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.
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
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.
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 :)
@@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 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.
@@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
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.
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!
@@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.
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 (;
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. :)
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!
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.
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.
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 :)
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 😆😆
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
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)
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.
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)
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
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 ?
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.
@@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.
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.
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
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
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.
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!!!!
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.
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?
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
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?
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!
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?
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 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 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?
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.
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) ?
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.
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.
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?
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 ?
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
@@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 ?
@@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.
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?
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 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
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 ?
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.
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
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
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
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
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!
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?
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..
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.
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!
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 ?
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.
@@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.
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.
You're a genius, god bless
Thanks,
Omg tysm!!!!!!
HECKING THANK YOU
Thanks man I appreciate it 😊😊🐎
For a months i was looking for a basic Auto Material Tutorial for Landscape... Thank you!!! :)
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.
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
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.
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 :)
@@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.
@@whnvr Oh yes, Gaea is really fun and the results look very nice too
@@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.
@@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
This makes landscape material creation 10 times easier. Thank you. Still struggling with displacement, though.
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.
@@ibodhi tesselation has been deprecated.
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!
Happy you enjoyed it
Man with these awesome tutorials, this channel is gonna blow up soon
Thanks. Hope that is the case, I love an audience for my tutorials, teaching is a passion mine
@@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.
@@vjrook8974 thank you so much for the complements :) Yes, I'll be opening a Patreon very soon
@@MR3DDev And a gift you have!!! Thank you you have no idea how much this helped me (( and calmed me down ))
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 (;
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. :)
Just got to say that this tutorial is invaluable. It really helped me with multiple concepts. Cheers mate.
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!
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.
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.
U need to add layer blend
Top !!!
Loved it, is it possible for 3 materials or more ?
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 :)
Thanks, I have a friend who is a programmer who taught me this kind of stuff.
@@MR3DDev we too have a friend who taught this to us that's you!!!!
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 😆😆
Oh that makes sense, see I am not good at math, thanks for the tip
Thanks a lot man, this gave me a good head start on building up my own auto mat.
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
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)
@@xXESproductionsXx thanks
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.
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)
no lol if you dig sand is before rocks earth was made like how we build
mükemmel insan, bilge öğretmen teşekkür ederim derslerin için
Very good job ! "Blend" is life ! Thanks.
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
@@VeiledInsider if you want to paint additionally you have to add a layer blend :)
@@vaporous7465 I tried doing it but failed. If you know of a way to do this, could you please explain it to me?
bruh. you are a fuckin lifesaver. many thanks
can i pay you money to make a video showing how to do this process for 10+ materials?
You should pin my comment so people can find the fix at 12:12
Great! I could not get the displacement and all it was because of the vertex normals!! Thanks for sharing
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
Thank you for watching, glad I could help :)
Always love this kind of nice tutorials keep going we always support you👍🏻
Thanks
Thank you for the tutorial, very easy to understand.
thank you, very clear and concise explanation.
I am happy this is still helping out :)
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 ?
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.
@@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.
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.
Good tut, but please maximize the window you are working on
This is what I"m looking for!
Thanks again!
Glad I could help
Could you post the names of the quixel textures that you used?
How can i add materials to this? Like lets say i just wanted to pain some snow on the mountain after this is done
Got any solution to that?
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
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
what material pack did you use for this video ?
thanks.. save my life. subscribed
thank you very much !
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.
One of the best !!
Great video ! Thanks on it !
Thank you. This was helpful.
What if you want more materials that aren't affected by height? Where you just want to paint in more materials?
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!!!!
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.
IS definetly much better than world machine
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?
@@maddin1890 I'll be making video on Gaea :) I'll be sure to answer your question
Wohoo thanks alot mate! :)
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
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?
I'll be diving into Unreal's water system soon which seems to do all that
@@MR3DDev Thanks! Looking forward to it!
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!
You may have to check your conections you should not be using alpha in this case.
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.
I have the same question
Great work, Again!!
Thanks, glad you liked it
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?
I will try this.Btw good job dude👍
Thanks, let me know if you have any questions
Ok I will let u know.
you are just a life saver, thank you so much!
Thanks I love saving lives :)
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)?
The displacement master is certainly different than it used to be, are the material instances same as mine?
@@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.
@@voxelbucket129 YEs, there will be a video on Monday explaining where everyhting is now :)
@@MR3DDev Thank you so much. You channel should get funded by Epic!
@@voxelbucket129 thanks I really appreciate you watching :)
So informative !
Glad you think so!
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 .
Thanks for the tuto! but what about displacement? if i want some displacement off one of the materials?
How would you do this in UE5 since, afaik, tesselation is gone?
the material where did where did you found it? looking in the magascan but no ideia what material did you use
all the materials I used here are from Megascans
@@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?
Hi, where is the tutorial to make the code in the green window that you can see at the minute 18:25 ?
Hey ! Did you find a solution ? thx ! :)
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.
@@codexx440 yeah, but if i open MS_DefaultMaterial_Displacement the code is completely different. Where is the Displacement code to copy?
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
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) ?
Great video. Thank you.
Glad you liked it!
17:23 i have followed all your steps but i couldn't find this window !
Люблю тебя) i love you, bro)
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.
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.
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.
I cant seem to get a good blend. It either wants to have one material dominate or the other.
World displacement and tesselation nodes of the material are shaded, how can i fix that? thanks!
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?
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 ?
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
@@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 ?
@@enkienki1256 how did u do for blending 3 materialsss???
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.
Probably u are using the updated version. I'll revise the landscape material soon
@@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.
I'm stack here with same situation. My displacement is totally different from that in the video.
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 !!!
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?
Will this work for the latest version of megascan assets? Your video lectures are awesome for every beginner to UE4
why wouldnt it its just textures
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 !!!
hey, can you please elaborate on the issue?
@@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
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 ?
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.
Sir can you explain if this is possible in case if we want to add third material function as soil (for example) also ?
Anyone know how to do this with 3 textures/materials?....
I wanna know how to atribute a material to a landmass brush . Pls can u help me?
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
If I want to merge more than one to achieve more variation?
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
will you do an updated tutorial with the new material from megascans?
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
I could see a shader with moving ice, but being solid at the shore will require some meshes to make the effect believeable
thank you frind
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
That's a good suggestion, I'll add it to the list
A at 0, B at 1. Thats why the Keep seems backwards
I'm using Unreal 4.23 and the WorldAlignedBlend Node isn't working, it always output only rock texture
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
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!
these maps are now packed in 1 file called ORD. I will have to make a video about this
In UE5 with Quixel I can't find the MS_DisplacementMaterial anymore? Has anyone a solution for that?
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?
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..
I have not used this system
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.
No question is idiotic. You could at more layers at the cost of performance
@@MR3DDev Thank you very much
How can you add more than two materiales?
how do you do it with more then two material?
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!
Make sure your world align blen is plugged into the vertex normals
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 ?
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.
Hey so how could I hook up a macro variation node to the initial set up, without the displacement?
You could make the macro variation a function
@@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.
good