QUICK TRICK to Realistically BLEND ASSETS with LANDSCAPE | UE5 Runtime Virtual Texturing Tutorial

preview_player
Показать описание
Well hello there! I'm Shane and in this tutorial video, I will be showing you how to get your Megascans assets to blend realistically with your landscape in Unreal Engine. It's a nifty little technique involving the use of runtime virtual textures. Check it out & let me know what you think 😊

PATREON

DISCORD

MORE TUTORIALS FROM ME

MY PC SPECS (Affiliate links)

VIDEO CHAPTERS
Introduction 00:00
Runtime Virtual Texturing explained 00:22
Enable virtual texture support 02:13
Set up the exercise 02:48
Create Runtime Virtual Textures 03:42
Create Runtime Virtual Texture volumes 05:00
Setup landscape material 06:24
Add RVTs to the landscape 08:56
Setup asset material 09:32
Final test 15:45
Conclusion 16:06
Рекомендации по теме
Комментарии
Автор

anyone experiencing the blendspace being white and the material of the scan item has a fuzz node - put the fuzz node to the right of the blendmaterial attributes

colinbrooks
Автор

For those who didn't see the preview here 9:25: try pressing "Create Volumes" right underneath. It helped me. (I'm working on version 5.3)

witosek
Автор

The divide by 10 is there to change the height across which it blends: if you didn't divide it by 10, it would transition over 1cm (which is too small), but divided it does it over 10cm. It's an arbitrary number though, for example, you could divide by 50 to make it blend over 50cm.

Saturate just caps the number to values from 0 to 1 so the alpha blending doesn't break.

kewlin
Автор

TIP: If you want control of that gradient (the blending) it's in the divide node for the height. So connect a constant node to the B input of the Divide node, then right click and make parameter. Put a default value of 10 as stated in the tutorial. But now if you go back to your rock material instance you'll see the new parameter (I named mine Virtual Texture Blend Gradient). Check it on and then dial the value to your taste. Hope that helps everyone!

derekheisler
Автор

I've watched several tutorials on this, some longer, some about the same length, but this one is by FAR the clearest, simplest and most straight to the point out of them all. You earned a sub, good sir.

thronosstudios
Автор

I started with your tutorial in Unreal Engine 4 with the lakehouse and now I'm back on your channel, now I'm a professional in the ArchViz nieche, you're still an amazing teacher, congrats!

xMrDog
Автор

Troubleshooting: if anyone struggles with sampling a RVT from their mesh (cause this not only works with landscapes but with any static mesh too) - nanite meshes cannot be sampled for RVT, that is for 5.3 for sure, IDK how about further versions. This made me think my brain is broken or something because I followed your tutorial step by step and had no result for like 2 damn hours and that's because a mesh I was using was a nanite. This works well the other way tho, nanite meshes will be affected just fine once u properly sample a RVT from the "background" mesh. Just putting it here in case someone desparate suffers like I did hahaha :D Great tutorial mate!

dominikgomoka
Автор

I belive that the reason for dividing at 11:40 is because you are stretching out the gradient (the interval where the blend has a value between 0 and 1, i.e. the greyzone).
Generally you can think of linear functions f(x) as:
1. additions to x = shifting the output,
2. multiplication of x = stretching the output,
3. -X = flipping/mirroring the output around 0.
Hope that explains it, it was some time since I studied that.

HamsterBlitz
Автор

The best RVT tutorial! I've scrolled through like ten tutorials now. This one's the most clear and easy to follow. Thanks for bringing this out

mansamnnnnikaido
Автор

very easy to do, once you understand how it works, its great! a hassle since i had to learn stuff about the material system, but, great once you get knowing for it

FateOfFools-oh
Автор

Thanks for this! it's something I've been struggling with as an Unreal beginner.. Can you suggest how to apply this technique to a basic material (not a megascan).

GregDerochie
Автор

I use my own shaders and do not have the "Adjustments" box going into a single "Result" node. Instead, I still have all the elements separated in my result node, hence I have no idea how to follow the steps after 11:35 😞

I wish people would show tutorials starting from BASIC materials, not premade ones.

EDIT: For future refrence, in case you're like me just set your Result node to "Use Material Attributes" and work from there.

Dragongaze
Автор

Best Video for RVT Blending. Do you also have one for RVT Spline Roads?

nikwalz
Автор

Easy to follow and you explained everything well. Thanks.

daveweinstock
Автор

Interesting tutorial. However, I have a problem because at 09:18 At this point it counts crash every time in EU 5.1 :(
Assertion failed: (CurrentDirtySlotMask & SlotsNeededMask) == 0 [Line: 491]

frozengemstudio
Автор

I'm pretty sure someone else asked this, but this is working super well for some assets, but what about a massive landscape on where you may have different heights variations and far more assets in the screen. The performance is affected?

elturkocharro
Автор

Didn't work for me. I enabled everything but the materials didn't show up as in 9:30

cruchingtiger
Автор

Thank you so much!!

It working fine exclude straight face.... The mask to stretching.

sincosFly
Автор

What if i want to rotate the Landscape 90 degrees making it vertical, what do i need to change for it to work??

lefrog
Автор

On my side the blending works but the texture resolution of the blended texture is really low and somehow seems brighter is shadowy areas where the assets blend. Not sure why and I have no idea how ot fix this.

etroudoudou