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@alecek
@alecek Күн бұрын
Guys, how is your water system not crashing in 5.4. Whenever try to add it and boom. Some problem with SceneTextures Slot 9 that shows in the error log :(
@cianosossi2015
@cianosossi2015 10 күн бұрын
How i can fix the preview material, on material and instance?
@hurricanepirate
@hurricanepirate 14 күн бұрын
Very Useful. Thank you
@yoced1468
@yoced1468 15 күн бұрын
thanks bro!
@leecorsack4752
@leecorsack4752 16 күн бұрын
So, I've been following along and hit a bit of a roadblock. How did you add the Megascans European Hornbeams assets into 5.4?
@UnrealverseLabs
@UnrealverseLabs 16 күн бұрын
Hello!let's solve this. To add the hornbeams trees, you need to go in the marketplace in the epic games launcher. If you type "megascan trees," you'll find a few free collections, and one of those is the Hornbeams pack. Hope it helps!
@leecorsack4752
@leecorsack4752 16 күн бұрын
@@UnrealverseLabs never mind, I figured it out. Even though it says it’s not compatible, just choosing engine 5.3 will add it anyway. Didn’t know this was possible.
@JustFranzeh
@JustFranzeh 18 күн бұрын
Great to see, I am just about to watch this and see how it matches to my methods. I have only had 6 hours inside UE but a few months in Gaea. Edit: Great start for anyone who wants to start Gaea to Unreal. Great way of explaining it down to the basics. There is another way to make it to 5km with a quick bit of math in the scale. I even worked out how to get it for maps at 4033 resolution for those with a Gaea license. I will be learning more of your videos.
@UnrealverseLabs
@UnrealverseLabs 18 күн бұрын
Thank you!Glad you like it! How do you math to scale your terrains? We can use a little of math to have a more precise max height.
@axisstargazer891
@axisstargazer891 19 күн бұрын
Nothing shows in the landscape when in debug mode .
@axisstargazer891
@axisstargazer891 19 күн бұрын
all good wrong PCG in the level
@UnrealverseLabs
@UnrealverseLabs 18 күн бұрын
Good to know!If you have any problems, just let me know
@Thebluebananas100
@Thebluebananas100 20 күн бұрын
A bit of a different question, how would you assign a custom water spline to be used in the water system, for example if I generate a curve with houdini engine, how do I assign it to the water system for the river. Great video though! Unreal PCG are getting better
@UnrealverseLabs
@UnrealverseLabs 18 күн бұрын
That's a very good question and it would awesome if it was possible. I never did that before, I took a look on the plugin, even in the c++ classes but not luck. If I find a way to do that, I reply you again with the solution. That would something that I'd like to do as well.
@Thebluebananas100
@Thebluebananas100 17 күн бұрын
@@UnrealverseLabs I know there’s a module in the python library called unreal.WaterSplineComponent, it could be possible to read certain splines with a tag and create a spline with that?
@HoracioSchvemler
@HoracioSchvemler 23 күн бұрын
Muy Muy Bueno!!
@kiarakoval7069
@kiarakoval7069 25 күн бұрын
Your tutorials are amazing and so helpful!! Please keep it up :D
@UnrealverseLabs
@UnrealverseLabs 24 күн бұрын
Thank you!I glad it helped, I'll post new videos soon :D
@kiarakoval7069
@kiarakoval7069 25 күн бұрын
awesome stuff thank you!!!
@UnrealverseLabs
@UnrealverseLabs 24 күн бұрын
Glad you liked it!
@michaellee4499
@michaellee4499 28 күн бұрын
There is no problem with the content of this water plug-in when the game is running, but it does not work properly during lens rendering and cannot be rendered! Is there a solution? Thanks
@UnrealverseLabs
@UnrealverseLabs 28 күн бұрын
Hello! That's odd. A few people are complaining about similar problems, but I couldn't find the same error testing here. It might not solve the problem, but have you tried another version of the engine or a new project, to see if it's the version or something in your project?Maybe there is something in your project that need to activate some additional plugins.
@michaellee4499
@michaellee4499 27 күн бұрын
@@UnrealverseLabs Hello, glad to get your reply. I am currently on versions 5.3.2 and 5.4.1. The 5.3.2 version is normal. In 5.4.1, the water body cannot be rendered in the lens sequence. The same is true for new projects. I have not found a solution yet. No official reply has been received! No matter what, there are other solutions, so thank you! I hope Epic can solve this problem as soon as possible!
@yuricampana5928
@yuricampana5928 Ай бұрын
Very good, my man I'm Brazilian, and it´s very hard to find good tutorials like this in portuguese! Please, if u can do a tutorial of glass and metalic material, i'm on a trouble with these :D Thanks!
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Glad you like it! I could do some tutorials in Portuguese but I was wondering if anyone would watch. :D About Glass materials I'm planning to do a video about it. I give you a heads up when I posted. Thanks for the comment man!
@yuricampana5928
@yuricampana5928 Ай бұрын
@@UnrealverseLabs Muito obrigado, fico aguardando ansioso!
@Josh_Alfaro
@Josh_Alfaro Ай бұрын
How do the textures from GAEA interact with a master material we want to use for our heightmap landscape? For example, if I have master material with 4 layers, grass, rocks, etc, and I import the textures from GAEA, will this textures now apply to my master material layers? Or will they only apply to the landscape? I ask because if my master material layers don’t line up exactly with textures from GAEA then the textures could look “off” (Grass textures for rocks and rock textures for grass, etc)
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Hello @Josh_Alfaro. The masks that you created on Gaea (Slope, Snowfall, Flow and so on) need the height map generated in Gaea as a Landscape to be accurate. So you need to import the height map (from the erosion node usually) to Unreal Engine and generate a landscape with it. After that you can use the masks that you create on gaea or the textures to use in your material layers directly on Unreal Engine. They will apply the material that in the material layer all over your landscape using the Gaea mask as reference. If you change the Heightmap inside of Unreal Engine the mask won't be 100% accurate and you will need some manual work painting the landscape.
@Josh_Alfaro
@Josh_Alfaro Ай бұрын
@@UnrealverseLabs thank you!
@Josh_Alfaro
@Josh_Alfaro Ай бұрын
Can you please make a tutorial on how to make a master material based on height blend? Maybe layers with cliff, grass, and water? This would be amazing!
@Josh_Alfaro
@Josh_Alfaro Ай бұрын
@@UnrealverseLabs do you know how to turn a PCG instance, say if a mossy cliff with foliage, into an assembly that he spawned in a static mesh spawner?
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
@@Josh_Alfaro It'll be my next video, sir! stay tuned!
@sr.d8319
@sr.d8319 Ай бұрын
Thanks,master
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Glad you like it, Sir!
@user-zr9qe7cq8c
@user-zr9qe7cq8c Ай бұрын
Hello instructor Are you availabe for a quick business discussion regarding your udemy course improvement.
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Hello @user-zr9qe7cq8c!Sure. Do you have discord or you're in any platform that we can discuss about it?
@Preirin
@Preirin Ай бұрын
Before I attempt this, I have an imported heightmap that is larger than the basic startup map. Will I have an issue applying these features on a larger map? I ask because this does not seem to work on my map...
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Hello @Preirin . If you generate a landscape using a height map e got the data from that landscape I don't see why wouldn't work. You still having issues with that?
@neilkirby3122
@neilkirby3122 Ай бұрын
I'm not sure if anyone has noticed, but you can still use the input node for landscape. If you change the label to Landscape, and change the Allowed type to Landscape or Surface, it will work. You don't really need the Get Landscape Data node
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
You're right!It is also an option do that.
@neilkirby3122
@neilkirby3122 Ай бұрын
@@UnrealverseLabs Odd a lot of stuff is changed between versions LOL...but I'm getting it!
@claudioivanferrazzi546
@claudioivanferrazzi546 Ай бұрын
perfect
@GuangMedia
@GuangMedia Ай бұрын
Thanks for sharing this videos 🎉🎉🎉
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Thank you for your comment!
@user-ch2uj3ot6q
@user-ch2uj3ot6q Ай бұрын
As a beginner in UE5, I enjoy the knowledge points brought by each teacher. Thank you
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Glad you like it!
@norvsta
@norvsta Ай бұрын
Another great PCG tut, thank you! Looking forward to more, 5.4 official will probably hit soon. One comment: at 15:00 when you switch to Landscape>Paint mode, my Layers didn't show up on my Landscape until I hit the + button "Create Layer Info" to the right of the Grass and Path layers in the Paint menu.
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
Thanks for the heads up about the Create Layer Info. I might have accidentally cut it while I was editing. Glad you found a way out!
@0xSirius
@0xSirius 2 ай бұрын
This was also possible before 5.4, you dont need the new plugins
@UnrealverseLabs
@UnrealverseLabs 2 ай бұрын
Since 5.2 👍
@robertgoldbornatyout
@robertgoldbornatyout 2 ай бұрын
very helpfull thank you new sub
@UnrealverseLabs
@UnrealverseLabs 2 ай бұрын
Glad you liked it!
@hbowles6273
@hbowles6273 2 ай бұрын
Nice. Btw the water interop plugin adds a Get Water Spline Data node that makes it easier to get properly sized points along the river spline, and also exposes metadata like flow velocity etc. It's wip but should give a leg up.
@UnrealverseLabs
@UnrealverseLabs 2 ай бұрын
Thanks for the tip! I'm gonna take a look!also we can use a material on the river bottom using the water system and filter by the material. It works well too!
@korbstudio
@korbstudio 2 ай бұрын
water doesn´t render using 5.4 . preview "problem"? any idea?
@UnrealverseLabs
@UnrealverseLabs 2 ай бұрын
Hello!For me the Water System is working without any problems on the 5.4 Preview. Sometimes the Water Plugin has some bugs (for still be an experimental plugin) regardless of the version. Have you checked, if there is more than one water brush in the outliner? or test the Water System in other level or even in other project?
@korbstudio
@korbstudio 2 ай бұрын
@@UnrealverseLabs i ´ll tweek around. thx!
@aidz2009
@aidz2009 2 ай бұрын
Facing same problem. Suddenly Ocean and river ceased rendering at UE 5.4 preview Pls let me know if you solved it anyway.
@XOCKS88
@XOCKS88 2 ай бұрын
Facing same problem, and test in a new project, the water renders in a black shade, Pls let us know if there is a solution.
@UnrealverseLabs
@UnrealverseLabs Ай бұрын
@@aidz2009 hello!Might be a bug for the 5.4 preview, even though my UE 5.4 the water system is working fine. - Did you try a more stable version like the 5.3 or 5.3.2 to see if the problem persists? - Also, did you change the Water Shader properties directly on the Water Shader material from the Watersystem, if you do that all the changes that you did on the water shader will reflect acroos all your projects. If the problem is across projects the chance to be something with your Unreal version vs Computer or a change directly on the Water System is more likely.
@Learn-archViz
@Learn-archViz 3 ай бұрын
Very nice overview! 👍
@UnrealverseLabs
@UnrealverseLabs 3 ай бұрын
Thank you! It means a lot. As an architect myself, I'm familiar with your courses and they helped me a lot with Vray. Congratulations!
@Learn-archViz
@Learn-archViz 3 ай бұрын
@@UnrealverseLabs Great to hear!
@tbriceland
@tbriceland 3 ай бұрын
Great video! Thank you so much. I have a question. I love the idea of creating this master material and then utilizing it to create all other materials in my project. fantastic. I am very new to Unreal so please excuse my in experience if this question seems silly. How do I have this 'MAster Material' inside all my new projects? Do i need to create this 'Master Material' each time in a new project? Thanks so much 😁
@UnrealverseLabs
@UnrealverseLabs 3 ай бұрын
Hello and thank for your comment! Your question is really good. To do that, you need to go in your master material inside of the Unreal, RMB on the material and choose the option "Asset Actions" and then "Migrate". After that you need to choose the project that you want to migrate to.
@tbriceland
@tbriceland 3 ай бұрын
@@UnrealverseLabs OK. So sort of the same 'process' to get assets into your project from the Unreal Marketplace. Thank you!!! 👌
@karlblumstein8396
@karlblumstein8396 4 ай бұрын
nice job
@UnrealverseLabs
@UnrealverseLabs 4 ай бұрын
Thanks!
@agralt7405
@agralt7405 4 ай бұрын
Hi. why doesn't the map rotate for me, it just stays in a square? I don't know how to move in 3D?
@UnrealverseLabs
@UnrealverseLabs 4 ай бұрын
hello!To rotate the Landscape inside of Gaea you need to hold Alt + LMB and move the mouse to the direction that you want it!
@marcellracz8113
@marcellracz8113 4 ай бұрын
Thank you so much! Thanks to you I made a really cool master material that does everything I need, and more. Keep up the good work!
@UnrealverseLabs
@UnrealverseLabs 4 ай бұрын
Thank you, I glad it helps! 😁
@eklavyatech8588
@eklavyatech8588 5 ай бұрын
But how to apply gaea exported texture on this map ?
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Hello!Hello! If you want to create a landscape and use the masks from Gaea, you need to employ the Landscape Layer Blend Node and apply the masks in each layer.
@eklavyatech8588
@eklavyatech8588 5 ай бұрын
Can you make small tutorial on it. I try these in blender but texture resolution was very low and it is not look realistic. But i used other texture from blender market it works well.
@yearight1205
@yearight1205 5 ай бұрын
I think something might be wrong with the Heightmap link. it don't go to download anything. Q.Q
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Hello!thanks for the heads up, I believe now it's working!
@yearight1205
@yearight1205 5 ай бұрын
@@UnrealverseLabsYou are the man, I will now get started. =D
@yearight1205
@yearight1205 5 ай бұрын
@@UnrealverseLabs I just finished completing this one. You do things a bit different than me, was fun to watch =D it's good! I use Unreal Engine for cinematics not for video games, so is always nice to find channels that go over stuff like this.
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Awesome! Do you use any different techniques?
@yearight1205
@yearight1205 5 ай бұрын
@@UnrealverseLabs yes, when I create landscape I make a landscape material where I paint the materials of my choosing on. So I create several layers. Although I recently hit a slight problem. I wanted to create multiple layers AND take advantage of the displacement. But it greyed out sections of my landscape. So when I return to my home I will research it to find out why. I suspect it's due to different heights of each texture. But I can't be certain. Also I'm curious, was the reference photo you used for this from the GOG holiday sale? I saw it on GOG yesterday and was like "I know this photo!!" 😁
@GMTechArt
@GMTechArt 5 ай бұрын
The normal map does not work correctly when rotated.
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Hello! What happens to the normal when you try to rotate?
@GMTechArt
@GMTechArt 5 ай бұрын
kzfaq.info/get/bejne/n76hdtar2Zmwknk.html@@UnrealverseLabs
@GMTechArt
@GMTechArt 2 ай бұрын
kzfaq.info/get/bejne/n76hdtar2Zmwknk.html @@UnrealverseLabs
@greatsarmad5147
@greatsarmad5147 5 ай бұрын
Great Tutorial! Can you pls also make one to show how to use pcg with the tree from gaea? 🙏
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Great suggestion!I'm currently working on a course that will cover more advanced topics such as PCG trees and much more, stay tunned!
@rileywalz7326
@rileywalz7326 5 ай бұрын
Would love to see how you applied the textures in this, one thing I've noticed using the landscape with Gaea and lumen is that the landscape is not casting shadows properly.
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
The tutorial about the material will be online very soon 😉! About the casting shadows, I don't remember having problems as such . The real-time capture shadow usually works well. I often do see problems with mesh artifacts on gaea imported height maps, though!
@r_meow_o
@r_meow_o 5 ай бұрын
thanks for this tutorial!
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
You're welcome!
@LongTran-xw5yp
@LongTran-xw5yp 5 ай бұрын
Just subcribed. Keep up the good work man! Would love to see the way you do material next!
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Thanks!I appreciate it!part 2 in the next few days!😉
@jatinderarora2261
@jatinderarora2261 5 ай бұрын
Thanks for making this tutorial. Waiting for the next one.
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Thank you, too!the next one will be uploaded soon!😉
@hayayaya
@hayayaya 5 ай бұрын
🎉🎉
@EeshaRichards
@EeshaRichards 5 ай бұрын
I’m cool I subscribed. Nice video ❤ thanks
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
You're cool 😎! Thanks, I'm glad you like it!
@ChuckstaGaming
@ChuckstaGaming 5 ай бұрын
That was very informative, especially the use of functions whose purpose for some reason somewhat escaped me in the past, lol Thanks, and subbed! 😁
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Thanks! I'm glad it helps!
@nerokakashi939
@nerokakashi939 5 ай бұрын
6-7 Years Later, we have Unreal Engine 6 ^^
@rubberdog
@rubberdog 5 ай бұрын
Thanks for a great Tut and introducing me to functions, awesome time saver. Cheers and Merry Christmas
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Happy Christmas! I glad it helps!😁
@michaelkukula5926
@michaelkukula5926 5 ай бұрын
Sorry but I don't understand, @7:00 why not just use a Multiply and Scalar Parameter? Does also including the Components masks actually make a difference?
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Hey @michaelkukula. If you're referring to ambient occlusion (AO), you just need to use a Multiply and a Vector 1 Param to control the AO Strength. This is different from Roughness and Normal, as they function differently. Also, for AO, you don't need to isolate any channel using masks if you have the AO map alone. You would only need to isolate a channel for AO if you're using an ORD map.
@michaelkukula5926
@michaelkukula5926 5 ай бұрын
@@UnrealverseLabs Oh sorry. It showed the wrong timecode for some reason. I meant the normal starting around 4:58
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Oh sure, about the normals, it's a bit complicated how it works under the hood, but long story short: We need to mask each channel in the normal because each channel stores different information. Red Channel (X-axis): The red channel represents the X-axis or the horizontal direction. It determines how the surface faces left or right. Green Channel (Y-axis): The green channel represents the Y-axis or the vertical direction. It determines how the surface faces up or down. Blue Channel (Z-axis): The blue channel represents the Z-axis or the depth direction. It determines how the surface faces toward or away from the viewer. So, when we increase the intensity of the R and G values, we're increasing the intensity of how the normal vector is applied to each pixel. Then, together with the blue channel, we translate this information to the texture. I hope it helps!"
@michaelkukula5926
@michaelkukula5926 5 ай бұрын
@@UnrealverseLabs ah cool! Thanks for the info!
@Gasetasierra
@Gasetasierra 5 ай бұрын
Thank you very much!
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Thank you too!
@arjungowda6452
@arjungowda6452 5 ай бұрын
It's works in pathtrace??
@Gasetasierra
@Gasetasierra 5 ай бұрын
Yes, you can use this workflow for build your materials and then use Path Trace rendering
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Thanks @Gasetasierra! And you can Path Trace using the same workflow!
@arjungowda6452
@arjungowda6452 5 ай бұрын
@@Gasetasierra Thank y❤u
@yearight1205
@yearight1205 5 ай бұрын
Curious your thoughts on something. I use Unreal Engine for cinematics (or rather I've been learning to), not video games. I had an idea for a scene where I have a character on a boat. The trouble is I can't seem to figure out how to control water in Unreal Engine. I had thought about one of two options. Either A: Have it play out as a game, record it that way, then make adjustments, or B: create the water as a plane in Blender, then have it move in a predictable manner and then have the boat move along it. What would your preferred method be?
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Hey, man. In this specific scene, I'm using the Water System Plugin from Unreal. If you haven't used it before, you need to enable it in the plugins panel. I believe the water system will be a good balance between quality and ease of setup because you can control caustics, foam, and waves with this system. Once you have some water using the water system, you can create a blueprint of your boat with a 'buoyancy' component on it. Set up the buoyancy the way you think is best, and your boat will interact with the water in real time. I hope it helps!
@malindurashmika8386
@malindurashmika8386 5 ай бұрын
Great lesson. need more videos.. Thank you so much
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
thank you!more to come soon!
@halfd0rk
@halfd0rk 5 ай бұрын
this was a great introduction and summary to the things you can do with the material editor. Thank you for sharing your tutorial!
@UnrealverseLabs
@UnrealverseLabs 5 ай бұрын
Glad you enjoyed it!