Pathways & Roads using RVTs [UE4/UE5]

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Hey team! Today we're looking at how I've been handling roads and pathways in Prismatica by using RVTs (Runtime Virtual Textures) and Spline Components! I love this method because it allows for a lot of control over the look of each individual pathway, and they get printed directly to the Landscape so you don't have to worry about alignment. It can also be used with my Grass Occlusion method so it automatically gets rid of the grass very accurately.

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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's

Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)

Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key

My lovely cats names are Boycat, Girlcat and Ladycat :)
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I don't know how you do it, but every video on this channel is exactly what I want to learn in Unreal. No other channel comes close with how precious these tips are!!

SanderAgelink
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This has been a lifesaver! Trying to line up mesh paths with doors and bridges is damn near impossible, so this method has genuinely saved hours of my life!

I cannot thank you enough for this series. It has improved my environments beyond belief

tylerbeaumont
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Thank you for sharing! Hands down my favorite UE tutorial creator.

LivingRealms
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Charlie! Amazing tutorial! You always showing a really useful and interesting tutorial! Thank you!

brandonjacksoon
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This is a very smart use of the RTV, thanks a lot! I will be taking a look at this later, and the second part too! Thanks a lot for all the tutorials :)

Fokkusu
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Amazing tutorial as always ! I love the teasing at the end to change actual landscape heights… and now i want to know more on this :D

ThePeurderien
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Wonderful and entertainment as always!

Fafmagic
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I've encountered a strange issue where the path end falloff works perfectly in one direction, but in the other, it is reversed (starts full brick and gets less filled until it hits the next node where it instantly becomes saturated again). I think it has something to do with the changes mentioned at 7:22 in the text, but I'm not sure how to fix it to get it working correctly.

Edit: Fixed it!
For anyone encountering this problem. Go to the right side of the spline BP and make sure the first set custom prim data node has "index 0 + value 1" and that the second node has "index 0 + value -1".
Next go into the path material bp and find the start end primitive data nodes next to the red colour. Set end to 1 and start to -1

Liam-fduh
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this channel is really great, i learned a lot of stuff even though im not a game dev

cgmoe
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Really cool stuff Charlie as always! I use really close methods to "bake" fields to landscape :o]] But you improve it as always, so I maybe little bit refactoring it. TY!

klimaluky
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Headsup, the spline Blueprint that was posted in the description has some typos. Particularly the values and indexes of the custom data at the end don't match the video. Follow what's in the video

deebee
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Heyhey! I have been able to set up the BP as well as the material but when I add the BP to my map there is no projection to the terrain.

RazixStyle
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You're the best Charlie!

In case anyone else bumps into it like me: don't forget to assign the run time virtual texture in the Add Spline Mesh Component node in the construction script of the spline.

gabeaskew
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the construction script at 3:14 has a bunch of errors and warnings when I pasted it inside the blueprint. Do u know how to fix this?

popthiccle
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Definitely interested in a Part 2 with that radial texture quantization thingymajig!

JamesKellyWickerman
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While watching this video I got an idea: instead of projecting the material from the spline road onto the virtual texture you could project the UVs and then use them in the landscape material to map the textures.

kettenotter
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You can also use RVT's for Decal's to remove the Draw Call required for them, Interlakes on YT videos on how to do this and even how to dynamically add them randomly / procedurally

shannenmr
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man is there anyone like you for unity sheesh

wrongnumber
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Hey I have an Issue with the normals of my road material. They dont really show when the road is printed onto the landscape. The basecolor is rendered perfectly but there are just no normals could think of why?

nikkam
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Hey :) how do you use that mask for removing the grass? - do you sample the RVT in the grass material or do you sample it in the landscape? - idk but i use rvt for my landscape and i think i can not sample a new RVT inside of it or atleast it is not working for me.

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