Pathways & Roads using RVTs [UE4/UE5]

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  • čas přidán 25. 07. 2024
  • Hey team! Today we're looking at how I've been handling roads and pathways in Prismatica by using RVTs (Runtime Virtual Textures) and Spline Components! I love this method because it allows for a lot of control over the look of each individual pathway, and they get printed directly to the Landscape so you don't have to worry about alignment. It can also be used with my Grass Occlusion method so it automatically gets rid of the grass very accurately.
    Spline Blueprint: blueprintue.com/blueprint/aa_...
    Pathway Material: blueprintue.com/blueprint/zof...
    Circular Brick Material: blueprintue.com/blueprint/wgg...
    ------------------------------
    Discord: / discord
    CZcams: / prismaticadev
    Twitch: / prismaticadev
    Patreon: / prismaticadev
    Twitter: / prismaticadev
    ------------------------------
    Computer Specs:
    Ryzen 3900x 12-core CPU
    MSI Geforce RTX 2080 Super
    64GB Corsair RAM
    One of those fancy nvme m.2 SSD's
    Programs of choice:
    Unreal Engine 4 - (Game Dev)
    Blender 2.8 - (Animation and Modelling)
    OBS - (Video/screen capture)
    Davinci Resolve - (Video editing)
    Adobe Photoshop - (Graphics and Texturing)
    Quixel Mixer - (Texturing)
    ProTools 11 - (Compositions and mixing)
    OldSchool Runescape - (Chillax time)
    Filmed using:
    Sony A7s2 body
    Sony 24-70mm f/2.8 GM lens
    Yonguo YN360 LED's for colour
    Yongnuo YN760 chip LED w/ Godox softbox for key
    My lovely cats names are Boycat, Girlcat and Ladycat :)

Komentáře • 90

  • @SanderAgelink
    @SanderAgelink Před 2 lety +53

    I don't know how you do it, but every video on this channel is exactly what I want to learn in Unreal. No other channel comes close with how precious these tips are!!

  • @ThePeurderien
    @ThePeurderien Před 2 lety +1

    Amazing tutorial as always ! I love the teasing at the end to change actual landscape heights… and now i want to know more on this :D

  • @LivingRealms
    @LivingRealms Před 2 lety +7

    Thank you for sharing! Hands down my favorite UE tutorial creator.

  • @tylerbeaumont
    @tylerbeaumont Před rokem +3

    This has been a lifesaver! Trying to line up mesh paths with doors and bridges is damn near impossible, so this method has genuinely saved hours of my life!
    I cannot thank you enough for this series. It has improved my environments beyond belief

  • @brandonjacksoon
    @brandonjacksoon Před 2 lety +4

    Charlie! Amazing tutorial! You always showing a really useful and interesting tutorial! Thank you!

  • @Fafmagic
    @Fafmagic Před 2 lety +1

    Wonderful and entertainment as always!

  • @cgmoe8441
    @cgmoe8441 Před 2 lety

    this channel is really great, i learned a lot of stuff even though im not a game dev

  • @paramboytv7378
    @paramboytv7378 Před 2 lety +1

    the quality of this is outstanding

  • @klimaluky
    @klimaluky Před 2 lety +1

    Really cool stuff Charlie as always! I use really close methods to "bake" fields to landscape :o]] But you improve it as always, so I maybe little bit refactoring it. TY!

  • @SoftwareAcademy
    @SoftwareAcademy Před rokem +1

    Great work!

  • @ArchonsGame
    @ArchonsGame Před 2 lety +1

    Awesome stuff!

  • @shannenmr
    @shannenmr Před 2 lety +2

    You can also use RVT's for Decal's to remove the Draw Call required for them, Interlakes on YT videos on how to do this and even how to dynamically add them randomly / procedurally

  • @hamzakilic7844
    @hamzakilic7844 Před 2 měsíci

    Great work

  • @t3hpwninat0r
    @t3hpwninat0r Před 2 lety +2

    Charlie: Lettuce now look at the material!
    Lettuce: I'm looking already.

  • @hocestbellumchannel
    @hocestbellumchannel Před rokem

    You are brilliant.

  • @42stcalamity
    @42stcalamity Před rokem

    i love u, my god. tnk u for exist!

  • @JamesKellyWickerman123
    @JamesKellyWickerman123 Před 2 lety +5

    Definitely interested in a Part 2 with that radial texture quantization thingymajig!

  • @wrongnumber7769
    @wrongnumber7769 Před 2 lety

    man is there anyone like you for unity sheesh

  • @chaninja001
    @chaninja001 Před rokem

    Legend!

  • @andrewkaralash7416
    @andrewkaralash7416 Před 18 dny +1

    Cool!

  • @RazixStyle
    @RazixStyle Před rokem +3

    Heyhey! I have been able to set up the BP as well as the material but when I add the BP to my map there is no projection to the terrain.

  • @JamesonVex
    @JamesonVex Před 2 lety

    Subscribed!

  • @kettenotter
    @kettenotter Před 2 lety +1

    While watching this video I got an idea: instead of projecting the material from the spline road onto the virtual texture you could project the UVs and then use them in the landscape material to map the textures.

  • @user-uo9ue4ox1p
    @user-uo9ue4ox1p Před 2 lety

    Hi Charlie,I have a question ,wouldn't it be loop if sample a rvt basecolor to an rvt color output?

  • @user-jq8cm3uu1e
    @user-jq8cm3uu1e Před rokem

    Hello, do you have a tutorial on how to pack heightmap to blue chanel? For example take quixel normal map and somehow convert it?

  • @gursimransingh8726
    @gursimransingh8726 Před 2 lety

    Hey is there any way to create pseudo volume texture from a mesh

  • @x1xNoisEx1x
    @x1xNoisEx1x Před rokem

    Hello! Could you recommend some resources where I could learn more details on optimizing RVT's and using RVT on very large maps? I'm about to use RVT for road splines, rock formations and more on a very large world partiotion map (well, maybe not very large from an industry AAA standard, but large) and don't know how to approach this... Should I use one RVT volume, multiple? how many? it's confusing and I want to make it right.

  • @olaufr
    @olaufr Před rokem +1

    Awesome video, thanks a lot for sharing all these techniques. Is this still ok to use this technique with UE5 which is "deprecating" texture displacement?

  • @MidnightshadeProductions

    I'm thinking how i can apply this on substrate since that material has very different structure

  • @mindped
    @mindped Před 3 měsíci

    any video on RVT settings for large scale landscape or ground? I have a lot of blurry textures

  • @mindped
    @mindped Před 3 měsíci

    Any video for splines for RVT on non landscape geometry? Im not sure how to set it to draw in virtual texture like i would a geometry decal

  • @matthewsteinmann891
    @matthewsteinmann891 Před rokem +1

    hi, what's the magic behind printing the texture to the terrains virtual texture ?
    I made a simple RVT output with a base color to test but nothings printing. Any help ?

    • @matthewsteinmann891
      @matthewsteinmann891 Před rokem

      Nvm, My problem was that my landscape was using its regular material instead of having the RVT sampler pluged in

  • @brunodcl5201
    @brunodcl5201 Před 2 lety

    Hi Charlie,
    First, your work is awesome and your videos are really helpful ! Thank you !
    Then, I used your technique to create the roads in my project. And I tried to improve it, especially for the tiling in X. I found a solution by assigning the Index of the MeshSplineComponent to a Custom Data and i used this Custom Data to offset the U coordinates in the Material. It works fine in the Editor, but when I'm in Game it breaks. Seems that the Custom Data are all set to 0 instead of their respective Index.
    Any idea why ?

    • @olaufr
      @olaufr Před rokem +1

      Hi, not sure this is the same issue you're talking about, but my problem was the texture was stretched in X function of the spacing of the spline points. I found a solution here: forums.unrealengine.com/t/evenly-distribute-spline-meshes-along-spline/422981 . Hope this helps.

  • @jacksonhaley6444
    @jacksonhaley6444 Před měsícem +1

    This tutorial is so helpful. Will there be an updated tutorial for UE5?

    • @PrismaticaDev
      @PrismaticaDev  Před měsícem +1

      Hey there! It should work perfectly fine without any changes in UE5 (I still use it myself)

  • @SuperLordee
    @SuperLordee Před rokem

    Thats it im joining your discord.

  • @julesdecossas4136
    @julesdecossas4136 Před měsícem

    Hey Charlie, really cool video !
    I'm facing an issue trying replicate your material, my map is quite big and even with the highest settings in the RVT the rocks are blurry, is there a way to solve this ?

  • @alejandrocambraherrera8242
    @alejandrocambraherrera8242 Před 2 měsíci +1

    Is there a way to persistently print the road onto the RVT like you would, say, footsteps, so that you could delete the spline and keep the road?

    • @PrismaticaDev
      @PrismaticaDev  Před 2 měsíci +1

      Unfortunately not - RVT’s always require the actors to be there for when it re-draws, since you can add and REMOVE anything at any time (unlike a Render Target)

  • @nikkam2505
    @nikkam2505 Před rokem

    This is really amazing stuff! I have one issue though. The Spline material of the Blueprint is not projecting onto the landscape. It only projects when it is applied to the Landscape splines (Which is not something i want to do). Could anyone have any idea why this would be?

    • @dylankuzmick3122
      @dylankuzmick3122 Před rokem +1

      3:51 Click the "Add Spline Mesh Component" node in your spline blueprint and go down the the Virtual Texture section and add your landscape's virtual texture, and set draw in main pass to "Never."
      It's only displayed for 1 second in the video but that's where I found it.

  • @RomarioDev
    @RomarioDev Před 2 lety

    i made a small cameo in charlie video :D 5:25

  • @DatGuyGLK
    @DatGuyGLK Před 2 lety +3

    I cant get the spline material to print into the rvt somehow. Weird thing is I can get it working when I use the built-in splines in the landscape toolkit but then I dont have the control of the start and the end of the spline. Any ideas what I could be missing?
    EDIT: I found the problem! I forgot the option to make the plane mesh to write to RVT texture inside the spline blueprint.

    • @Turnroot
      @Turnroot Před rokem

      Could you kindly explain your solution in detail? I just can't find my mistake

    • @AeptaX
      @AeptaX Před rokem +1

      @@Turnroot You have to click on the "Add Component Spline Mesh" node, then you scroll down until you see "Virtual Texture". There you select your RVT.

    • @user-sv1ht4cr6q
      @user-sv1ht4cr6q Před 11 měsíci

      @@AeptaX it's really helpful for me! this question confuse me a lot , thank you again!

    • @reDrawn19
      @reDrawn19 Před 3 měsíci

      @@AeptaX Didn't help for me either. And with the landscapespline it does....

  • @mic007129
    @mic007129 Před 5 měsíci +1

    Any tip on attachine a physic material to a road? I'm testing with the physic material output in the landscape material, try to attach it to the road mask but I can't manage to have any result (and the mask work to remove the grass)

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci +1

      Good question... The Landscape Phys Mat output has been super buggy in my experience. I would try to smack your road spline just above the landscape if possible and use it as a collider

    • @mic007129
      @mic007129 Před 5 měsíci

      Thanks, yeah that solution would work for the road but I have another nightmare to solve. My next step is to texture the interior of a spline using a similar technique but with geo scripting. And I know I will never be able to make it fit the landscape properly :P
      @@PrismaticaDev

  • @next1291
    @next1291 Před 10 měsíci +2

    Hey :) how do you use that mask for removing the grass? - do you sample the RVT in the grass material or do you sample it in the landscape? - idk but i use rvt for my landscape and i think i can not sample a new RVT inside of it or atleast it is not working for me.

    • @PrismaticaDev
      @PrismaticaDev  Před 10 měsíci +2

      Hey hey! That's a good question. I use it in the grass material itself, but you could do it to actually exclude grass from being spawned in the first place (if you're able to sample multiple RVT's)

    • @next1291
      @next1291 Před 10 měsíci

      Just what i did! I just figured it out! :D
      it only works to write and sample the same RVT in the landscape material when the sample is written to the landscape grass output. In my case the brush material stores this simply in the mask channel of the rvt, because the rest is used by the rendering of the landscape already (also funny the mask value has to be set to 0... 1 returns everything just as 1 not just the mask
      )@@PrismaticaDev

  • @vidkhusul
    @vidkhusul Před rokem +1

    Huge thanks for the awesome content. Just got a weird bug on this. Everything looks great in the viewport but once in playmode the material properties no longer works. It doesn't have the falloff. Any help!

    • @olaufr
      @olaufr Před rokem +1

      Same problem here, either with UE 5.0.3 or 5.1 preview 1. I guess this is a UE bug? Good news though is falloff is working in standalone mode so will work in compiled game.

    • @vidkhusul
      @vidkhusul Před rokem +1

      @@olaufr Ohh man thought it was just me. Glad to hear that. Thanks

    • @T4me877
      @T4me877 Před rokem

      Is this really a bug? I've been trying to find the solution for days.

  • @vincentdautremer3869
    @vincentdautremer3869 Před 2 lety +1

    incredible tutorial ! just one question, the spline seem's good but nothing is projecting on the landscape and i can't find the solution since i'm still learning the engin^^ But thanks for your amazing tutorials !

    • @RazixStyle
      @RazixStyle Před rokem

      Hey Vincent, were you able to figure out why nothing is projected?

    • @vincentdautremer3869
      @vincentdautremer3869 Před rokem

      @@RazixStyle yep totally, just a question of trenslucenc priority, i was not using landscape on this project and it's because i had many meshes as same place that the road were projected below the first one

  • @AhriCRose
    @AhriCRose Před 5 měsíci

    The Runescape music xD

  • @TheVoidcomp
    @TheVoidcomp Před rokem

    Hey I have an issues that my custom primitiv data seems to get removed after I press play. I tested if it gets assigned in the splinemesh via giving the first another Texture and it worked so the Problem seems to be the custom primitiv data

    • @PrismaticaDev
      @PrismaticaDev  Před rokem

      Hey there! I think it's an issue with RVT's interaction with custom data. I've noticed that some quality levels of the RVT work with the fade out, but some of them don't, eg. when zoomed way in or way out. Not sure how to find a fix, but I'll let you know if anything pops up.

  • @deebee5378
    @deebee5378 Před rokem +1

    Headsup, the spline Blueprint that was posted in the description has some typos. Particularly the values and indexes of the custom data at the end don't match the video. Follow what's in the video

  • @rabenfreund5323
    @rabenfreund5323 Před dnem +1

    Hey! Having some trouble with my landscape material, always gets all black when its writing to and reading from RVT. Anyone had the same problem?

    • @PrismaticaDev
      @PrismaticaDev  Před 23 hodinami

      @@rabenfreund5323 double check that the RVT box is covering the whole landscape, particularly the Z direction. Also make sure the landscape is assigned to draw to the RVT’s :)

  • @robinj6997
    @robinj6997 Před 4 dny

    How did you taper of the end? When I do it the taper is along the entire mesh. I see that yours only taper to the first node. Do I utilize an if statement and multiply with a scalar if true?

    • @robinj6997
      @robinj6997 Před 4 dny

      Solved it! was reading the book of shaders. I raised the y value of the linear gradient to a power of 5.

  • @lorryburger8165
    @lorryburger8165 Před 2 lety +1

    Dude!

  • @popthiccle1158
    @popthiccle1158 Před 22 dny

    the construction script at 3:14 has a bunch of errors and warnings when I pasted it inside the blueprint. Do u know how to fix this?

    • @PrismaticaDev
      @PrismaticaDev  Před 21 dnem

      Hey hey - you might need to add the Spline Component and replace the references (you can see it top left of the screen)

  • @RV-bc9yi
    @RV-bc9yi Před rokem

    Hello, really cool tuto thanks ! I have a small question about MF_UnpackNormal. When copying the BP code it is not taken into account. Can you tell me what is in this MF please. Best

    • @PrismaticaDev
      @PrismaticaDev  Před rokem

      Hello! I forgot to remove it from the paste - it’s a function that I use because my texture are formatted in a particular way. You can delete it as it isn’t needed :)

    • @RV-bc9yi
      @RV-bc9yi Před rokem

      @@PrismaticaDev ok top. Then i connect "RGBNormal Texture directly" in "FlattenNormal" ? Also, i can't put my material in "RoadMaterial variable" in BP Spline, it tells me in red that it is not possible ! I work with UE 5.1.1

  • @FuelzH
    @FuelzH Před rokem

    I have to remake all variables

  • @NoKapMan
    @NoKapMan Před rokem

    Integer = whole number
    Float = Number with decimal
    The more you know🌠

  • @mathajar9563
    @mathajar9563 Před 2 lety +1

    can you make video about character?animation inplementation

    • @PrismaticaDev
      @PrismaticaDev  Před 2 lety

      Already ahead of you :) check out my “advanced animation application” playlist

  • @NaughtyKlaus
    @NaughtyKlaus Před 2 měsíci +1

    Charlie like runescape a little too much

  • @FerlinDev
    @FerlinDev Před 2 lety +2

    Imagine sacrificing camera dump offset for RVTs and stupid roads
    SMH

  • @jonathanxdoe
    @jonathanxdoe Před 2 lety

    You should record in 16:9 it would be easier to follow and save time while editing...

    • @t3hpwninat0r
      @t3hpwninat0r Před 2 lety

      It's all set up in OBS so there isn't much editing. If you check out Charlie's streams on twitch you will see what I mean :)

    • @jonathanxdoe
      @jonathanxdoe Před 2 lety

      @@t3hpwninat0r Still it is a lot of wasted space on the screen and it is hard to see. Most people have a 16:9 or 10 nowadays and don't need to see his face or the rest of the bottom part

    • @t3hpwninat0r
      @t3hpwninat0r Před 2 lety

      @@jonathanxdoe i have a 21:9

    • @jonathanxdoe
      @jonathanxdoe Před 2 lety

      @@t3hpwninat0r I NOTICED...

  • @Fokkusu
    @Fokkusu Před 2 lety

    This is a very smart use of the RTV, thanks a lot! I will be taking a look at this later, and the second part too! Thanks a lot for all the tutorials :)