Hi guys, I noticed some small editing errors the last upload that made parts a little confusing. I really want the quality of these tutorials to be high for posterity so I've reuploaded the video. Sorry for the inconvenience! Cheers Joe
Excellent stuff!!! I now have Riverbed materials added for the different biomes in my game 😁And it all looks great! I'm creating separate Material Coverage Maps (weight maps? - black and white images) for each material/biome: Riverbed, LakeBed, Beach, AlpineForest, Seabed, etc. Brushify is definitely making this a a lot easier for me 😃
This video literally just answered 3 of my main questions on brushify. Change the texture, add a new one and displacement. I will be purchasing these. Thank you for such a great video and creating these add-ons for us.
Thank you for this tutorial. Ironically, I was working on materials this past weekend using Brushify, so this helps clear things up. I would love a follow up to this video on how you approach the far distant textures using Bridge materials.
Im a big fan of your work it really is top notch. But if I may could you please update the puddle facility so we can paint in a water layer and have much more freedom when it comes to adding puddles - opacity / colour / ripples etc. its the only thing your landscape material is missing.
Awesome work, thank you!! I would like to know how can we create the mid and far texture like you have for all the layers. Can you explain what would be the best way ti approach this? Thanks
I'v been adding a new function to the layer blend function, and duplicated a matching layer function that i add to it. Then also setting up that layer for landscape grass tool. But one thing that i would love to see in the default is a parameter group for all the global textures to set a custom texture size/resolution for when using satellite images or large colormaps And i realized i have not used the updated version with the changable layer texture either haha
Hi, the global textures are already exposed. However they are organized into the various sections. It's not possible to have those parameters appearing twice in the list. That would be confusing even if it were possible. You can already set the texture resolution within a texture file itself. And you can change the scale in the MI_Landscape material function (Global, Macro and Near Tiling settings).
Didn't work on UE 5.4.2. Followed this video to the T and noticed the latest versions of Brushify's Auto Material and related assets are different from the ones in this video. For instance, in M_Landscape there's an important node with a comment from Joe that says "Tessellation is disabled by default for performance reasons" but this video did not mention this. After following all of the steps here, I still have super-flat ground textures :(
So it seems Quixel has merged Roughness, AO and Displacement into a single texture using the 3 color channels. In the MF should i connect the appropriate color channel instead of the RGB as you have them?
One issue I have when using custom materials is that they glitch or flicker. It's only the custom materials, but they create black squares in patches or the texture becomes extremely stretched.
black squares is a strange one. But if you're getting grey patches on components. make sure you set texture samplers to Shared: Wrapped That's usually an issue some people face. basically when unreal runs out of sampler slots.
Can you recommend a solution for using your tips for creating vast farmland? Imagine oceans of various types of farmland intermingled amongst each other.
Hey Joe, this is exactly what I was looking for. I'm curious though, would these same concepts apply to changing out foliage and rock textures too or just these terrain textures?
@@kellykramer2529 this tutorial is specifically for the landscape. However the other shaders can also be edited and textures modified. The landscape is just a lot more complex so it needs its own tutorial. You’ll find foliage and rock materials are simpler setups
Is there a way to setup the materials to use Z level? I mean, in addition to the current auto material setup. Example: water level could be an editable Float that would start "beach" and blend "beach" up to a defined Z level. Also, anything above Z "float" would blend from "lower than Z material" to snow. If that makes any sense at all lol. Not only blend by slope/angle but by Z level I guess I am getting at.
If you really need this you can use a large decal to project the texture. But my recommendation is simply to paint beaches, rivers and lakes manually. You’ll have more control that way. Beaches and lakes and rivers in real life do not always occur at the same exact height or falloff , so what you’re requesting would look incredibly unnatural. Another way would be to generate them with noise in world machine or world creator. Be careful though It’s what gives the newbie world machine environments that typical CGI generated look.
Can we use weightmaps with brushify? I create heightmap and heatmaps (weightmap) in world creator and want to use those in unreal with brushify. Thanks!
Adding additional layers will increase instructions and use up sampler slots. However this won't impact performance until you actually paint down the layers on the landscape. The unreal material graph does a good job of disabling any nodes or pathways that are not required in the scene. The best way to assure good performance is to keep the number of painted layers per landscape component as low as possible (3-4 maximum usually). If you exceed a certain amount, it will cause compilation issues and of course impact overdraw. However landscape overdraw does not have as larger impact on performance on modern GPUs as most people believe. when all is said and done, the only way is to be as conservative as possible, and rigorously test scene performance throughout production. Saves a lot of time when optimizing later on.
@@lubear6588 you’d need to do that in photoshop. , but in general things like tire tracks should be done using road splines , rather than the Landscape material itself Take a look at the natural roads pack
Hey There! Amazing Video! One thing, I am having an issue where the nanite displacement looks horrible and the grass and rock meshes on the landscape are floating. Any thoughts or solutions? I have rebuilt the data but it still doesn't seem to look correct.
I'd have to see the results you're getting to know for sure. The floating rocks could be fixed by tweaking the Center / Magnitude parameters. Although this is only usually ynecessary if your displacement map has too dark or bright values. You can see the parameter in the details panel here: czcams.com/video/ZokkH4_eCPI/video.htmlsi=MyWxVxLBh3iaXReF&t=255
is there a limit on how many landscape layers we can add to the landscape paint mode option? i added a snowy path and some lava but when i try to add the dirt layer,it doesn't appears on the list and i follow same steps.
HI, yes, Brushify has already almost reached the limit for landscape layers. Only 2 more custom layers can be added before hitting that limit. The best way is to remove and repurpose one of the existing biome layers. For a dirt layer, maybe simple consider switching out textures on the mud layer instead. they're very similar.
Hi, I brought the beach pack and set it up and also set my texture streaming pool to 1000 but it's having issues and running out of memory. I've only set up a few cliffs and rocks. I haven't even added trees yet so im not sure how to solve this issue. None of the landscape optimization videos on youtube are helping.
could you simply be running up against texture memory? If you're adding the huge cliff walls, maybe go into those textures and reduce them to 4k instead of 8k.:) Out of the box Brushify uses 4k and 8k textures. But usually those are not necessary, 4k can usually be enough for most projects.
Hiya jeo my name is jessica and i recently purachsed the shaders pack abd grasslands pack and they are awsome but i have this one problem i dont seem see rvt runjing lole its not blending the clifs or rocks as u showed in ur video and apso the landscape when nanite is enabled it turns the hills and moutains into chucks with lots gaps in between
Hi, Have you enabled Virtual Texturing in your project settings? All the example levels are already setup to use RVT, but if it’s your own level you will need to create RVT Volumes yourself .
Hi, yes everything is updated on marketplace. Landscape automaterial now has these new parameters. Also all example maps now setup to use RVT, Nanite and Lumen. At some point I will do a bigger roundup video explaining the new update. But I want to get the bootcamp stuff done first as it’s essential. Once all the technical bits are in place (updated packs, tutorials, I will announce all the new features.
Hi guys, I noticed some small editing errors the last upload that made parts a little confusing. I really want the quality of these tutorials to be high for posterity so I've reuploaded the video. Sorry for the inconvenience!
Cheers
Joe
Thanks for the continued support on your products!
Much appreciated!
-Happy owner of many Brushify packs :)
Excellent stuff!!! I now have Riverbed materials added for the different biomes in my game 😁And it all looks great!
I'm creating separate Material Coverage Maps (weight maps? - black and white images) for each material/biome: Riverbed, LakeBed, Beach, AlpineForest, Seabed, etc.
Brushify is definitely making this a a lot easier for me 😃
This video literally just answered 3 of my main questions on brushify. Change the texture, add a new one and displacement. I will be purchasing these. Thank you for such a great video and creating these add-ons for us.
Honestly great.Thanks
Thank you for this tutorial. Ironically, I was working on materials this past weekend using Brushify, so this helps clear things up. I would love a follow up to this video on how you approach the far distant textures using Bridge materials.
This looks amazing!
Im a big fan of your work it really is top notch. But if I may could you please update the puddle facility so we can paint in a water layer and have much more freedom when it comes to adding puddles - opacity / colour / ripples etc. its the only thing your landscape material is missing.
Awesome work, thank you!! I would like to know how can we create the mid and far texture like you have for all the layers. Can you explain what would be the best way ti approach this? Thanks
Babe wake up… New Brushify video just dropped 🔥🔥
Thank you
I'v been adding a new function to the layer blend function, and duplicated a matching layer function that i add to it. Then also setting up that layer for landscape grass tool.
But one thing that i would love to see in the default is a parameter group for all the global textures to set a custom texture size/resolution for when using satellite images or large colormaps
And i realized i have not used the updated version with the changable layer texture either haha
Hi, the global textures are already exposed. However they are organized into the various sections. It's not possible to have those parameters appearing twice in the list. That would be confusing even if it were possible.
You can already set the texture resolution within a texture file itself. And you can change the scale in the MI_Landscape material function (Global, Macro and Near Tiling settings).
Didn't work on UE 5.4.2. Followed this video to the T and noticed the latest versions of Brushify's Auto Material and related assets are different from the ones in this video. For instance, in M_Landscape there's an important node with a comment from Joe that says "Tessellation is disabled by default for performance reasons" but this video did not mention this. After following all of the steps here, I still have super-flat ground textures :(
if you drag a node from the material height for weather section to displacement it should work. I'm on UE5.4.3
So it seems Quixel has merged Roughness, AO and Displacement into a single texture using the 3 color channels. In the MF should i connect the appropriate color channel instead of the RGB as you have them?
One issue I have when using custom materials is that they glitch or flicker. It's only the custom materials, but they create black squares in patches or the texture becomes extremely stretched.
black squares is a strange one. But if you're getting grey patches on components. make sure you set texture samplers to Shared: Wrapped
That's usually an issue some people face. basically when unreal runs out of sampler slots.
Can you recommend a solution for using your tips for creating vast farmland? Imagine oceans of various types of farmland intermingled amongst each other.
Hey Joe, this is exactly what I was looking for. I'm curious though, would these same concepts apply to changing out foliage and rock textures too or just these terrain textures?
@@kellykramer2529 this tutorial is specifically for the landscape. However the other shaders can also be edited and textures modified. The landscape is just a lot more complex so it needs its own tutorial. You’ll find foliage and rock materials are simpler setups
@@HavokSage makes perfect sense, thank you so much! And I just found the foliage editing video too, exactly what I was looking for.
Good tutorial! But how to make material blending more realistic, because i have height map but how to use it?
Is there a way to setup the materials to use Z level? I mean, in addition to the current auto material setup.
Example: water level could be an editable Float that would start "beach" and blend "beach" up to a defined Z level. Also, anything above Z "float" would blend from "lower than Z material" to snow. If that makes any sense at all lol. Not only blend by slope/angle but by Z level I guess I am getting at.
If you really need this you can use a large decal to project the texture. But my recommendation is simply to paint beaches, rivers and lakes manually. You’ll have more control that way. Beaches and lakes and rivers in real life do not always occur at the same exact height or falloff , so what you’re requesting would look incredibly unnatural.
Another way would be to generate them with noise in world machine or world creator. Be careful though
It’s what gives the newbie world machine environments that typical CGI generated look.
@@HavokSage Yeah, your right now that you say it.
could you make tutorial for making road with country road pack and spline road system?
Where should I apply physical materials to the different landscape materials?
Can we use weightmaps with brushify? I create heightmap and heatmaps (weightmap) in world creator and want to use those in unreal with brushify.
Thanks!
Is there any limit on adding the layers you recommend? So it becomes too unperformant at some point if you exceed a number of layers?
Adding additional layers will increase instructions and use up sampler slots. However this won't impact performance until you actually paint down the layers on the landscape. The unreal material graph does a good job of disabling any nodes or pathways that are not required in the scene.
The best way to assure good performance is to keep the number of painted layers per landscape component as low as possible (3-4 maximum usually). If you exceed a certain amount, it will cause compilation issues and of course impact overdraw. However landscape overdraw does not have as larger impact on performance on modern GPUs as most people believe.
when all is said and done, the only way is to be as conservative as possible, and rigorously test scene performance throughout production. Saves a lot of time when optimizing later on.
I dont see how you rotate the Texture Ie.. tire tracks if you use them or foot steeps ect... can you do a video for that?
@@lubear6588 you’d need to do that in photoshop. , but in general things like tire tracks should be done using road splines , rather than the Landscape material itself
Take a look at the natural roads pack
Hey There! Amazing Video!
One thing, I am having an issue where the nanite displacement looks horrible and the grass and rock meshes on the landscape are floating. Any thoughts or solutions?
I have rebuilt the data but it still doesn't seem to look correct.
I'd have to see the results you're getting to know for sure.
The floating rocks could be fixed by tweaking the Center / Magnitude parameters. Although this is only usually ynecessary if your displacement map has too dark or bright values.
You can see the parameter in the details panel here:
czcams.com/video/ZokkH4_eCPI/video.htmlsi=MyWxVxLBh3iaXReF&t=255
when i enabled nanite tes, i am having seams on my landscapes
is there a limit on how many landscape layers we can add to the landscape paint mode option? i added a snowy path and some lava but when i try to add the dirt layer,it doesn't appears on the list and i follow same steps.
HI, yes, Brushify has already almost reached the limit for landscape layers. Only 2 more custom layers can be added before hitting that limit.
The best way is to remove and repurpose one of the existing biome layers.
For a dirt layer, maybe simple consider switching out textures on the mud layer instead. they're very similar.
why I don't have ""zz-texture " to every texture? I just have "zz_Textures" that includes the Rock, Mud and grass difusse height and normals maps.
Hi, you need to get the latest update and install the pack again
Hi, I brought the beach pack and set it up and also set my texture streaming pool to 1000 but it's having issues and running out of memory. I've only set up a few cliffs and rocks. I haven't even added trees yet so im not sure how to solve this issue. None of the landscape optimization videos on youtube are helping.
could you simply be running up against texture memory?
If you're adding the huge cliff walls, maybe go into those textures and reduce them to 4k instead of 8k.:)
Out of the box Brushify uses 4k and 8k textures. But usually those are not necessary, 4k can usually be enough for most projects.
@@HavokSage I reduced the textures to 2k.
The Required pool is 594.56
Non streaming MIPS: 1055.87
Deleting all the cliffs and rocks barely made a difference so I'm guessing it's the landscape in general?
I set my streaming pool to 64000 and have no issues.
Hiya jeo my name is jessica and i recently purachsed the shaders pack abd grasslands pack and they are awsome but i have this one problem i dont seem see rvt runjing lole its not blending the clifs or rocks as u showed in ur video and apso the landscape when nanite is enabled it turns the hills and moutains into chucks with lots gaps in between
Hi, Have you enabled Virtual Texturing in your project settings? All the example levels are already setup to use RVT, but if it’s your own level you will need to create RVT Volumes yourself .
2:49 so does that mean environment shader is uptated now? i never saw these settings before.
Hi, yes everything is updated on marketplace.
Landscape automaterial now has these new parameters. Also all example maps now setup to use RVT, Nanite and Lumen.
At some point I will do a bigger roundup video explaining the new update. But I want to get the bootcamp stuff done first as it’s essential.
Once all the technical bits are in place (updated packs, tutorials, I will announce all the new features.
Quixel import only 3 textures , i dont have any displacement or etc , where can i get those?
Displacement textures in quick materials are in the rgb channels that comes in the roughness texture