Unreal Engine 4: How to QUICKLY Make a Landscape Auto Material Using Megascans (with DISPLACEMENT)

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  • čas přidán 29. 08. 2024

Komentáře • 263

  • @DRAWKCABLLA
    @DRAWKCABLLA Před 3 lety +70

    For anyone who at 12:12 didnt have two materials pop up, he forgot to mention his blend sharp was set to a default value of 30.

  • @gtagam3r
    @gtagam3r Před 3 lety +1

    For a months i was looking for a basic Auto Material Tutorial for Landscape... Thank you!!! :)

  • @vanirudh3783
    @vanirudh3783 Před 3 lety +3

    the logic about blend material attributes is that the material which has to be tiled first- the one that goes underneath- is placed on top and the second material- the one on top- is plugged in second.

  • @Kellal_Mohamed
    @Kellal_Mohamed Před rokem

    thank you very much man i searched alot for this kind of tutorial for Unreal Engine 5 and non helped me exept this one i applied this step by step and it was very usefull, thanks again you got a new sub today

  • @whnvr
    @whnvr Před 4 lety +8

    hey dude! i just wanted to say thank you for everything you are doing. you are single-handedly filling in all the gaps quixel have left in their tutorials and for that i am grateful. absolutely loving your channel! you're going to be one of the big ones for sure.

    • @MR3DDev
      @MR3DDev  Před 4 lety +2

      Thanks and yes, when I started using Megascans had to spent a lot of time reading the documentation and forums because their tutorials are not beginner friendly and that's how this series of videos was born :)

    • @whnvr
      @whnvr Před 4 lety

      @@MR3DDev well it really is invaluable! i'm so glad somebody's doing it. i feel like after i've binged your videos i will be able to revisit those quixel tutorials and maybe achieve something somewhere near the results they show.
      also i'm so glad to see gaea gaining more traction. it's by far my favourite 3D application at the moment just from the sheer fun and therapy using it gives.

    • @MR3DDev
      @MR3DDev  Před 4 lety

      @@whnvr Oh yes, Gaea is really fun and the results look very nice too

    • @whnvr
      @whnvr Před 4 lety

      @@MR3DDev Quick question; is there any way to automatically convert an existing material into a material function? For example, if I wanted to use any pre-existing Megascans surface as a function right out of the gate. Thanks.

    • @MR3DDev
      @MR3DDev  Před 4 lety

      @@whnvr It can be as quick as copy and past, just conect all the nodes into the makematerialatributes and you are done. I was gonna do that initially for this tutorial, but I wanted to show there are other ways of tiling the maps

  • @notsure1969
    @notsure1969 Před 3 lety +5

    This makes landscape material creation 10 times easier. Thank you. Still struggling with displacement, though.

    • @ibodhi
      @ibodhi Před 3 lety

      I think there's a bug in UE4.25 which doesn't enable the displacement settings in megascans plugin. So, doesn't matter what you do, the materials from bridge won't be having the displacement settings. Waiting for it to be fixed.

    • @FUnzzies1
      @FUnzzies1 Před 3 lety

      @@ibodhi tesselation has been deprecated.

  • @Ghostilization
    @Ghostilization Před 3 lety +2

    I can't even begin to say how much this helps! I've been looking for a tutorial for this FOREVER and found your Landscape Blend Material video and figured you might have touched on this... Super easy to follow along. Definitely subbing and hope your channel gets the attention it deserves!

  • @vjrook8974
    @vjrook8974 Před 4 lety +6

    Man with these awesome tutorials, this channel is gonna blow up soon

    • @MR3DDev
      @MR3DDev  Před 4 lety +3

      Thanks. Hope that is the case, I love an audience for my tutorials, teaching is a passion mine

    • @vjrook8974
      @vjrook8974 Před 4 lety

      @@MR3DDev What I really like is how simple and to the point your tutorials are...You are natural, please keep it up...P.S. you should lunch Patreon so that we can support you.

    • @MR3DDev
      @MR3DDev  Před 4 lety

      @@vjrook8974 thank you so much for the complements :) Yes, I'll be opening a Patreon very soon

    • @nataliealkire5101
      @nataliealkire5101 Před 2 lety

      @@MR3DDev And a gift you have!!! Thank you you have no idea how much this helped me (( and calmed me down ))

  • @MuhammedSagrl
    @MuhammedSagrl Před 2 lety

    I didn't know how to do "worldaligneblend" with "normalmap" and textures were getting mixed up. This video was the definitive solution to my work. good luck in your work. Thanks (;

  • @jasonbidwell
    @jasonbidwell Před 3 lety +6

    Thank you for the tutorial. It would be helpful if you would full-screen the blueprint/functions window you are working in so we can see the names on the nodes etc. :)

  • @MrSqurk
    @MrSqurk Před 3 lety +1

    Just got to say that this tutorial is invaluable. It really helped me with multiple concepts. Cheers mate.

  • @nikolistary
    @nikolistary Před 2 lety

    Dude you are the man!! Your video finally got me clear, crisp textures on my island from Gaea. Their Satmaps node was just too blurry, this video solved my problem. Thanks again, subscribed!

  • @lucyblack5544
    @lucyblack5544 Před rokem

    Nice video, I would just add that if anyone is searching for a bit of a more realistinc transition between the grass and the stones, it comes from the Alpha connection of the WorldAlignedBlend. I find it looking more natural, especially on snowy landscapes and where you are going to see all the transitions in a close up.

  • @davidgreenberg8456
    @davidgreenberg8456 Před 3 lety +1

    Thanks for the tutorial.
    Some comments/questions:
    1. Since we need to have the Megascans "enable displacement" checked before we import the files, that should be mentioned at the very beginning of the video.
    2. The font size on your screen is veeeerrrrrryy small. I have max resolution and a large, modern monitor, and I am squinting trying to read anything.
    3. The video volume is roughly half of the average YT video/advertisement.
    4. What do we do if we want to blend more than two Materials?
    5. How can we paint? I added the Auto material instance to my landscape material slot and it auto added the material blend, but when I go to paint, there are no options to paint various materials for finer details.

  • @G4AGamingForAll
    @G4AGamingForAll Před 2 lety +3

    Top !!!
    Loved it, is it possible for 3 materials or more ?

  • @gelpay
    @gelpay Před 4 lety +4

    The best tutorial I found so far on terrain materials in Unreal, especially auto materials. Fantastic content! Where do you learn all the little details like adding the LERPs and the rest of the blueprint tweaks? It's a bit intimidating and feels like I am back in my assembly days :)

    • @MR3DDev
      @MR3DDev  Před 4 lety +1

      Thanks, I have a friend who is a programmer who taught me this kind of stuff.

    • @unknownhacker7388
      @unknownhacker7388 Před 3 lety +5

      @@MR3DDev we too have a friend who taught this to us that's you!!!!

  • @wilismatrix9847
    @wilismatrix9847 Před 4 lety +1

    Very informative and detailed tutorial, thanks for trips brother !! that masking for tessellation was a very smart idea for optimization !
    The logic behind the layering order, is simply mathematics, whet is first is the rock, so in alphabetical order, A is before B therefor Rocks are number one (A) and grass are number two (B) ...etc 😆😆

    • @MR3DDev
      @MR3DDev  Před 4 lety

      Oh that makes sense, see I am not good at math, thanks for the tip

  • @mzamanist
    @mzamanist Před rokem

    Thanks a lot man, this gave me a good head start on building up my own auto mat.

  • @ThreeDCreate
    @ThreeDCreate Před 3 lety +17

    Great tutorial, I am stuck on one part which is the displacement. The Megascans has a different material setup which is nothing like the one you have. Is it possible to show with the newer version what steps are required to make this work properly, Thanks

    • @xXESproductionsXx
      @xXESproductionsXx Před 2 lety +1

      The materials are different now. The ORDp.exr file is a mixture of mappings. So use the RGB connections (R: Ambient Occlusion, G: Roughness, B: World Displacement)

    • @39a_siddharthdesai31
      @39a_siddharthdesai31 Před 2 lety

      @@xXESproductionsXx thanks

  • @TorQueMoD
    @TorQueMoD Před měsícem

    The logic of any blend since they're typically LERPS is that when the alpha is 0 then it uses A and when the alpha is 1 it uses B. So, it's just dependant on the alpha you create. If you're finding it's inverted like you said, just One Minus the alpha to fix that.

  • @harveymarks827
    @harveymarks827 Před 3 lety

    at 8:45 in video you indicated you did not know why the rock listed first.
    It is because it is the first thing placed(like in nature) and the grass would be on top. I don't know the reason why this is not explained for yourself and others. GREAT video, loved it. (it may be due to my programming background that I know that, lol)

  • @Bulutulu
    @Bulutulu Před 3 lety +1

    mükemmel insan, bilge öğretmen teşekkür ederim derslerin için

  • @Lechaudron_GISU
    @Lechaudron_GISU Před 2 lety

    Very good job ! "Blend" is life ! Thanks.

  • @MR3DDev
    @MR3DDev  Před 4 lety +10

    For those of you who were early (thank you for being first) this is a re upload due to an error I found at the end of the video
    Let me know what other things you would like to see about the landscape in Unreal Engine. Sound of below

    • @vaporous7465
      @vaporous7465 Před 3 lety

      @@VeiledInsider if you want to paint additionally you have to add a layer blend :)

    • @1020justukas
      @1020justukas Před 3 lety

      @@vaporous7465 I tried doing it but failed. If you know of a way to do this, could you please explain it to me?

    • @DRAWKCABLLA
      @DRAWKCABLLA Před 3 lety

      bruh. you are a fuckin lifesaver. many thanks

    • @DRAWKCABLLA
      @DRAWKCABLLA Před 3 lety

      can i pay you money to make a video showing how to do this process for 10+ materials?

    • @DRAWKCABLLA
      @DRAWKCABLLA Před 3 lety

      You should pin my comment so people can find the fix at 12:12

  • @noniko96
    @noniko96 Před 3 lety

    Great! I could not get the displacement and all it was because of the vertex normals!! Thanks for sharing

  • @Adde4life
    @Adde4life Před 3 lety +1

    Amazing! Love the video and this is exactly what I was looking for. Great teaching and really well done. Thanks for the video man :D

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Thank you for watching, glad I could help :)

  • @unknownhacker7388
    @unknownhacker7388 Před 3 lety

    Always love this kind of nice tutorials keep going we always support you👍🏻

  • @nakedsingularity
    @nakedsingularity Před 2 lety

    Thank you for the tutorial, very easy to understand.

  • @imrannaeem1
    @imrannaeem1 Před 3 lety

    thank you, very clear and concise explanation.

    • @MR3DDev
      @MR3DDev  Před 3 lety

      I am happy this is still helping out :)

  • @starscream2092
    @starscream2092 Před 4 lety +2

    There are 5 Softwares for creating landscapes.
    1. Gaea
    2. World Machine 2
    3. World Creator 3
    4. Terragen 4.4
    5. Terresculptor - Its free.
    Did you used them all ?? Which have the best potentional ?

    • @MR3DDev
      @MR3DDev  Před 4 lety +1

      You are missing World Machine. I have only used World Machine and Gaea, World Creator doesn't have a trial version (as far as I know) so I have not being able to check that out. Between World Machine and Gaea, I prefer Gaea, is cheaper and has a fast GPU workflow.

    • @whnvr
      @whnvr Před 4 lety

      @@MR3DDev I second this. The program Dax and the team are building with Gaea honestly solves many of the issues of other erosion-based terrain DCC's, and the modern interface is just mwah.

    • @starscream2092
      @starscream2092 Před 4 lety

      So could you check out Terresculptor, because its free and still updated every month, and you as someone that used generators knows what it need to have, i want to jump into one and pull the trigger, but i am afraid to pick the wrong one as i am not experienced what it needs to have or not for quality of life.
      Because Gaea have turned comments off on their youtube channel and that seems like they dont like negative comments or have something to hide.

  • @rickfuzzy
    @rickfuzzy Před rokem +1

    Good tut, but please maximize the window you are working on

  • @ItsNuree
    @ItsNuree Před 3 lety

    This is what I"m looking for!
    Thanks again!

  • @zeon3d755
    @zeon3d755 Před 2 lety +1

    Could you post the names of the quixel textures that you used?

  • @grantknu3483
    @grantknu3483 Před 3 lety +6

    How can i add materials to this? Like lets say i just wanted to pain some snow on the mountain after this is done

  • @juanfranciscotorres9802
    @juanfranciscotorres9802 Před 3 lety +3

    Hi! how fantastic i just made an incredible landscape with this technique, but now how do i add more than two materials on it? i would need 4 types of materials, as sand, rock, heavy rock, and lava for example

    • @EthanFilms
      @EthanFilms Před 2 lety +1

      Use landscape layer blends! You just plug them in to the layer blend slots and can blend between them using height or alpha blending. That's not the best explanation but hopefully points you the right way

  • @leonmisoulis7953
    @leonmisoulis7953 Před 3 lety +1

    what material pack did you use for this video ?

  • @risnandarmultimedia5296

    thanks.. save my life. subscribed

  • @justinanonyme6410
    @justinanonyme6410 Před 3 lety

    thank you very much !

  • @alexanderkartashov8776

    Logic behind Lerp is that A is black and B is white or 0 and 1. Using world coordinates Z axis mask you have black where it's lower and 1 where it's higher. So B ands up being white and thus on top. Simple.

  • @harshitpenamata2682
    @harshitpenamata2682 Před 3 lety

    One of the best !!

  • @importeversion1683
    @importeversion1683 Před 3 lety

    Great video ! Thanks on it !

  • @quebirt
    @quebirt Před 3 lety

    Thank you. This was helpful.

  • @Gup11654
    @Gup11654 Před 3 lety

    What if you want more materials that aren't affected by height? Where you just want to paint in more materials?

  • @upbgenoob5488
    @upbgenoob5488 Před 2 lety

    Thank for the video.Its very easy and simple to build!!!!Any ideas of how we can blend the materials with some noise between the transition,it could be much more realistic!!!!

  • @maddin1890
    @maddin1890 Před 3 lety

    That Terrain you created looks really nice. Iam still struggeling a bit with Gaea but I find its results far superior compared to World Machine or World Creator.

    • @MR3DDev
      @MR3DDev  Před 3 lety

      IS definetly much better than world machine

    • @maddin1890
      @maddin1890 Před 3 lety

      Since I don't know Gaea in Depth so far, can you tell me how to place nodes anywhere else but the center of the tile?
      For example: if I use the mountain node it creates the mountain right in the center. How can I place it let's say in the upper right corner of the tile?

    • @MR3DDev
      @MR3DDev  Před 3 lety +2

      @@maddin1890 I'll be making video on Gaea :) I'll be sure to answer your question

    • @maddin1890
      @maddin1890 Před 3 lety

      Wohoo thanks alot mate! :)

  • @smoky8521
    @smoky8521 Před 3 lety +1

    Hello, really great your tutorials continue like that! But how do you go about making an AutoLandscape material with the new system of MegaScan Quixel? Thanks to you Alex

  • @ibodhi
    @ibodhi Před 3 lety

    Really a great tutorial and quite easy to understand. Thanks a lot. Can you do a tutorial on how to create a water material with foam and collision effect?

    • @MR3DDev
      @MR3DDev  Před 3 lety +3

      I'll be diving into Unreal's water system soon which seems to do all that

    • @ibodhi
      @ibodhi Před 3 lety

      @@MR3DDev Thanks! Looking forward to it!

  • @danielmiller2462
    @danielmiller2462 Před 3 lety

    Awesome stuff as usual! One issue I am having is that when connecting my Lerp node to World Displacement, I am getting a MaterialFloat3 error - Alpha is connected to Vertex Normals too. Keep up the awesome content!

    • @MR3DDev
      @MR3DDev  Před 3 lety

      You may have to check your conections you should not be using alpha in this case.

  • @ugoangeletti3556
    @ugoangeletti3556 Před 3 lety +1

    Great video with great explanation! How would one add to this material to make it paintable across a landscape? This is in addition to the auto blend.

  • @Sir_Pickle
    @Sir_Pickle Před 3 lety

    Great work, Again!!

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Thanks, glad you liked it

  • @matiasvalenzuela127
    @matiasvalenzuela127 Před 2 lety

    thank you :)
    I'm just thinking if I rather learn how to make an automaterial based on layerblend, like for example the one from unreal sensei. What is the standard? The method you are explaining is simpler maybe?

  • @aritramajumder3194
    @aritramajumder3194 Před 4 lety

    I will try this.Btw good job dude👍

  • @musikalniyfanboichik
    @musikalniyfanboichik Před 3 lety

    you are just a life saver, thank you so much!

    • @MR3DDev
      @MR3DDev  Před 3 lety

      Thanks I love saving lives :)

  • @riyriaexplained
    @riyriaexplained Před 3 lety +3

    Thanks so much for this! I am running into an issue with the displacement though, that I think has to do with the recent Quixel update. When I go into my Displacement Master Material now, it looks completely different from what you have in your video, and so I am not sure what to bring into my own functions. Any ideas (or even just a clear shot of that section so I could muddle my way through)?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      The displacement master is certainly different than it used to be, are the material instances same as mine?

    • @voxelbucket129
      @voxelbucket129 Před 3 lety +1

      @@MR3DDev I am having the same problem. I begun the tutorial with no displacement enabled in megascans settings. When I saw that I have to use displacement, I deleted all textures and materials and reimported them. Then I searched for the nodes that I had to copy (around the 23rd minute of your video) in the MS_DefaultMaterial_Displacement but there is nothing there. The new material uses material functions for the displacement control. Any ideas on how to handle this? My material instances are the same as yours. Awesome tutorials btw...thank you.

    • @MR3DDev
      @MR3DDev  Před 3 lety +2

      @@voxelbucket129 YEs, there will be a video on Monday explaining where everyhting is now :)

    • @voxelbucket129
      @voxelbucket129 Před 3 lety

      @@MR3DDev Thank you so much. You channel should get funded by Epic!

    • @MR3DDev
      @MR3DDev  Před 3 lety

      @@voxelbucket129 thanks I really appreciate you watching :)

  • @devm3240
    @devm3240 Před 4 lety

    So informative !

  • @thephuntastics2920
    @thephuntastics2920 Před 3 lety +1

    well rock goes into a as first item in the stack. makes sense to me . grass is 2nd , goes on top of rock so its item b .

  • @The9PointStar
    @The9PointStar Před rokem

    Thanks for the tuto! but what about displacement? if i want some displacement off one of the materials?

  • @Baleur
    @Baleur Před rokem +1

    How would you do this in UE5 since, afaik, tesselation is gone?

  • @VitorCaldeira1980
    @VitorCaldeira1980 Před 3 lety

    the material where did where did you found it? looking in the magascan but no ideia what material did you use

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      all the materials I used here are from Megascans

    • @VitorCaldeira1980
      @VitorCaldeira1980 Před 3 lety

      @@MR3DDev i was looking for the same name of your material and wasnt able to found it. Now i think i have found it. Do you have any video about populating the landscape with trees?

  • @judanetwork
    @judanetwork Před 3 lety +2

    Hi, where is the tutorial to make the code in the green window that you can see at the minute 18:25 ?

    • @PYcifique
      @PYcifique Před 3 lety

      Hey ! Did you find a solution ? thx ! :)

    • @codexx440
      @codexx440 Před 3 lety

      They changed the material blueprint about 2 months after this video. The new form works pretty well, just make sure your MegaScans tool at the top has enable Displacement ENABLED as well as BEFORE you import from MegaScans.

    • @judanetwork
      @judanetwork Před 3 lety

      ​@@codexx440 yeah, but if i open MS_DefaultMaterial_Displacement the code is completely different. Where is the Displacement code to copy?

    • @brambatimoreira
      @brambatimoreira Před 3 lety

      Hello mine also doesn't have this green window, I'm attaching a photo to see if anyone can help me.
      www.jonathanmoreira.com.br/imgs/ue4_tela_displ.png

  • @SpiritMagicka
    @SpiritMagicka Před 3 lety

    Is it possible to use different materials based on height, IE (beach sand layer) to grass layer to mountain layer (so they would each have their own textures for height/angle blending) but they would only appear at certain heights compared to sea level (0 height) ?

  • @russellcraig8764
    @russellcraig8764 Před 3 lety

    Great video. Thank you.

  • @abderrahmen0735
    @abderrahmen0735 Před 3 lety +1

    17:23 i have followed all your steps but i couldn't find this window !

  • @spraemak6427
    @spraemak6427 Před 2 lety

    Люблю тебя) i love you, bro)

  • @OyunZinciri
    @OyunZinciri Před 3 lety

    I want to add grass rock mud. Grass and rock are ok but how do I add mud. Can you help? I want to add one more.

  • @svendtang5432
    @svendtang5432 Před 3 lety +1

    I could not find the functions you used in the materials, they were very differnt on my functions for the materials i found.. and as im learning i do not really want to experiment to much.
    could you be a bit more precise on which materials.

    • @hocestbellumchannel
      @hocestbellumchannel Před 3 lety +1

      Yes, it is a version discrepancy.
      The tutorial depicts an earlier version of both Unreal and Quixel bridge. In the latest version, many things are also completely different, so I think we should give MR3d a few days just in case he uploads an updated version of this tutorial.

  • @chrisjansen1943
    @chrisjansen1943 Před rokem

    I cant seem to get a good blend. It either wants to have one material dominate or the other.

  • @driftof90s
    @driftof90s Před 3 lety

    World displacement and tesselation nodes of the material are shaded, how can i fix that? thanks!

  • @MarkoPetejan
    @MarkoPetejan Před 3 lety

    Well, about that A and B logic with rock and grass... from a programmer's perspective who knows nothing about UE4. Think you are painting something on paper and you have 2 colors. You start with the first color, this would be A (rock). Then, when the paint dries, you go with the second color, that would be B (grass). Obviously, the B will overwrite the A, because B is on top of A. The third parameter would be alpha blending. Something akin how thin or thick the paint is (transparency), so you can see some of the first color thru second color. Does it makes sense now?

  • @enkienki1256
    @enkienki1256 Před 4 lety +1

    OK I have more than two materials and i use Layers (1st is Auto, 2nd grass, 3rd sand, 4th rock) how to implement this tessellation. I made it by myself (different materiald different Tess - high for rock; no tessellation for grass) and its working, but only when i connect World Displacement. When connect Tessellation Multiplayer (landscape go grey) i dont know how to make it. Tech do You have any mail or discord and can You help me with this ?

    • @MR3DDev
      @MR3DDev  Před 4 lety +1

      No Discord for the moment but it will come in the future. Are you trying to make all those materials to be on the automaterial? I am not sure that will work out since usually the worldAlignBlend detects slopes so all your materials will be mixed pretty tightly. The way I would do it is put your 2 base materials into the automaterial and add the other ones as paint layers (tutorial for that coming soon) that way you can have all of them with tesselation

    • @enkienki1256
      @enkienki1256 Před 4 lety

      @@MR3DDev Yea i add 3 base material they are blending but other will be as paint layers yesterday i made this tessellation again bymyself need to veryfi it today. Maybe i can send You my BP and Material Function to veryfi ?

    • @MaxiCrows
      @MaxiCrows Před 3 lety

      @@enkienki1256 how did u do for blending 3 materialsss???

  • @JaFoste_Studio
    @JaFoste_Studio Před 3 lety +1

    My displacement mat. doesn't look the same as yours and doesn't have the nodes that yours does. Don't know what I'm doing wrong.

    • @MR3DDev
      @MR3DDev  Před 3 lety +2

      Probably u are using the updated version. I'll revise the landscape material soon

    • @hocestbellumchannel
      @hocestbellumchannel Před 3 lety

      @@MR3DDev That will be great. It seems that many things changed since this tutorial came out, both in Unreal and in bridge.
      It is probably where I am currently stuck, creating a landscape material with 4 layers including displacement maps.

    • @fahimkamalahmed3544
      @fahimkamalahmed3544 Před 3 lety

      I'm stack here with same situation. My displacement is totally different from that in the video.

  • @mikviz007
    @mikviz007 Před 2 lety

    Thanks ! i was wondering how to add macro texture over this method because i tried,but for some reasons its not working. Any help would be great !!!

  • @codexx440
    @codexx440 Před 3 lety

    So everything is working correctly BUT even with the LERP breakdown at the end, I am still getting Tessellation on the grass aspect as well.. Any takers?

  • @59_amish43
    @59_amish43 Před 3 lety

    Will this work for the latest version of megascan assets? Your video lectures are awesome for every beginner to UE4

  • @dang64337
    @dang64337 Před 3 lety +1

    12:06 the auto material doesn´t work so Im actually only seeing the grass texture. I just experimented with the sharp and height values so the rock texture is either at the bottom of the preview or just 50 percent rock and 50 percent grass material on each other. Please Help !!!

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      hey, can you please elaborate on the issue?

    • @dang64337
      @dang64337 Před 3 lety

      @@MR3DDev after i followed all the steps and put the material instance on the terrain heightmap it only shows me the grass texture and if I double-click on the instance and play with the sharp value a little bit , I see that the rock texture is at the bottom of the sphere-preview which is on the left hand side of that window but i dont see any changes in my actual scene where my landscape from GAEA is. PS: I could add you on discord if u want and send you some screenshots

  • @davidlennear3112
    @davidlennear3112 Před 3 lety

    Awesome Video Instruction!!! At the end of the video with the LERP and "World Align Blend" you were connecting them to the "World Position Offset" and the "World Displacement"... now my "World Position Offset is active on the Master Material but the connection for the "World Displacement" is greyed out... what did I do wrong following your example... did I miss something in the video ?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      You may need to go in the material node (the last node from the material) and make sure tesselation is checked, should be in the bar on the right, scroll down. Change from none to Planar displacement.

  • @mikviz007
    @mikviz007 Před 2 lety

    Sir can you explain if this is possible in case if we want to add third material function as soil (for example) also ?

  • @AMMediaGames
    @AMMediaGames Před 2 lety +1

    Anyone know how to do this with 3 textures/materials?....

  • @cristiuntaru
    @cristiuntaru Před 3 lety

    I wanna know how to atribute a material to a landmass brush . Pls can u help me?

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz Před 3 lety

    Needs a seabed layer with a height addjustment so the sebed and beach sand height can be addjusted pretty please, seem nobody make islands, I hate invisible wall so I do islands and the sea is a game world boader BUT looks stink if the no seabed/beach and the grass grows into the water

  • @hagai90
    @hagai90 Před 3 lety

    If I want to merge more than one to achieve more variation?

  • @celinedrules
    @celinedrules Před 3 lety

    If I try and use roughness in the material function using the exact same method as the base layer and the normal map, my materials on my landscape disappear. If I disconnect the roughness texture sample from MakeMaterialAttributes, it reappears on my landscape.
    Material Function Node Connected: i.imgur.com/NnFDk0G.png
    Landscape View Node Connected: i.imgur.com/3H4pot3.png
    Material Function Node Disconnected: i.imgur.com/NIYVQOU.png
    Landscape View Node Disconnected: i.imgur.com/T6qToW1.png

  • @rsAndante
    @rsAndante Před 3 lety

    will you do an updated tutorial with the new material from megascans?

  • @aston81
    @aston81 Před 3 lety

    Thank you - I agree with they guys in the comments - very helpful!
    Since you asked I have request for a video: I have the same request as Kiwi Hawk ...but would like to add the function of having snow/ice elements moving on the water and to be solid along the shore. /subscriber

    • @MR3DDev
      @MR3DDev  Před 3 lety

      I could see a shader with moving ice, but being solid at the shore will require some meshes to make the effect believeable

  • @mallugamedev4951
    @mallugamedev4951 Před 3 lety

    thank you frind

  • @Kelton99991
    @Kelton99991 Před 3 lety

    Could you combine this method with the landscape "Layer Blend" Node with Heightmap from your other video? would make edges a lot smoother. Would love to see how to do this

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      That's a good suggestion, I'll add it to the list

  • @thegiantguy
    @thegiantguy Před 3 lety

    A at 0, B at 1. Thats why the Keep seems backwards

  • @jackassmacas
    @jackassmacas Před 3 lety

    I'm using Unreal 4.23 and the WorldAlignedBlend Node isn't working, it always output only rock texture

  • @slothsarecool
    @slothsarecool Před 3 lety

    god they really need to do some UI work haha, 's' leading to typing in the node name is always annoying haha. Great tutorial though thanks :D

  • @petermller3478
    @petermller3478 Před 2 lety

    Hey MR3D-Dev, like your videos!
    now that UE5 is out and the quixel bridge is fully integrated, there arent any roughness, or specular maps for that matter, included in the materials downloaded via the bridge. How do one go about this without these maps? thank you!

    • @MR3DDev
      @MR3DDev  Před 2 lety

      these maps are now packed in 1 file called ORD. I will have to make a video about this

  • @lace_d6237
    @lace_d6237 Před rokem

    In UE5 with Quixel I can't find the MS_DisplacementMaterial anymore? Has anyone a solution for that?

  • @RavenArtzy
    @RavenArtzy Před 3 lety

    Im trying to learn how to paint materials to terrain not textures. Every video i found on youtube is all textures and they look kinda bad. Have a video about how to paint materials rather than textures?

  • @MrZyprez
    @MrZyprez Před 3 lety

    how is this compared to the PLE - Procedural landscape ecosystem? and is it hard to make something like the PLE? hard to find anything on yt or google about it..

    • @MR3DDev
      @MR3DDev  Před 3 lety

      I have not used this system

  • @carlosgandulfo682
    @carlosgandulfo682 Před 3 lety

    Great tutorial bro, thanks a lot. Just a little question, is it possible to add multiple layers? I'm thinking of 3+ right now, and I'm rather new to UE4.26, so I'm sorry if it seems like an idiotic question to ask.

    • @MR3DDev
      @MR3DDev  Před 3 lety +1

      No question is idiotic. You could at more layers at the cost of performance

    • @carlosgandulfo682
      @carlosgandulfo682 Před 3 lety

      @@MR3DDev Thank you very much

  • @The9PointStar
    @The9PointStar Před rokem

    How can you add more than two materiales?

  • @Minnvin
    @Minnvin Před 3 lety

    how do you do it with more then two material?

  • @vjrook8974
    @vjrook8974 Před 4 lety

    I run to a problem at the last step, getting the error after connecting Lerps to "World Displacement" and "Tesselation Multiplier". - [SM5] Function WorldAlignedBlend: (Node Transform) Invalid node used in vertex/hull/domain shader input!

    • @MR3DDev
      @MR3DDev  Před 4 lety

      Make sure your world align blen is plugged into the vertex normals

  • @enkienki1256
    @enkienki1256 Před 4 lety

    Ok i have question regarding this tessellation/displacement when i replace in function WorldAlignedBlend and i use VertexNormals i can plug WorldDisplacement and TessellationMultiplier, and i dont need to make any break materials and blends like You show us.
    Question what is the difference between use Vertex Normals & Explicit Normals in function WorldAlignedBlend ?

    • @MR3DDev
      @MR3DDev  Před 4 lety

      From what I understand Explicity Normals mean the face of the geometry(mesh) meaning your polygons, this is why you can plug this if you are using normal maps. Vertext normal refers to the points that create those polygons, these points are the ones affected by tesselation which is why I used that slot for displacement.

  • @Fettman89
    @Fettman89 Před 3 lety

    Hey so how could I hook up a macro variation node to the initial set up, without the displacement?

    • @MR3DDev
      @MR3DDev  Před 3 lety

      You could make the macro variation a function

    • @Fettman89
      @Fettman89 Před 3 lety

      @@MR3DDev Thanks I got it, I plugged the node into the basecolor input then plugged the textures into the macro node.
      On another note, seeing a distance based node on this would be awesome.

  • @AslamVFX
    @AslamVFX Před 3 lety

    good