This isn't just teaches you about what you want to do, but also all other little stuff like why it's useful to create material instance or scalar creation hotkey! Incredible work, keep it up!
Just a little addition for those starting on UE5 or later, if you can't find the macro texture he uses, or want to use a different one, try looking for "tileable grunge texture", and you should find something that will substitute just as well.
Tried this twice and both times it didn't work, using UE5. I'm pretty new so it could be that I keep making the same issue. Made sure to double check the parameters in the nodes and everything, so it was probably elsewhere. Thank you regardless, you make great tutorials.
I’ve been experimenting lately with techniques such as these for landscape materials recently. They work well, with one exception. When I create a landscape layer that’s reserved for splines, I get a very conspicuous zigzag pattern along the sides of the landscape splines. This doesn’t happen if I put the spline into a paint layer, but it seems like it makes my splines layer unusable. Has anyone else experienced this? I also use texture bombing, but have experienced this phenomenon even when just using macro variation much the same way that it’s demonstrated in this video. If there’s a secret sauce anyone is willing to share, it’d be much appreciated! Thanks for this excellent video, by the way. Very good information.
you didn't fix the tiling you just overlayed another texture...i can still see the detail tiling in your end result. but i'm not hating, almost all tutorials are using this same method and result in not actually fixing the tiling but trying to hide it. what would be much better is if we could find out how to micro sample the texture at particular UV points and apply some sort of warp/rotation to each "tile" of our end result.
Interesting to see, I not an unreal engine user I'm a Maya artist but this videos are also working in Maya. I thought there is texture bombing in UE4? Blender Guru did a video about texture bombing in Blender, amazing. I wish we had soothing like this in Maya/Vray.
This is actually pretty easy, the issue with it is creating seams between each tile, your landscape ends up looking like a badly UV wrapped mesh with the amount of seams scrawled across the landscape, the reason people try not to touch the texture itself is because of this, this method alongside using 2 or 3 similar textures and blending between each is more than enough to create a good looking landscape.
i don't think you can find better technique actually. it's simple, and relatively low on ressources. if you want a 'perfect' texture you need to create it yourself from A to Z. which is almost impossible for some textures like landscape textures. you have no other way than taking a real life shot. thus it'll have tilling problems
@@jpm1 Yeah exactly you would need to make your own non repeating tiles for the entire size of the landscape and stitch them all together perfectly to find no seams, I don't think that anyone has actually done that before because it's not worth the time for something that can be hidden with better techniques.
Hi, great tutorial. I thought I followed along perfectly, and I don't see anything I did different, yet at 11:00 when you complete the material, mine still looks like one giant texture spread across. What could I be missing?
Great video and very clear! But how can I set up with Normal Map and Roughness texture too? Is there any shortcut or copy exactly the progress of what you did in the video?
You shouldn't - the variation is wanted in the color only, the roughness and normal don't vary. For example - leaves on a tree might have many different shades but the leaf itself looks always the same shiny. At least that's how I understand it.
That helped me a lot. Thanks a lot for the very good tutorials. I want to support you for the good work. Can I make a donation? Or I can just buy a course on your website.
Thank you Denis. I appreciate that very much. Glad you enjoyed the tutorial! I have courses I sell here: www.worldofleveldesign.com/store.php or you can donate here www.worldofleveldesign.com/donate.php.
Thanks for the tutorial! Unfortunately Unreal died half way through recompiling the shaders and now I can't open my level again. I've removed the landscape material I was making as part of this tutorial, and thought that maybe removing the heightmap terrain would also help me open the level again. Does anyone know how to remove the heightmap from a level without opening it? Maybe via a config command or something.
Thanks Paul. Sorry to hear that man. Sounds like the crash may have corrupted your map file. I don't know of a way to remove height map from a file without opening.
Yo, you don't show this in your Part Deux Landscape course... I am actually looking for the anti-tiling that uses the weird normal mixing and distance from camera Master Material (you do show distance tiling but a different technique than I remember), along with what you've shown here. I found it once, and now I can't find it again. I'm uncertain if the landscape nodes make that method obsolete, but idts atm. I've made my peace with Unity (it blows, but I did waste months with it), and have begged Unreal Engine to take me back, but it won't show me that complex material again ;(
This worked great, BUT I couldn't get this to work with when I plugged it into a layer blend. The whole landscape just goes black. Its an amazing texture effect but i would love to know how to also be able to paint other layers on it. The other layers don't even need to have the same effect on them. THANK YOU
Layer Blend requires you to create Layer Info for each texture layer. See this tutorial first: czcams.com/video/cWOlIvq0Etg/video.html Then this one to see how to combine it with Macro/Micro Variation: czcams.com/video/S8KyhIKsEtE/video.html
This does not fix his issue, this just shows you how to make layer blend, sadly I have had spend 3 days figuring out why his tutorial does not work with layer blends, be nice if this was mentioned considering your talking about landscape materials.
I love that this works with minimal effort. Well done. I am curious though, am I missing something? I tried the same method for 4 textures on my terrain, the first turned out perfect like yours, with a little tweaking, but the other 3 are still showing the tiling?
Thank you. Glad this works. Do you have an image of the setup? It'll be easier to say what's going on. You might need to run this setup for each landscape texture and through the Layer Blend node.
@@WorldofLevelDesign Am trying it again. I never saw the answer to my comment, I apologize for not answering. I got a new project and am going to add 4 textures to it with this method.
This is due to Specularity. In the Material Editor use Constant1Vector and plug it into Specular. The default value is .5 Keep the specular value between 0-1. I believe if you go lower than .5 it will remove that glossy shiny glow.
Great video. I just have one problem. Even without all this calculation with the most basic textures, in landscape texture paint mode, I can't paint more than 3 textures on my landscape. It keeps giving me "Failed to compile material" error and the whole component block reverts to default texture and stays like that (becomes corrupted). Now with this many calculations for one texture, will I be able to paint multiple textures on the landscape in paint mode?
@@starman1294 Not too sure. I stopped playing around with UE4 a long time ago. Sorry I can't help you. But You'd probably be better off trying out UE5 though. Maybe get familiarized with it's features before the official release.
And roughness as well for that matter. I'm guessing you would have to multiply your other maps by the result of this technique kind of how you multiply basecolor in this video, except maybe just take the dark parts of the noise texture and reduce reflection on those areas?
I don't do this for Normal Maps or Roughness. I like it to have it changed to a flat normal map at further distances and only display the flat albedo colors. But, yes you could have it swap to a Normal Map using similar setup as well as for Roughness.
You could try. I haven't done it yet but you'll have to properly blend between normal maps. answers.unrealengine.com/questions/262174/how-to-combine-2-normal-maps.html
Sad that I've already finished this method last week, I'm just doing my landscape, do you have a solution for the cliff rock texture is aligned in the logical direction for example horizontally on the whole landscape, I tried with world aligned texture sa didn't have very good results and the conversion from landscape coordinate to texture object and then to materials attribute is a problem for me and I didn't find solutions on google and youtube
I sort of understand what you mean. Do you have a screenshot of your problem and solution you tried? It'll be easier to if I saw it visually. If you have twitter you can at me here with the image twitter.com/GameLevelDesign or just link the image in this comment.
@@WorldofLevelDesign Thanks, I have a link on my google drive, I explained on my screenshots : drive.google.com/open?id=1SGKTtXK9WNW2vNnLECgfOKZeySsgryvF
This great until you want to add Normals, roughness and anything else actually worth making tiling, lets not forget landscape layers blends don't work with this either.
This should be possible by using Layer Blend node plugged into World Displacement with the different Layers you set up. I'll have to test this out and see what I come up with.
@@WorldofLevelDesign yes but the problem with the landscape is that it's not that subdivided and when I tried to apply a material with displacement it showed up very badly and simple ups and downs
I've gotten that too. I actually been working and figuring out Tessellation for last few days. I will be putting a series of tutorials on this and first I'll focus on Tessellation with Landscapes.
@@gursimransingh3513 I found that if you disable Adaptive Tessellation (inside the Material Properties) you can push the Tessellation Multiplier higher and get more subdivisions. Be careful to not push it too high at first, because it really subdivides your landscape and can freeze your computer. Start slowly. Try that.
Can I just say this is the best tutorial for this. No fluff, straight to the point and you explain it well.
This still looks very repetitive, the Texture Variation Node is probably better than this, although it's a bit more expensive.
This isn't just teaches you about what you want to do, but also all other little stuff like why it's useful to create material instance or scalar creation hotkey! Incredible work, keep it up!
totally agree
Just a little addition for those starting on UE5 or later, if you can't find the macro texture he uses, or want to use a different one, try looking for "tileable grunge texture", and you should find something that will substitute just as well.
Tried this twice and both times it didn't work, using UE5. I'm pretty new so it could be that I keep making the same issue. Made sure to double check the parameters in the nodes and everything, so it was probably elsewhere. Thank you regardless, you make great tutorials.
You make it so easy to learn unreal. I Wish you had a local lessions workshop
I’ve been experimenting lately with techniques such as these for landscape materials recently. They work well, with one exception. When I create a landscape layer that’s reserved for splines, I get a very conspicuous zigzag pattern along the sides of the landscape splines. This doesn’t happen if I put the spline into a paint layer, but it seems like it makes my splines layer unusable. Has anyone else experienced this? I also use texture bombing, but have experienced this phenomenon even when just using macro variation much the same way that it’s demonstrated in this video. If there’s a secret sauce anyone is willing to share, it’d be much appreciated! Thanks for this excellent video, by the way. Very good information.
One of the best video tutorials I've ever watched . Please continue making videos!
I'm fresh new...You just fixed my bloody problems!!!! Thank You so much!
You are the best teacher on CZcams.
you didn't fix the tiling you just overlayed another texture...i can still see the detail tiling in your end result. but i'm not hating, almost all tutorials are using this same method and result in not actually fixing the tiling but trying to hide it. what would be much better is if we could find out how to micro sample the texture at particular UV points and apply some sort of warp/rotation to each "tile" of our end result.
Interesting to see, I not an unreal engine user I'm a Maya artist but this videos are also working in Maya. I thought there is texture bombing in UE4? Blender Guru did a video about texture bombing in Blender, amazing. I wish we had soothing like this in Maya/Vray.
This is actually pretty easy, the issue with it is creating seams between each tile, your landscape ends up looking like a badly UV wrapped mesh with the amount of seams scrawled across the landscape, the reason people try not to touch the texture itself is because of this, this method alongside using 2 or 3 similar textures and blending between each is more than enough to create a good looking landscape.
i don't think you can find better technique actually. it's simple, and relatively low on ressources. if you want a 'perfect' texture you need to create it yourself from A to Z. which is almost impossible for some textures like landscape textures. you have no other way than taking a real life shot. thus it'll have tilling problems
@@jpm1 Yeah exactly you would need to make your own non repeating tiles for the entire size of the landscape and stitch them all together perfectly to find no seams, I don't think that anyone has actually done that before because it's not worth the time for something that can be hidden with better techniques.
@@JM-Games absolutely
thank you very usseful. best regards from colombia
Thank you Sergio!
The best tutorial ever.
Man you GOD! You and Unreal Sensei is Gods of Unreal for me!
I would highly recommend starting to use parameters as you get familiar with this interface.
5 Stars tutorial man. Thanks a lot.
Very appropriate for beginners to understand.
Thanks.
Nice tutorial, i managed to combine it with another tutorial of yours with great succes! Nice video great tempo!
Thank you Casper.
This was such an amazing and fun to follow tutorial! Thank you very much!!!
Simple, properly explained, amazing!
This is the video i was looking for, thank you very much!
thanks a lot for this tutorial, you explain everything, perfect for begginers
A very good tutorial... channel... you teach us very easily and patient. And also, you teach us some other techniques. Thank you.
omg are u back? 😍😍
I never left!
High quality, great explanations and results. An incredible tutorial! Thanks
Thank you Shawn!
Thanks, this is exactly what i needed and easy to understand
Thank you so much for this tutorial. It actually worked for me!
Very good and useful tutorial, thank you very much.
this is the best tutorial for this . thank you so much sir
Very helpful and straightforward, thank you
This is going to be fun with a landscape auto material xD
Another great video Alex G. thank you as always...
Perfect Tutorial, thank you very much
Somehow this doesn't work with any of the megascans-textures, which is a damn shame. Any idea?
Absolute legend!!! Thank you
For some reason when I do this it just makes my landscape SUPER bright and doesn't display any variation at all.
Great tut, but is there a way to do this with a normal map that is in the landscape material?
I did that, it essentially means doing everything twice (I used material functions to avoid too much repetition).
EXCELLENT!!! Thank you!
How would you set this up with more than one texture for the landscape?
Hi, great tutorial. I thought I followed along perfectly, and I don't see anything I did different, yet at 11:00 when you complete the material, mine still looks like one giant texture spread across. What could I be missing?
Amazing video. Helped a lot
awesome tutorial bro
PLEASE do a tutorial on this project with different material using layer blend so that we can paint...PLEASE
Where would you have put the LandscapeLayerBlend node in this tutorial?
This was great, thanks!
Great video and very clear! But how can I set up with Normal Map and Roughness texture too? Is there any shortcut or copy exactly the progress of what you did in the video?
You shouldn't - the variation is wanted in the color only, the roughness and normal don't vary. For example - leaves on a tree might have many different shades but the leaf itself looks always the same shiny. At least that's how I understand it.
Something I am missing, for me the material get to black in the moment that I connect de multiply to the base color
why do we use the add nodes(8:50), why not just use the multiply nodes alone? I apologize if this is a dumb question.
Very good tutorial. Thank you
THANK YOU VERY GOOD TUTORIAL
Dude you are incredible
Great tutorial! Very helpful!
another great video. your english is very good btw
Thank you.
Thank you very much. very good tutorial
That helped me a lot. Thanks a lot for the very good tutorials. I want to support you for the good work. Can I make a donation? Or I can just buy a course on your website.
Thank you Denis. I appreciate that very much. Glad you enjoyed the tutorial!
I have courses I sell here: www.worldofleveldesign.com/store.php or you can donate here www.worldofleveldesign.com/donate.php.
@@WorldofLevelDesign Hello,
just bought the Corridor Tutorial, sounds interesting, thanks
Greetings, Denis
@@djpercy40 Thanks Denis! Enjoy the course.
sorry im stupid, how can i insert console inverters? 4:13
Thanks for the tutorial! Unfortunately Unreal died half way through recompiling the shaders and now I can't open my level again. I've removed the landscape material I was making as part of this tutorial, and thought that maybe removing the heightmap terrain would also help me open the level again. Does anyone know how to remove the heightmap from a level without opening it? Maybe via a config command or something.
Thanks Paul.
Sorry to hear that man. Sounds like the crash may have corrupted your map file. I don't know of a way to remove height map from a file without opening.
@@WorldofLevelDesign no worries, I managed to get some of my work back in a backup.
Great Tut!
Yo, you don't show this in your Part Deux Landscape course... I am actually looking for the anti-tiling that uses the weird normal mixing and distance from camera Master Material (you do show distance tiling but a different technique than I remember), along with what you've shown here. I found it once, and now I can't find it again. I'm uncertain if the landscape nodes make that method obsolete, but idts atm.
I've made my peace with Unity (it blows, but I did waste months with it), and have begged Unreal Engine to take me back, but it won't show me that complex material again ;(
on grass it's looks good but how do use it with a stone texture
Why are we using the red channel with ADD function? What's so special about it?
This was super helpful!
This worked great, BUT I couldn't get this to work with when I plugged it into a layer blend. The whole landscape just goes black. Its an amazing texture effect but i would love to know how to also be able to paint other layers on it. The other layers don't even need to have the same effect on them. THANK YOU
Layer Blend requires you to create Layer Info for each texture layer.
See this tutorial first: czcams.com/video/cWOlIvq0Etg/video.html
Then this one to see how to combine it with Macro/Micro Variation: czcams.com/video/S8KyhIKsEtE/video.html
This does not fix his issue, this just shows you how to make layer blend, sadly I have had spend 3 days figuring out why his tutorial does not work with layer blends, be nice if this was mentioned considering your talking about landscape materials.
I love that this works with minimal effort. Well done. I am curious though, am I missing something? I tried the same method for 4 textures on my terrain, the first turned out perfect like yours, with a little tweaking, but the other 3 are still showing the tiling?
Thank you. Glad this works.
Do you have an image of the setup? It'll be easier to say what's going on. You might need to run this setup for each landscape texture and through the Layer Blend node.
@@WorldofLevelDesign Am trying it again. I never saw the answer to my comment, I apologize for not answering. I got a new project and am going to add 4 textures to it with this method.
Very very good, thx.
Awesome, thank you mate
Good stuff!
Another Great video sir... thank you your biggest fan... @hitmangames2
could a technique like this be applied to a material as a heightmap?
Thanks a lot!
Thank you, a good tutorial !
I followed this exactly but the terrain is still tilling
gg when i add material instance it doesn't show the connectors stuff, only does for its parent.
Sir @3:42 when I do the same the landscape become shiny or glosy how to fix it
This is due to Specularity. In the Material Editor use Constant1Vector and plug it into Specular. The default value is .5
Keep the specular value between 0-1. I believe if you go lower than .5 it will remove that glossy shiny glow.
Great video. I just have one problem. Even without all this calculation with the most basic textures, in landscape texture paint mode, I can't paint more than 3 textures on my landscape. It keeps giving me "Failed to compile material" error and the whole component block reverts to default texture and stays like that (becomes corrupted). Now with this many calculations for one texture, will I be able to paint multiple textures on the landscape in paint mode?
How did you solve this?
@@starman1294 Not too sure. I stopped playing around with UE4 a long time ago. Sorry I can't help you. But You'd probably be better off trying out UE5 though. Maybe get familiarized with it's features before the official release.
How does one adjust a normal map to work properly with this technique which adjusts BaseColor?
And roughness as well for that matter. I'm guessing you would have to multiply your other maps by the result of this technique kind of how you multiply basecolor in this video, except maybe just take the dark parts of the noise texture and reduce reflection on those areas?
I usually keep this just for base color, there is no need to do this for Normal and Roughness. You could but you shouldn't need to.
Do you have to do the same thing if using also normals (specular, roughness maps)?
I don't do this for Normal Maps or Roughness. I like it to have it changed to a flat normal map at further distances and only display the flat albedo colors. But, yes you could have it swap to a Normal Map using similar setup as well as for Roughness.
Super-helpful video! Thank you much. (c:
Really i loved 🌺❤️
Just wondering is there any way we could do a method like this to a normal map?
You could try. I haven't done it yet but you'll have to properly blend between normal maps. answers.unrealengine.com/questions/262174/how-to-combine-2-normal-maps.html
Great tutorial. But do I need to do the same with normal map?
You could but I don't. Doing this just for the color/albedo is enough.
@@WorldofLevelDesign Thanks for the tip~~~!!!
Sad that I've already finished this method last week, I'm just doing my landscape, do you have a solution for the cliff rock texture is aligned in the logical direction for example horizontally on the whole landscape, I tried with world aligned texture sa didn't have very good results and the conversion from landscape coordinate to texture object and then to materials attribute is a problem for me and I didn't find solutions on google and youtube
I sort of understand what you mean. Do you have a screenshot of your problem and solution you tried? It'll be easier to if I saw it visually.
If you have twitter you can at me here with the image twitter.com/GameLevelDesign or just link the image in this comment.
@@WorldofLevelDesign Thanks, I have a link on my google drive, I explained on my screenshots : drive.google.com/open?id=1SGKTtXK9WNW2vNnLECgfOKZeySsgryvF
This great until you want to add Normals, roughness and anything else actually worth making tiling, lets not forget landscape layers blends don't work with this either.
it does reply if you want to see how I did it
@@darrenjackson8854 Would love to see it!
can we paint in this
how do I make this with a landscape blend?
Thank you!!!
Is there any way to paint various materials on the landscape but by using 3d displacement of each material please tell, nice tutorial though
This should be possible by using Layer Blend node plugged into World Displacement with the different Layers you set up. I'll have to test this out and see what I come up with.
@@WorldofLevelDesign yes but the problem with the landscape is that it's not that subdivided and when I tried to apply a material with displacement it showed up very badly and simple ups and downs
@@WorldofLevelDesign is there any way to subdivide the surface of the landscape inside the engine if any please let me know
I've gotten that too. I actually been working and figuring out Tessellation for last few days. I will be putting a series of tutorials on this and first I'll focus on Tessellation with Landscapes.
@@gursimransingh3513 I found that if you disable Adaptive Tessellation (inside the Material Properties) you can push the Tessellation Multiplier higher and get more subdivisions. Be careful to not push it too high at first, because it really subdivides your landscape and can freeze your computer. Start slowly. Try that.
Can I add in normal map?
btw, could you show us landscaping in unity3D? I was, for a while looking for stuff that i could watch to learn unity m8.
Hello , do you've a twitter or anywhere i could contact you?
I am here on official WoLD Twitter: twitter.com/GameLevelDesign
MULTIPLY! :)
this is ridiculous how is this not a feature like every other living software that exists
doesn't work.
Where is MacroVar? Doesn't come up when I search???
Last
How does this effect the normal en ao maps? I assume you have to do the same for each texture map?