with time my views will evolve.

Komentáře • 24

  • @devjitpaul1191
    @devjitpaul1191 Před rokem +5

    jeez unreal, all you boast about nanite but for actual environment art, it's pretty useless
    i had to filter out so many results to find this video.
    thanks for the tutorial, this will lessen my headache for now.

    • @sporeolegy
      @sporeolegy Před 11 měsíci +2

      I cannot agree more major downgrade being forced to work with meshes like I’m making a 90s platformer

  • @Nortic111
    @Nortic111 Před 11 měsíci

    Max Hay directed me to your channel, subbed!

  • @McSpjuver
    @McSpjuver Před 11 měsíci

    When grabbing the world Z and feeding it into an RVT output for the heightmap and copying the landscape shading parameters to a material that renders onto the heightfield, the shading completely breaks for me. A directional light will be affecting things that should be in shadow and their normals appear flipped. A typical example is a hill casting a shadow on itself. Everything else seems fine, and this is done with landscape rendering only to RVT. Do you know what could be causing this?

  • @kristianrabakov8579
    @kristianrabakov8579 Před 11 měsíci +1

    The result I am getting is very blurry and low res. It's not working...

  • @alienrenders
    @alienrenders Před 2 měsíci

    Texture on the height field is blurry. And displacement is being applied, but it's over a wide area so the rocks don't pop out, but entire areas are lifted up. Not sure what I'm doing wrong.

    • @alienrenders
      @alienrenders Před 2 měsíci

      Figured it out. You can't use virtual textures in your landscape material. You can only use regular textures.

  • @Samuele_Lini_ARS
    @Samuele_Lini_ARS Před 9 měsíci +1

    In UE 5.3 we have tessellation but it do not works with path tracer render. I'm trying your solution to see if it works with it (path tracer). HF mesh sould be simply a detailed mesh so it should...

    • @Samuele_Lini_ARS
      @Samuele_Lini_ARS Před 9 měsíci

      ...and...technically HF is a mesh...does it is possbile to apply nanite to it? (maybe it is possbile to convert it to a very big ordinary mesh before do that?)

    • @weightednormal3682
      @weightednormal3682  Před 9 měsíci +1

      @@Samuele_Lini_ARS It would be nice if they just supported tessellation again.

    • @BlackUniverseProductions
      @BlackUniverseProductions Před 7 měsíci

      What was your experience I want to try the same thing

    • @krz9000
      @krz9000 Před 6 měsíci

      Epic chose nanite as the way forward...it will have tesselation in 5.4..already avail in 5.3 with some cracks. Nanite landscape allows a landscapeeditor that can sculpt overhangs and so on...and nanite culling and autolods are so much supperiror to this flickering mess of a virtual heightfield

  • @mpalenque
    @mpalenque Před 11 měsíci

    hey im trying to feed a video texture to modify heightfield realtime. is this possible ? ?

    • @weightednormal3682
      @weightednormal3682  Před 11 měsíci

      Yes, this is possible. The technique shown here does not modify the terrain heightmap. This technique only renders small variations in height to better sell the materials. I believe what you are referring to is changing the terrain height. This would be done with a render texture that is fed into the landscape actor. Can you explain your idea in more detail?

    • @mpalenque
      @mpalenque Před 11 měsíci

      @@weightednormal3682 thanks!. yes, I want to feed a camera as a texture and modifiy a geometry with it to collide with a fluid.

  • @bensn4449
    @bensn4449 Před 5 měsíci +1

    Sorry. Its not working. Textures are low res and blurry.

  • @VictorSanchez-ts1nd
    @VictorSanchez-ts1nd Před 10 měsíci

    Not working...

  • @wetstoffels3198
    @wetstoffels3198 Před rokem

    No collision :(

    • @weightednormal3682
      @weightednormal3682  Před 11 měsíci

      You could ray cast to the new surface and place your character feet with the help of IK. Would be an interesting project.

    • @wetstoffels3198
      @wetstoffels3198 Před 11 měsíci

      @@weightednormal3682 Like pixel normals?

  • @Mittzys
    @Mittzys Před 6 měsíci

    Some people are wayyy to scared of working with meshes... Or just parallax occlusion mapping

    • @weightednormal3682
      @weightednormal3682  Před 6 měsíci

      Tessellation existed for a reason. Nanite is not flexible at all when it comes to parametric material design. POM is an option, but visually inferior.

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 Před 9 měsíci +1

    youmade what should be a 4 min video 20 min and confusing , do better