hello, i can't modify the spline, when i select one, i can move it but the ground don't move on same way... how can i solve that?
@ath0rus5 күн бұрын
is this for UE 5.2, 5.3 or 5.4? im trying to learn it for 5.4 and I want to make sure the video is accurate as there is node changes apparently
@somedesigntutorials5 күн бұрын
this is for 5.3, but the main difference would be there is no more input node, to extract landscape data, in 5.4 i belive you need to just create a landscape data node and that should be the biggest difference from my understanding i plan to make a video for 5.4
@ath0rus5 күн бұрын
@@somedesigntutorials I will have to give it a go and follow along in 5.4, My friend did mention that there was some changes, but if i find any ill comment here
@joetkeshub8 күн бұрын
Looks like a windows98 software... The brand new Plasticity CAD software is far ahead Rhino! I don't grasp the need of learning an obsolete software even if it's marketed as the one some film makers use... Really?
@somedesigntutorials5 күн бұрын
thanks for informing me about placticity 3d, i havent heard of it, looks really great actually, ill ihave to look into it more and learn it. thanks again
@cakestv_8 күн бұрын
Hey! I saw a video of a Diablo 4 map made with PCG where the path has like walkways on both sides. Is there anyway you could show us how to do that with PCG? The video is named ARPG Graveyard - Procedural Unreal Engine 5 Environment.
@somedesigntutorials7 күн бұрын
when you say they had walk ways on both sides what do you mean exactly? i just watched the video, I see some paths have curbs on both sides of the walkway/path is that what you mean? other than that there are moments one path splits into two, but im not sure you are referring to that, that would simply just require you to add another spline path. let me know what you mean if I had not articulated your question properly
@seanmccabe465314 күн бұрын
Hi, the input node doesn't have any of the options anymore. Have they updated it or am I doing something wrong?
@zenonaiden524113 күн бұрын
You should be able to search for a node called 'Get Height Info' or something like that (can't exactly recall its name)
@PEMBYSGAMINGWORLD13 күн бұрын
I have found that with 5.4 too.
@somedesigntutorials12 күн бұрын
yes they updated it, i should be making a newer video so that should address the issues, but now you can look for a node called get landscape data or something like that for landscape info
@musaz50020 күн бұрын
Dear Sir, Plz Keep on posting quality content, you are too good in teaching UE5. i have been trying to understand it through other channels but you are the best. you made my concepts clear, looking forward for more videos from you.
@dickieGriffin21 күн бұрын
An important thing to remember is that you need to create a new edit layer, 'Right click' the new layer & select 'reserve for splines', otherwise the new splines you draw wont auto update your landscape.
@uka021129 күн бұрын
thanks !!!!! PCG D+ 🌈 its a new trend XD let me explain.. everybody renames the nodes to a D.. It's like coming out... you expect it the spawner node - no it's D... you place some samplers - after a few minutes they all become D... I know... it is because of selection by clicking instead of dragging a loop in Canvas.. but everybody and I keep doing it.. it is hilarious
@KhanShafkatАй бұрын
Great👍👏
@thehobbist5544Ай бұрын
For me it doesn't say download but rather subscribe. What do i do?
@mattm7319Ай бұрын
this tutorial is hard to follow
@mrconceptАй бұрын
Thanks for the video. You explain / teach things really well. Subbed.
@FischerOrchestraАй бұрын
this helped so much thank you!
@peterallely5417Ай бұрын
Great tutorial style, thanks for taking the time to make this. Fyi, the pins on the ‘input’ node are all being deprecated in the next version, so for things like ‘landscape’ there’s already a ‘get landscape’ node to use instead. Also, instead of unplugging nodes just hit ‘e’ for enable and disable. Also+ the weirdness of your spline points looks to just be not enough Z height in its bounds modifier. Also++ you usually want the difference node to go after all your point modifying, otherwise your points can end up missing each other and not subtracting.
@somedesigntutorialsАй бұрын
Awesome tips thanks, also super useful and I didn’t know!… thanks a lot
@NoQueso_Ай бұрын
This is a lovely tutorial. The D for Debug is HUGE in the PCG Graphs, and it helps so much to understand with visuals on what's happening.
@somedesigntutorialsАй бұрын
Yeah debug is pretty useful to make sure things are working the way you intend it to
@uka021129 күн бұрын
=)
@TheLoneLlamaАй бұрын
Is there a way to change the style of the trees or are they locked into that graphic style?
@somedesigntutorialsАй бұрын
Well you can just change the tree object to how ever you like and plug it into the pcg, not sure if that answers your question
@AbyssalSodaАй бұрын
How do you create caves?
@user-yz8gq3yo2cАй бұрын
Nice!
@AhmedHasan91Ай бұрын
Very good one, thanks
@mj7012Ай бұрын
Thanks for the tutorial, it's excellent. Nevertheless, may I ask you what version of UE 5 are you using? For some reason, I don't see splines under the Landscape in Outliner and I wonder if this is related to the UE version, right now I'm using 5.3.2.
@somedesigntutorialsАй бұрын
I’m using 5.3.2 as well. After you add one of the landscape splines it should show up under the landscapes section and it tends to be at the very top, you don’t see anything that says landscape spline or something like that at the very top under the landscape section of the outliner?
@mj7012Ай бұрын
@@somedesigntutorials Yes, I don't see anything like this, but it shows up that this is related to the World Partition.
@DRockafellaАй бұрын
@@mj7012 @somedesigntutorials Yes I'm on the same, and I can't find anything on the outliner when in Selection mode. Also, it seems to be rather destructive to my environment, is that because it is not in a layer?
@RictorScaleАй бұрын
This is great! I was looking at the pcg sample that comes with ue5.4 but its a little hard to understand. Thanks for the video
@somedesigntutorialsАй бұрын
Glad to help!
@PhilippBaussАй бұрын
Great stuff - thanks a lot for this :) But how do i get the downloaded mi_landscape_mountains material into the scene?
@somedesigntutorialsАй бұрын
great thanks for the comment, I downloaded the material from unreal sensi's website directly, i've provided the link here, he has avideo also explains how to make the material if you are interested, this file is a great starter file with great settings. link to material: www.unrealsensei.com/asset/autolandscape
@FPChrisАй бұрын
2:00 No one ever fully explains the best practices at this very first step. Limitations and memory considerations for massive landscapes etc.
@kamilbeben990013 күн бұрын
I was looking for this exact thing and found a great answer at unreal forums. I'm going to paste that instead of the link to it, because youtube keeps doing weird things with comments with links in them: the more components you have, the more draw calls there are. think of it as each component being a seperate object. larger components have fewer draw calls, but it also means there is going to be a lot less LOD-ing as each component is bigger and needs to spread its LOD over a larger area. If you have a very flat landscape, use larger components as you can then start out with fewer detail in each component and the LOD-ing becomes less of an issue, and because the landscape would be so flat, you wouldnt want lots of smaller components as you would be seeing lots of them at a time, which would increase the draw call cost. for a very hilly or obstructed landscape, you want lots of smaller components. this is because you can cull out the components you cant see, which increases performance, and because they are being culled you dont suffer from draw call issues. because the components are being culled so well this way, you can increase the detail in the landscape without much performance cost. source: "Understanding landscape size and performance" thread, answered by "Construc")
@kirill25252 ай бұрын
For a tutorial, NEVER use beta plugins IMO. i started in VFX and went into a gamejam, followd a tutorial with the beta Niagra Fluids plugin. it was 70% of all my work. when it came to shipping it for the 2023 epic gamejam with half an hour left, the project shipped without any of my vfx work. it was all lost and we had to throw in literly the base template plugins. Now if you just wanna make renders or cinimatics, i guess its fine, but they wont be optomized. but still.
@michalh69773 ай бұрын
Hi pal Im starting to create in UE5 and I like your tutorials, but sometime Im lost in it because U R covering part of screen when zoom in and I dont see whats happening in right side columns :( For example if I try to get self into option menu for customBrushes on landscape. When I click on landscape in selection mode...no option menu in right side is appearing like in your screen. I didnt found it so I left from it. Nothing bad about U mate Im happy somebody try to do a manuals....thanx god. But some things are covered or made so fast so I must to watch that part many times with stoping every minute :) Maybe Im just stupid to understand with your speed. Im 40 y.o so learning is not goin so fast like before years ;) Thanx for your work and sorry for my english....Im from Czech republic
@AGILISFPV3 ай бұрын
Thanks for the knowledge! Learning Rhino and it's starting to make sense.
@Artofraytracing3 ай бұрын
am i 3d animator and I work in Blender and maya but now I'm studying unreal but my spec is R7 6800, rtx3060 and 16gb ram i heard that 16 GB is not enough for UE5 .whats ur opinion?
@s.p.e.e.dg.a.m.i.n.g98173 ай бұрын
Its good for a start...
@somedesigntutorials3 ай бұрын
Depends on what you are doing but for the most part it’s workable…if you start to use a lot of megascan objects it can start to eat up your ram
@iamrelient30113 ай бұрын
For decals you can just increase your decal depth to go on angled / complex meshes. No need to rotate
@somedesigntutorials3 ай бұрын
Awesome thanks so much for the help!
@serenabeatrice27823 ай бұрын
great tutorial! Thank you
@VIGIFX3 ай бұрын
awesome
@MrLieka3 ай бұрын
I've seen that you did overlap lots of surfaces, does unreal engine calculate them even if not shown ? if yes why not deleting parts ?
@EU5Games3 ай бұрын
Nice
@somedesigntutorials3 ай бұрын
thanks
@HorrorJayStudios4 ай бұрын
Very helpful! thank you
@somedesigntutorials4 ай бұрын
thanks!
@lyluuduong30687 ай бұрын
can you post the sketch for us to practice step by step like you ( im a beginner in rhino 3D model ) thank you !!!
@u90250017 ай бұрын
Thank you for sharing the tutorial. May I know so many 3D software. Why you choose Rhino to modelling. Thank you.
@gaetano243511 ай бұрын
thanks for the tutorial... also great taste in music 🤣
@gaetano243511 ай бұрын
👒
@SilasDrewchin Жыл бұрын
I like to see the method of really constructing an oblique section with construction lines. With immediate section tools it's so easy to forget how it was done with hand drafting.