Transcripts
1. Introduction to Landscapes in Unreal Engine 5: Welcome to introduction to landscapes in
Unreal Engine five. If you are a beginner in
unreal and you are new and you want to learn
about landscapes, this course is for you. We're going to go through all
the basics of landscapes, how to create your
first landscape, how to use landscape tools, how to use the sculpting mode, how to use procedural
tools so that you can leverage the power of
new versions of unreal. We will learn how to add water, how to change the color. How to add different layers, and we will create an automatic master
material that will work with the
angle of the landscape, the slope, and a lot of other things that are
really, really useful. So we're going to
go through a lot of new features of
Unreal Engine 5.5, such as a PCG graph to add automatic measures to
our real engine landscape. And last, we're going to do some final touches for you to make your
environment look prettier, such as HDRI images for skyboxes and how to make
your sink look good. So by the end of this course, you will feel very confident about yourself on
creating landscapes. And if you want to
create a landscape for your game or environment, this will give you a really
good starting point. So with that set,
let's get started.
2. Creating our Level: Welcome to your first lesson. Now, before we start
creating a landscape, I need to make sure that
you know how to navigate in RL so you can know
your way around here. So basically, in this big
screen, you have the viewpard. Click the right mouse click to move around
like this, right? This is how you can
rotate the camera. How you move is very similar
to how you play games. While holding the
right mouse click, press the W A SD to move around, W to move forward, to go back, EA to go
left and D to go, right. So that's all you need to know. So if you hold the middle mouse click, you can pan around, and if you hold that left
mouse click and move, it's kind of like
you're flying spaceship or something like
that. All right. So with that being said, let's create our new level. So if you go here to
the top left corner, you will see that you have a
new option called new level. So you have a couple of
options here for you. You have open world, which
is the default world that you open inside real. Empty upper world,
basic and empty level. So these two use
a word partition. And word partition is
basically the system that real Engine uses
to work with words big open words so that they can load sections of
the world in memory and unload them based on
where you are in the world. Basic, it's just the same, but it just doesn't have
that load and unload system. So we're going to go for
the empty open world because we're going to create
something from scratch. So let's hit Create and now we need to add some lights because
everything is too dark here. Now, you could go here
to the Green plus icon to place an object
and go for lights, and there are a bunch
of lights that we need. But there are easier ways to
do it in a real Engine 5.5. If you go for Window, go to Environment Light Mixer. You will have a new window here. I don't know if it
automatically goes to the left. Maybe you have it like this. So you can move things
around here like by holding and anchor them
on any place in this map. So you can just click here to click all these
to get all the lights. You can create skylight. You can create a
directional light, sky atmosphere, lmetric
clouds and some height fog. And just like that, you have your your level. Let's close this.
On the right side, you will see your actors. These are all the objects
that you have in your sin. And each object when
you click on it, will have some properties here. On the right side, you will see that you have the
transform properties, which means you can
move them around, which nothing will happen with the directional light
because it's the sunlight. It doesn't affect the
location, only the rotation. But you can change things like the light color and
things like that. We're going to talk a little
bit about that later. But for now, just to
just so you know, like, the right side of
the screen is where you will just change the
properties of everything. And world partition is
also a very important one. If you don't see
this, go to Window and then go to world Partition. Let's see if I can find it. There you go. War partition and then go to War partition Editor. So this will open up this. Obviously, you can move
it around if you want. I tend to like it here because
I don't usually need it. Sometimes when I
need to open it, I just click on this
and that's fine. So with that set, now, you know, everything you need to
start creating a landscape. So let's do that now.
3. Creating our Landscape: So before we actually
create our landscape, I need you to activate two plugins that are going
to be very useful for us. So if you go here to
edit mode here in the top corner of the screen
and you go to plug ins, then you can just type here
the plugins that you want. There are a couple of them that are really important
with landscapes. And the first one
is called andMss. If you click here, you will
see that you have landmass. I already have it enable. So if you don't, click on it, and you need to
restart the editor after. Okay? So the second one we're
going to use it's water. We can just go for
here for water. This is just the name water. No water extras, not water
advanced, just water. We can just put it here because it's going to be really
useful for us as well. So with that, we're going
to restart the editor. I don't have to do it
because I already have it. So how do you create
your landscape? It's going to be very easy. In the top corner, you will see that you
have a selection mode, and here you can decide which
selection mode you want. You will see that landscape
has a selection mode. You can also toggle
between all these with Chief one, Chief
three, and so on. So if we go to landscape, you will see that
we get a preview of what will be our landscape, what's going to be the size, and what are going to
be the components. So enable edit layers, you're going to
click here because we're going to have
layers kind of like photoshop where you can just add and delete some changes
that you may not need. And so this is going
to be very useful. Word partition grid size, it's going to be
the word partition, you say, every single grid
for the word partition. Let's just say, if this is two, then word partition
grid size is going to be this big. So it's
going to have one. So we have four components
actually, eight components. So for every two
components that we have, we're going to have
a word partition. So what happens is where
the player is here, depending on the
distance of the players. So for example, this area, it's going to be loaded. Anything outside is going to be unloaded to
save some memory, and it's going to be in
chunks of two by two. So if you want a smaller
section to be unloaded, instead of a big
one, you will need to change this one to one. So for now, don't
worry about this. To is perfectly fine.
It works very well. Material we're going to
create our material later, but if you had one,
you can just put it right away before you
create your landscape. Then the default values
of the transform, the location, rotation,
and the scale, we're going to leave it
at the default here. And the section size is going
to be really important. So basically, the
more quads you have, the bigger your landscape is. So you can go by 31 by 31, 63 by 63, you know, 55255. And also, there are some variations here
where you can just put two sections
for each component, which will make it bigger. And you can see the number
of components here. You can actually
change for any kind of any kind of number that
you like that you want. So don't worry too
much about this. I will share with you some landscape recommended sizes that Area recommends in
the documentation, where you can just see, like, what do they
recommend in terms of performance to optimize the size and the performance
of your landscape. You don't necessarily
need to follow this. It's not like like your project is over if you
don't follow the settings. It's just a recommendation, and obviously with
word partition, you will be able to unload unnecessary sections that
you don't need, right? Also, you also can add and
delete sections along the way. So it's not really a big deal. So with that set, let's just hit Create. And that will give
us our landscape, which is basically a plane here. And by the way, I'm using the M the middle mouse scroll wheel to basically change the
speed of my camera. You can see that
I'm moving like, very, very slow here because
I use the scroll wheel, and you can see here in this section that I'm
actually changing the speed, and I can put the scroll
wheel up and down. It's going to be very
useful for you when you go to other sections of
your landscape very fast. You can also click here and
change the speed, you know. But for me, it's easier to use
the middle mouse click while I'm holding
the right mouse click. You need to hold the right mouse click and use the middle mouse
click to change the speed. Otherwise, it won't work. But with that said, we
have a lot to cover here. We have a lot of sculpt mode, the manage mode, the paint mode, and with that, go ahead
and create your landscape, and I will see you
in the next section.
4. The sculpting tool: Alright, so let's start
sculpting something. But before that,
let's save our level. So we go to File, Save current level, and you will see that you have content
and engine folder. If you don't see
the engine folder, you can go here and go to
engine content and check. If you don't want to see
it, that's totally fine. So you should only
see the content. I can right click and create a new folder called
Landscape Tutorial. And inside here, I'm going
to create my don't know, my Level 01, it's
my first level. And there you go. That's it. Go safe. And in case you
close unreal or anything, you can use press Control space to open up the
content drawer here, or let me close this. You can go to Window,
content browser here. And you can go here to
Landscape tutorial folder, and then you can open
your level here. So now that we have this, let's go ahead and go
to the landscape mode and take a look at some
tools that we can use. So obviously, the sculpt tool is going to be the
most important one. So we're going to spend
some time with it. So sculpt mode has some
brush types, some fall off. Okay, and some strength and
obviously some size of it. So if you click here, let
me just sculpt something. If you click here, you will
see that you have, like, a little bit of you push in the polygons like this,
kind of like sculpting. If you shift click, Okay? If you shift click, you will
actually do the opposite. Do the inverse operation. Instead of sculpting upwards, you're going to
sculpt downwards. So just by doing that, you can just sculpt whatever. Okay? You can change
the strength. So for example, I want
something really very evident, you can do something like that. Or you can just make it really subtle like
this and you can just start sculpting
a little bit here and there and you'll have
something like this, right? So let me get this into
the default values. Now, keep in mind, tool
strength can also be changed. You see a maximum of one here, but if you want, you can
put a maximum of ten. And if you click here, you
will see that you're actually getting the Alpha
value of this is very funny because we
are using an Alpha here that it's a
basically a soft brush. So you can see that
here very evidently. So let me get back to 0.3. You also have the brush size. So a maximum of 8,000. You can just start sculpting. But also, you can go higher. You can go like 16,000. In case you're having a
really big landscape, you can just go ahead
and just sculpt very, very big brushes
like this, right? So I want to let you know that
you can change these sizes to other number that is not here within the limits
of this bar, right? So fall off is going
to be really simple, and I'm going to be using ten strength here
to show what it is. So fol off, 0.5 is
just a middle one. Zero is going to be
like a super harsh one. Right? There's no fall off. Like there's no kind of, like, transition between them. And if I go with one, it's going to be like a
super smooth transition. Like, you can see
what exactly it does. It's just the less
fall off you have, the the harsher
the transition is. Sometimes you want that,
sometimes you don't. I recommend putting
in 0.5, right. So the brush tool also
has some other modes. We will touch these modes later on when we work
on our landscape, but you can also use an Alpha, like this one, for example, and you can just like sculpt with any kind of texture
that you want, right. So you can do that. And you also have the pattern
brush it's pretty similar. Like, it's just the same, but you just use a pattern, right. And you also have like work
with landscape components. I don't really use this. So
most of the time you will use the simple circular brush or the Alpha brush if you want
to get into more details. Obviously, you have
different types of fall off. So for example, I go for this you will see that my follow off is a little
bit different from this. And if you go for this
type of follow off, you will see that you also have different type of result, right? You're going to have
like, you know, like a taper type
of f off like this. And obviously, you have the third one is
pretty much like this, like a reverse tape, kind of like the
opposite of this one. So that's pretty much it. And I know our
landscape is a mess, and you may be wondering, like, when are you
going to use this? Because, to be honest, this
looks really ugly, right? Who's going to use
the sculpting tools, and why am I teaching
you the sculpting tools? Well, sculpting tools is not really to create
beautiful landscapes, but to adjust and modify a landscape that is
already looking good and, you know, try to try
to move things around, like tiny little details, like, or you want the
player to walk here. But there is, like, a wall here, and you need to remove it. So you start sculpting
and removing this wall. And it's more of a
specific thing to do. Although it's very powerful. You can still use it and
create good levels with this. It has a lot of use
cases, so don't worry. You're going to use it a lot. Now, I'm going to go
back and reset this. And the good thing because we're working with layers,
we can right click. And we can clear the layer, and we can clear the sculpt. Later on, when we have paint, we can also clear the painting. But for now, we can
just clear the sculpt. Click, and now all your
data will be gone. So that's a good
way of, you know, if you don't want to
lose your progress, you can always clear and you go back to
what you had before. Alright. So with that set, let's continue with these tools.
5. Explaining the most important sculpting tools: So let's go through
other tools that you will need in the
sculpting process. So we talk about the
sculpt mode here. That's very easy. Ease, it's just going to be
erasing the data, right? So that's just what it is. It's great if you
don't want to, like, fix this, like shift click, oh, let me try to make this
like it was before. Then erase bottom is
probably your best choice. The next is the smooth
tool, so you can go here. And also go to smooth and
try to smooth things out. This is actually very useful. It's going to be very helpful to smooth transitions out, right? So you can go for smooth
something like this, and now this looks a
little bit better. Okay, so very simple,
very straightforward. Flatten tool, it's going to be quite useful when
you create levels, when you create game
designs because it's going to basically
give you like a path. So if you click here on flatten, what it will do is grab the height that you
click on and we'll basically create a surface
very flat, very flat. Actually, I never try
this if you actually change the fall of Yeah, it's not really a big deal. So flattening is just
going to be really useful, if you want to have
things like this where you want a
flat surface, right? You want a flat
surface. You don't want an even distribution, like you have
something like this. You can just flatten everything and everything will just be very nice and flat for your player to walk in and whatever is it
that you want to do, right? So flatten, very,
very useful tool. You can use it in conjunction
with the sculpt tool. You can just do
something like this. And let's say this is
the height you want, and then you go for the
flatten tool, right? So that's also a choice. Let's go for Ramp. Ramp is also another useful one. Keep in mind, these are
all game design tools. I know they don't
look very pretty. We're going to make our
landscape look pretty after. But these are really important because when you're
working on a game, you want to use these tools. To have control over the
game design and everything. So let's go for ramp, and how it works is you select one point and
then select another one, and you will have a ramp here. Now, nothing happened because
we haven't really accept, but you can change the ramp
width to make it really thin. And also, you can change the follo Like no fall off
will be very harsh. A little bit of f off will have more of a
smooth transition. And you can also move them. If you feel like you don't like their position, you
can move them around. And when you are good with it, you can just press Enter. You press Enter, and
now you will add ramp, and you will have this. Now, when you create this ramp, probably you want to have, like, a smoother
transition here. That's where the
smooth brush comes. Very handy. You can just smooth things out,
just like that. Notice that this
kind of thing is really useful when you
are creating labels. You can use the ramp from
here to there as well. And let's say you want a
little bit wider ramp. All right. W with a little
bit more fall off, you can just go for this, and then press Enter
and then you have it. Then you can go for a smooth
and smooth things out. You can increase the size of this just to smooth everything
out, just like that. And now you have like a smooth transition between
this cliff. All right. So talking about clif, let's go and go for erosion. So erosion pretty much
self explanatory. We'll try to simulate
some erosion. I don't find this
particularly useful. In some cases, you may
have some good results. Like, for example, if I let me just try to click here so you can
see what it does. It tries to simulate kind of like to make it more
natural, right? So you have this kind
of straations like, kind of like this, right,
where it looks more natural. It's like water came through
and it becomes more eroded. And you find, like this
type of cliff like this. So obviously, it is helpful. Like, to be honest, I like how this looks like. You can change, to be honest, from all these, you know, all these properties,
I find that the threshold is the one
that changes the most. So for example, if I
put a number of 20, it's going to be like,
really, really harsh, you know, really harsh. Like, it's it's gonna be
really strong, right? If I go for something
like 40 something, it's going to be more smooth. So you can play with this. Obviously, it has its uses. If you go for this, it really looks like
it's being eroded. Obviously, like a
treaty software or something like that will do a much better job at
eroding surfaces. But, you know, it's quite cool. With Control L, this
is an extra thing, it's going to be very
useful to test the lining. With Control L, you can
change the directional light, press Control L and change it, and you can change
the directional light so you can see the shadows. Alternatively, you
can just go to this directional light and if you don't see it,
go to Ward partition. Right, click and load. For some reason,
it's still unloaded. Oh, it's because I'm
on the landscape mode. So if you go to selection, you can select this
directional light and just move it just like this. If you want to uncheck the snapping tools
for the rotation, you can do it so here. So you have, like, a smooth more precise directional
light rotation. So you can play with that, so you can play
with the shadows. And the shadows really help
you to see your forms, right? If this is a really
cool form, like, I like how this is forming. It's like, really, really cool. You can keep
sculpting after that, like, a little bit like this. Let me go for 64. 64 actually a very good number. Obviously, this works quite
well on surfaces that are very lets you
say, very stream. The slope is very you know, it's not very smooth. It actually helps to
make some transition. You can already tell
how this works. It's really, really cool too. But honestly, like I said
before, it's not very used. So just in case it's there, Hydro erosion would
pretty much do the same. So feel free to play with this. To be honest, I never used this. You can use the noise
tool to add some noise. Like, for example,
you want to make your path a little bit uneven, so you can just use
the noise tool, and you will have something
like this where you have a little bumps here and there and it will make it look
more natural, right? Not everything is
perfectly flat. So with that, those
tools here at the top, those are the ones that
you will use the most. They are very, very handful. There are a couple of extra
tools here that we will use in the next video where you
will also be using them. They are very handy. So
let's take a look at them.
6. Copying Landscape data: So let's learn how to use these extra tools that they
can actually be quite handy. So for example, let's say
that you like this section, what you can do is copy this. So let me show you
what it will do. When you click on Copy, you can actually select an area that you want
to copy. All right? And you can actually scale this. If you press W, you will
go for the move Gizmo. You press E. You
can rotate this, you press R, you can
scale this. Okay? So you can also click
here to change the Gizmo. And what you can do is
actually move a little bit. Just like that. And make sure
you also grab the height. So let's say this is your section that you
actually want to copy. So you go for copy
data to Gizmo. And what you will
have, if you move it, you will see here that
it turned yellow. You can actually move it
and rotate it if you want. And what you can do is to
actually use just like any other tool in your
Windows Control V to paste, and you will paste the
data, just like that. Now, you will see that
it's not exactly the same. You have the tool
strength to 0.3, so it will be a
little bit weaker. If you go for one, you will have the extra value,
the exact value. So I can just go here
and press Control V. And you will notice
that it looks the same because I'm using
the two strength one. So very handy tool. You can go and change this and copy the data for
this kill, for example. Let's say you like it, copy data to Gizmo, and now you can move
it around, paste it. And another thing
you can do is to actually scale this
non uniformly. You can scale it up if you want. Scale it like this
and press Control. And what you will see
now is that I actually have the same hell
I created here, I can just copy it and paste it. And the same happens here. The same happened here. So when you have
a pretty area on your landscape and you actually want to feel
some sections of it, it's very handy tool. Now, lec, I don't I
don't really use it. Sometimes it's like
you want to mask. For example, you
want to mask this, and then you want to sculpt. So when you sculpt, like, you don't affect
the mask like this. So somewhat useful, but let's just go unclear
and just leave it like that. All right. So if you don't want to affect some
areas of your landscape, then definitely select,
it's going to help you to not change
those areas, right? So last but not least is
going to be the mirror. Honestly, I never use this one, but it's basically going to do what you see here,
it's going to mirror. So if I click Apply, it's going to mirror
the entire landscape, like a perfect mirror. And, you know, it's kind of those weird tools
that is very situational. But, you know, it is there. All right. So blueprint, we're going to talk
about it later. This is Blueprint tool
that if you remember, we activate our plugins where
we can go for landmass. Blueprints what
we're going to use to create our landscape. But before that, we're going
to go to manage because there's still a couple of important things that you
need to know from here.
7. Add and Remove components: So before we go into
the blueprint tool, actually I actually
want to show you the Manage section
here that is very, very important because
like I said before, you can actually
modify the components, and you can already
see here when I go to Manage, you
can select here. You can just chief click to Diselect and what you can do is actually
go here and press, just select too, say
you don't want this. You can go for Delete. Okay. And what you
can do is click here. Anywhere, and the
selection will be deleted. You can also go here and just delete the areas
that you don't want. You can also add
them just like this, add all those new sections. So if you want to make your if you are in a situation where your
landscape is like, Oh, my landscape is too small. I wish I had more space, and now I need to
create another one, create everything from scratch, don't worry, go ahead and add more components very easily. Alright. Ideally,
you will want to use the dimensions that
were recommended by Unreal, but, you know, you never
know what you need to know. You never know what
you're going to need in the future sometimes. Or maybe you actually you make your landscape too big and you want to delete it. So you actually delete
some sections here, and it's like, actually, I only need this part, right? I don't need this.
Otherwise, it's going to be too big.
You never know. You really never know. So those are the most
important tools here. It's good that you know them so that you can just start working and if you feel like your landscape is
too small and you don't want to change it, do
it all over again. You can always add components. It's not ideal, but the tool is there if
you really need it, and it can come quite
handful sometimes, especially when you
realize your landscape, it's either too
small or too big. So with that set, let's go and go for
blueprints now.
8. Landmass Brushes: Alright, so let's get
into blueprints now. And in order to have this, remember that you need
to go to plugins, go here and type and Mass. Otherwise, you won't be
able to access this. Alright. So let's
go to landscape, and let's clear this up.
We don't really need this. So let's just right
click Clear all Okay. And now, you will have
a layer here, right? You can add new layers
if you want it. But for now, we're going
to use the base one. And we're going to go blueprint. And what you will
see here is that you have a blueprint
brush property, and you can just choose
anything you want. So, for us, the custom brush landmass
is what we're looking for. So if we go here,
Sorry, this one. Nothing will happen,
but if I click here, you will see that
I have three dots. Also notice that in the
right side of the screen, I have a landscape
custom brush land mass. As soon as these
shaders compile, you will see what's
going on here. It's in the top left
corner of the screen. It's only ten left, and there you go. At any moment, guys. It's just. Actually,
let's move this. There you go. Looks like you need to move
it a little bit. So let's go to Detail Spanel. If you cannot find it, press F four to go to Detail Spanel and you'll see that I have some
properties here. Now, before we go
into the properties, I need you to take a
look at this plant here. These points you
can actually move. Notice that I'm using the landscape custom
brush landmass. And here on the left, I have my layer
blueprint brushes, so I can toggle those on
and off if I want it, or I could remove them. So I don't need to find
them here in the outliner. So I can just go here and just move them like this, right? I can just move it around. Something like that.
All right. So we have a little pyramid. If we want it, we could go here, right click and
add Spline point. And what it will do is just add another point for us so we
can add even more details. Another thing you
can do is to click here to leave the
spline edit mode. And click on this one, and you can actually move it around. So it's very cool because
it's very non destructive. You can rotate it. You can play with it and you
can scale it if you want. There are a bunch of things
you can do with this. So let's go ahead and take a
look at the properties now. So in order to see
the properties, notice that I chose
my spline and you see these properties
that are not the same. Make sure you choose this one landscape
custom brush, right? So the first one is
out spline tangent. It basically will move if I
click on the tangent here, I can move it around to play
a little bit with a tangent. And then I can go out spline
to everything will be a little bit more like
smooth, all right. So you have the blend
mode, the Alpha blend. You also have the minimum, which will basically
do like a subtraction. You have the maximum, which very much we'll do a different kind of math operation and then the additive, which will add, you know, when you have some sculpt here, this will add on top of it. So Alpha length seems to be the best choice
for you, right? You can also invert the shape. So basically, do an
inverse operation here. Whatever was positive
before now, it's negative. So you get something
like this, right. Next thing is cap shape. Cap shape will basically
you know, cap the shape. You don't see anything because
I don't have any C upset. But if I do the C offset, you will see that it's
actually cap here. And this is very
useful sometimes. You can remove cap
the shape if you want and leave this in
zero. All right. Material, we don't really need to change it because
we're not going to change the materials
of the landmass brush, static mesh, and spl mesh, also, we don't need
to change that. Let's go to the facts because that's where the magic happens. So for the effects,
you have the blur. So you could, you can see
that the edges are blur here. If I go zero, you will
see that it's very harsh, and that's not that
doesn't look very well. So I can go one.
If I go like five, everything will look
like super smooth, which is very nice,
to be honest. You'll be able to control
this kind of behavior. And then you have
the croal noise. So you have the cal noise
strength one and two. They will have
different tilings. So if you go here and add a little bit of
curl noise for this, you will notice that what's
happening is we're having some natural
formations for this. And also, if we go for
cold strength two, we will have even more, right. So we can also, like, you know, move
things up and down. We can scale things
if we want it, right, something like
that, for example, and we have some Interesting. Design here for our
Montane, right? So the next thing, we don't need to use a curve, it's something that maybe I will show you
later, but for now, it basically will just make a profile for you to
create those slopes. So displacement
kind of important. We need to go for
displacement height. So if I go to ten,
nothing will happen. You'll see something
happen here. I can go for 1024, and you will see what's
happening here is that I'm actually adding some noise into this, which is really nice. I can also change the tiling to make it smaller or bigger. So, for example, if I go
for something like this, it will be smaller, so
you don't see much noise. And if I go for the
tiling like 50, you will see that I
can see the noise. So very, very cool. I tend to not play
with this too much. I can also, like, make it a
little bit add more strength. And the next one is
the smooth blending. So inner smooth threshold, it's going to work if we
have something on top. Like if we scope something here, this one will blend. So you won't see anything here. But if we go for
the other smooth, this is where things
start getting really interesting
because we can start increasing this
and look what happens. We're starting to blend
between this monta here that we had and the ground
that we had before. So we can just go here and just go for something
like this, for example. And obviously, we can move this. We can play with the
shapes and everything. For example, I can
alt and click. If I like these settings, I can alt and click
and move it here and maybe make them a little
bit smaller or bigger, depending on what
you're looking for. And you can have
something like this. You can play with the
lining a little bit. And that's the beauty of
having this landmass. So let me go for this one. And another thing that you
can do is add the terracing. So if you go for
the terrace Alpha, let me show you what I mean. You can increase
the size of this. The strength. And I also
can change the spacing. For example, I can put 512. So what will happen if we
have this kind of like, you know, it's just the name
that it's used tera sin. It's like just
adding those steps, like a staircase here. Some formations are like that. You may want to play with those. It's definitely a something
you can play with. You can also add the
smoothness of it, so you don't have a super
harsh transition like this. You can go for something
more like that if you want. It's up to you to play
with those settings, but that's it for the land mass. Now, from this point on, we will create our landscape, and part of your task is
to create some brushes, find some settings that you
like, and play with this. You can just alt and
click to duplicate. You can increase the size if
you want. You can rotate. You can also change
the position of this, you know, you can
play with this. You can add a spine point, right click at spine point
and make it like that. A add another spine
point here, you know, something like that, and
maybe you can move it to make it closer.
Let's just go here. And just move it around, you know, to have
something like this, and you can rotate
it if you want. And, you know, you can also
play with the outer blend. So if we go here for
outer smooth blend, we can go for
something like this. And it's great. It's great that we now have these settings. So your task is
to just play with the sauce and create a small
montane for you to use, and we'll see you
in the next lesson.
9. Using Landmass to block the environment: Alright. Now that you
play with the tools, I want you to look at some reference and try to create a little
project from it. For example, I go on Google, and I can go for this
nature mountain with lake. And what I can just do is just to find
something that I like. I really like this one. So I like the layers
that you see here, like this shape
here as a triangle, another shape here before,
and another shape. So I will try to create that. Feel free to to create any kind of environment that you
feel like we can add water. So if you want, you can go for
something with a lake or something without
it. It's up to you. So you have many
different options, look at this layer in here. It's just, like, really cool. So what I will do is just
put this on my other screen, so I can take a look at this, and I will play with the
landmass that I had. So I will just go here and just go ahead and
rotate it a little bit. Something like that.
And I can also go here, rotate it, make it bigger. Just like that. You have, kind of like a layering effect. I can also go here
and not the swansory. It is the swan. I believe
it's this one, yeah. So I will just go here. And also, I'm going to put it a little bit down just a tiny bit. And also, my C offset,
I can change it. I can just go for
something lower. But I will have
something like this, which I don't really want. So I'm going to
leave it like that. And this one, I'm
going to increase the C offset. Sorry,
not this one. Just click on those
splines, and actually, we can just move it up and play a little bit
with the curl string. Not too much. You don't
want to do extreme values, otherwise you will
lose your shapes. So just not too much. Just so that you can find
something that you like. Something like that. I'm looking for I'm looking for an
interesting shape here. Let's take a look at the
Yeah, something like that. And then we're going
to go for this one. And we're actually going to delete some points
that we don't need. And just move it around. Just click here and just
move it just like this. You can also find a place
where you can just, you know, just play with this. And you can just go ahead and
put it here. There you go. And also, I want to make
this one bigger because, you know, Maybe
something like that. My work for us. Yeah,
something like that. And this one, obviously, the coral noise is too
much too much for me. So what I will do is to select this one and change
the displacement. I'm going to change
it like this. And also I'm going to
change the coral noise. You have something
like, very, you know, very strem All right. And also, I can just move
it around, play with this. And obviously, I can
just move this one here. And if I want, I can
also move this one to a position where I will like to have it,
something like that. And the outer, you know, the the outer smooth, I can just go ahead and. Actually, I'm going to
make it very smooth. Also, I can just go here to blur and I can blur the
shape a little bit. Yeah, I can blur the shape, like I can have a
small slope here, and then I can also
remove the not this one, but the displacement height
can remove it a little bit. Maybe that's too much.
Let's go for five. And I really don't like
too much this one, so I'm going to move
this one again. And obviously, I can just add a spline point here just
to make it a little bit like that and also make
it a little bit smaller. So what I can do is
to decrease the size. Not from this. Let's try
to select the spine. Actually, I can I can
go for cap shape here. I can go for cap
shape. And see offset. Yeah, that's much
better. And then I can go for an inner blur. So I can just go here. Let me try to layer this
a little bit better. Yeah, something like that. And I think I can
leave it like that. I kind of like it. I kind of like the layer
that I'm having. And I also want to
have something here, and I think I'm just
going to use this one. So I'm going to alt and click, and I'm going to make it
super small, just like that. And I'm going to put it down. Well, not put it
down. I'm going to change the height, the C offset. Okay. And also the curl string and everything,
we're going to change it. The blur size, we can
leave it at five, but the displacement
is not really there. Like, I can just move
it just like this. So we have, like,
a little bit of an elevation. Just a tiny bit. There you go. It's looking very cool here. I could even add another one. Another one here, but I
think we're fine for now. So this is going to be my shot. I'm going to go
back to selection, and I'm going to show
you what you can do. You can actually go here
and go to Bookmarks, set boot Mark, and you can go for Control
one or whatever. So for example, I click here. I tend to use the Hot kiss Control one, two, two, whatever. So when I press one, my camera will go here. So this will be like, kind of like our main shot, you know, so for example, I want a shot like this. Where I can see the whole thing, I can just go for Control two. Now, if I press one, my camera goes here, so I press
two, my camera goes here. And with that, go ahead, choose your reference and create your island or your landscape, I would say, and we'll see
you in the next lesson.
10. Adding a Lake: Alright, so now that
we have our landscape, let's add some lake into
it and maybe some rivers. So what I want to do is
to actually go ahead and remember what I told you before you go need to go to plug ins and go to the water plugin. Okay? So if you don't
have it enable, enable it now, restart the editor, and you
will be good to go. So when you go PAS here, you can add new objects
into your sink. I want you to type water, and you will see that you
have water body ocean. And you have island, lake, Ocean River. We're
going to use the lake. We're going to drag
and drop this, and we're going to put it here. And you will notice
what will happen soon as soon as the
shaders are compiling. And as you can see, we
already have a splint here, and it will work very similar
to what our mountains. Like, we work pretty much the
same way as the mountains. So it's going to work really
soon, and there you go. That's the water. All right. So what can we do
here? As you can see, everything is, like,
kind of blending here. And I can actually go
down a little bit. Okay, something like
that, for example, if I want it, I'm
going to leave it to zero just because I want to play with the
settings a little bit. So if you go to landscape, you will realize that actually, you have a water layer now. If you click here,
you will see that you don't have the water. Okay. So what you can do now, let's first things first, let's try to try to
change this spline. So let's click on this one. Let me see if I can click on it. Water body lake, there you go. And let's try to add
spline. Like here. Let me take a look
at my references. So I have a couple
of those here, and honestly, this
is a very big lake. I'm going to put it
on the left so I can see it and I can just
move it around like this. And also do something like that. And I think I will I will add
another spline point here. Okay, and then move it a
little bit, just like this. And I'm going to actually have a little bit
more space to work with. All right. So we have our lag, but our transition is not really what I really
wanted to be honest. Like, you can try to move
this up a little bit, but you will see
that your water. Like what's happening is
that you're blending, right? You're creating it's kind of
like creating a plane here. Like, you're putting
a plane with water. And if you move it up, you
will need to sculpt by hand. The terrain, right? So this is what this plugging is doing. It's actually doing
that for you. So let's go to the
water body lake and actually change
some settings here. So wave we don't really
need to change or whatever. Let's see if there
is a blending option here. Yeah, blend mode. So smooth blending, we're going to go for the outer
smooth distance, and we're going to
pump this number up. Okay. Okay. That was a
little bit too much. So let's go for 100. 1,000 10,000. Okay,
that's too much. 5,000. 2,500. 2000 Okay, maybe 1,000. We can even go for
the inner smooth. But it's just going to make
it like, very, very small. So, to be honest, I don't I don't
dislike it at all. So we can just play with
this like having 10,000. That's too much. Let's
put it on 1001 thousand. Yeah, something like
that. Okay. And we can move it down or up. And you will have
your blending here. Okay. Blend radius. Also, if you check
here, what's happening. If you put 500, you will actually, you know, blend your terrain a
little bit better. So let's go for the effxse see if there
is a ex landscape. If we check this, obviously, we're not going to
affect the landscape that we were creating. So if we do that
and then we go for our blending And then we don't have the smooth
blending anymore. So what we can try
is to move this up. But you will see
that the landscape is not really changing. So you will need to be really
careful with the setting. Like it has a very smooth
blending, you know, but you're going to be
having some issues here. So let's go ahead
and not do that. So let's go for blend. Affect landscape, sorry.
Affects landscape? Yes. It does affect the
landscape. So we go here. And obviously, this looks
a little bit weird. But what you can do
actually is to put this up. And what it will do is basically it will affect the
landscape that is below, but there's nothing below. You can do that. Or you can add another layer. So you can add another layer. So let's go ahead and
create a new layer, landscape edit layer, select, and this will be
my finer details. And what you can do here is basically sculpt
a little bit, decrease the size a bit and
just sculpt it a little bit, so you can have some kind of like a more natural
transition here. And you can smooth things out. Let me try to sculpt again here. There you go. You see how useful this is. All right. Let me
smooth things out here. Just like that. And everything starts
looking a little bit better. I can go for my erosion. If you remember that
tool, very handy. I can go for erosion here. To make it, you know, a little bit more a
little bit more natural. All right. So now that I have our lake, I think we can make it
bigger, to be honest. Or we can just move
this one around. So let's go ahead
and move this one. We could potentially
move that one as well. But actually, yeah, we need to make
it a little bit bigger. So set this point point here
and move it. I like that. Are you go. Alright. So
now that we have our lake, it's time to add a river.
11. Importing Textures: Alright. So before we start creating our materials
for our landscape, we need some textures. So for that, we're
going to go to Fab. And what I have here is
if you go to fab.com, you will see a collection
of different assets. Most of them are paid,
some of them are free. What we're looking
for is for QuickSell. So if we go for QuickSell, go for materials and textures, you will see that you
can buy them for $1. And to be honest, if you redeem this before,
then it's free for you. Like me. I have all
the assets for free. But if you don't, go for the price tag
and then go for free. And then you will be
able to pick from these materials to use
in your environment. Now, don't get me wrong.
These materials are great. I can go here, for example, and I can just
download this one. Actually, I think I'm
going to use this in the future, so
I will save it. So what I have here, I have selected a bunch of materials that I
think I will need. You can choose
whatever you like. So I have my rock
cliff material, my mossy ground material, my rock soil material, my forest floor,
my rocky ground, and my rocky step. I'm not sure if I'm going
to use all of them. But I will import
some of them first, see how it goes and
then add little by little as I add more
materials to my landscape. So for my rock cliff is
going to be really simple. Go to download, and here you will check which size of
the texture you want. Like, for us, two k
is more than enough. If you want to have
high resolution, four K or eight k is fine. I'm just going to go for
two K and click here. And what you will see is that it will start downloading Oops. It's a problem here.
Let's strike again. So download. Click here. Okay, maybe, maybe not this one. All right. So we will start
downloading the mossy ground. And when it's finished,
we will open the folder. So let's try it out. And you have the ZIP file. So right click Extract, and you will just
put it right here. And double click on this and
you will see that you have all your textures that we need. So in order to import this, it's going to be very simple. We're just going to go here
to our content browser. And in our landscape tutorial, let's save everything before. On our landscape tutorial, we're going to create
a new folder called, you know, textures. And here we are going
to import all of them. So we're going to
hit Import bottom. And we're going to hit
the AO, the base color, the displacement, the
normal, and the roughness. That's all we need. Go
ahead and click Open. And I'm going to create a
folder called mossy rock. And I'm going to
just move it here. So now this is my first texture. So I'm going to go ahead and import another
one so you can see. I don't know if I
can import this one. It's so vaggy, but
let's import this one. The rock all download. And let's see if it downloads. Looks like it's taking
some time. There you go. So apparently, I have
some Internet issues with the download of this, so
it's going to take a while. Yours should be faster, but never mind.
It's already there. Okay, so this is a rocky soil. Let's right click
and extract this, go for import, go
for rocky soil, and as always the mbnocclusion, the base color, the
normal, the roughness. Actually, we don't have
the height map for this. This is a very good example. If you don't have
the height map, I don't recommend you to export this. I
don't recommend you. There are ways to get
the height map from the normal map in other
softwares like substance. But in case you don't see this, maybe it's a good idea. You don't use this map. Because we will need the height
map for a lot of things. So go ahead and
choose your textures, import any texture
that you want. Follow your reference.
Maybe you can go for, like, this rocky sound. Maybe you're using
something like a desert or something,
anything is fine. So go ahead and do that. And I will see you
in the next lesson.
12. Enabling Virtual Textures: So before we continue, there's something really
important that we need to do, and that is enable
virtual textures. Same as Nana that
can handle lots of geometry using virtual memory, the same can be
applied for textures. And since we're going
to use a lot of them, virtual texturing is
just really useful. So we're going to go here
and go to project settings. And here you will type Virtual. And there you go. Go for Virtual
textures and enable Virtual texture
support. Click Okay. All right. You're going to
leave the default values, and you're going to
restart the editor, and now we will continue.
13. Creating the Landscape Material: So now that we have
our virtual textures, we can just create the
landscape material. So let's open up the content
drawer with control space, create a new folder
called materials. And here we will create
our new material. A material is basically the painting that will
go on top of everything, like we will add the rug, the grass and everything. Textures by themselves,
they cannot be rendered. They need a shader for
that in real time render. So we need a material for that. So right click, go
to Material and go for Landscape Master. Go ahead and click on this one. And what you will see here
is a material editor. Now, I have a full course
of materials where you create a master material
in a real engine. If you want to take
data look, feel free. I'm not going to go too
deep into materials, but I'm going to cover all the necessary
things that you need to do to create
your landscape. So right click to
pan around here. This is the graph editor. This here is the output, where we will put the color, the roughness, the normal maps, the AO, and everything. And we will just add notes here. So in order to add
some textures, we first need to go ahead
and drag something here. So which one we're going to drag first Probably? Let me think. This one can be a good
one as a first layer. So we're going to
add all of this. But before that, let's
go ahead and right click and convert to virtual
texture. Click Okay. And now everything is
a virtual texture, which is what we want. So let's go ahead
and grab everything. And now we have
our textures here. So where do you connect those? Well, it's very easy. We're just going to
go here to roughness. We're going to go here
to the base color. This one is the roughness. So we can even go for the red
channel. It doesn't matter. We put it here. This is
the amino occlusion. We put it here, the normal map, we put it here, and
the displacement. We're not really
going to use it. For now, let's just
connect this one here, but we're not really going
to use displacement for now. So now that you have
this heat apply. And what I want to do is to
create a material instance. But first, let's apply
this into our landscape. So right click Create
a material instance. I will call it I Landscape 01. Okay. So these material instance will be very handy
in the future, where we want to change
some parameters. So what we can do is just
go here to landscape and go for landscape
material and click the Rokey to select that. Obviously, you can also drag
and drop this one there, but you can already
see what's going on is that we have
our texture here. However, it is
tiiling very finally. So what we need to do is
to actually change this into change the change the UVs. So I'm going to go for
texture coordinates. Sorry, right click. So you can see the options. You can also go to the
palette here to choose which node you
want or press tab. Those are the three ways
so you can add nodes here. So let's go for
texture coordinates. And what you will see is that you have the UV tilling here. And what we can do
is multiply this. So let's go for multiply. Connect this one here, and then right click
and add a constant. The constant value I'm going
to have is a value of one. So I'm going to connect
everything here. All right. So now that I
have this, click Apply. And now, nothing looks
like has happened. But now that these
are connected to the UVs, I can change this. Now, I won't be able to change it because if I double
click on this one, I won't have the
parameters here. So what you need to
do is to right click Convert parameter and call it let's call it one tie for now. Hit Apply. And now let's track this window so
we can see the changes. And you will see that you
have a global parameter value L one tiling. If we put these 22,
it will be even smaller, one, 0.50 0.1. You will see that as you
get further and further, obviously, it becomes very
evident what's going on. Later on, we will add
a mask where we can change the tiling
based on the distance. It's going to be very
handful for now. We can go for
something like 0.05. That's a little bit
too much, maybe 0.25. Maybe that's better. 0.2. I
think 0.2 is a good number. Let's take a look. Yeah,
I think it's not so bad. For now, we're going
to keep it like that. And for now, we're going to
work with this material. We're not going to blend
everything anything yet, like painting all the
materials and whatnot. We're just going to make sure that this material looks good. And when it's finished, what we will do is to add the other materials
into our landscape. So let's keep adding more functionality
to the single layer.
14. Making small adjustments to the lake: Now before I go any further, I actually want to change a
little bit the landscape. And in order to do that, I don't if you remove the water, you will see that my layers were actually very,
very nice before. So what I want to do is to
actually move this layer up. And this water layer, I can just go here to my lake. Okay. And just move it. So let me leave this and
just move it like this. Just like that. Alright. So you can move it like that to 140 is the
height of this. And in order to blend
with this river, you can also go for 140 here. And you can just move
it around like this. And obviously, this part
needs to be changed. So we're going to go
for a landscape mode, and for the finer details, we're actually going to smooth things out or
maybe even sculpt things. So we can sculpt
something like this. Just because we're using
procedural stuff doesn't mean that we really need
to keep it as it is. So we can do something like
that and then go for smooth. And then we will have
a smoother version. So, personally, I
like this one more. It's a change that I want
to make before continuing. So I can take a look
at my landscape, and to be honest, I feel like it looks better. Even though the landscape
is not really deforming. I don't really need that.
I have this already. So with that set, let's go ahead and you
can always sculpt here. Like, if you don't want to see this you can just sculpt
here, just like that. It's all you need to do. And here you can
always sculpt as well, sculpt a little bit to have a little bit like
something going on behind. So it's always very, very nice. You're able to do that,
especially in these areas. So with that set, let's go ahead and continue working on our
landscape material. Now that we have this done, it was driving me crazy. So let's continue
with our material.
15. Using the Texture Graph to merge channels: Alright, nice little
break with the lake. And now let's continue
to create our material. Like I said before,
we're going to work with only one texture. We're not going to paint
the landscape yet. We're going to take a
look at that later. But for now, we need
a way to create a material inside a
material because what will happen is that we
will have a material here, and then we will have
another material here, and then we will combine them
to create the final output. So let's say this is like rock, this is sand, and then
you combine them. And when you paint
in your material, you will see it here. So if you just connect all
of those to this outpost, it's just going to
be really hard. Let me give you an example. I'm going to press L and hold click to create
the arp node. If I had to make a
blend for each texture, I will have to go here and
let's press Control D to duplicate just so I can show you and this is my
second material, and then I just go here. You don't have to
do this right away. And I just copy this and
add this one and go here. And if I want to use
a third material, I have to get another
one and put it here. You know, you can already tell, like, what's going to happen. So what we're going to do is to make a note that is called
make material attributes. And here we will connect this
one, the base color here. The roughness, we're
going to actually, the roughness, we're
not going to connect. We're going to connect
the normal map. We're going to
leave this for now. Okay? Because we are using
three textures here, and it's better if you
just combine them. So if you go to plugins
and go to texture graph, you will see that
I already have it. Go ahead, click on it
and restart the editor. I wait for you. And
now that you have it, go to your content browser. Okay. So which one is the one we're using? Let's
take a look at this. So mostly rocky. So let's go ahead here, go to texture and go
to texture graph. And we're going to call it
texture graph RGV Mesh. So let me open up a texture
just so you know what I mean. This texture is composed
of four channels. Three that you can use,
an extra one is an Alpha. So each channel has information
in black and white. So the blue channel
is like this, the green channel
looks like this, and the red channel
looks like this. And if you combine all of those, you get the final color. Now, why is this important
is because we want to use one texture for
everything instead of three. We have the displacement,
the roughness, and the bin occlusion, and we want to save memory
by creating one texture that has all of those as a gray
scale texture inside of them. So let's click on
this texture graph. And here, what you will see is that you can actually
create some textures here. So what I will do is to go
here to combine channels. And here you can put,
you know, a texture. So let's go ahead and put this one here,
the ambien occlusion. We will call it AO
for amen occlusion. Let's go for roughness. Okay, let's strike
the other one. Is the displacement. Let's strike it here. Beautiful. So now
that you have this, just connect the AO
to the red channel, the roughness to
the green channel, and the displacement
to the blue channel. Go ahead and click there. Okay. And now, what you can do is there are a
couple of ways to do this. You can click Export. Okay. And you can just
export this texture, and what it will create it's a texture that has your
materials combined. You have the red the green
and the blue channel, all of those combined into something that
looks like this. Now, make sure SRGB is off, and we're going to go to the compression
settings to mask. Okay? So now that we have this, let's actually rename
this. Let's call it. Actually, let's try
to use the same name, mossy ground two k mask. And we actually going to convert this to a virtual
texture. Click Okay. And now we're going to
drag it to the landscape. And now we don't need this. We can just connect
this node here. And what we can do is connect the red one to the
ambien occlusion, which is the shadows
of our material, the green one for roughness, and the blue one
for displacement. So now that we have this, how do you connect these ones? Well, there are a couple
of ways you can do this, but if you notice, I cannot really
connect this node here because this is a material, and this is like
an output that has multiple inputs
that are asking for base color metallic
specular roughness. There are a couple
of ways to do this. The first one is you go for the break material
attributes, and you go here. And you connect
all of those here, base color here, metallic here, roughness, normal
amine occlusion, and it will work
if you hit Apply. Now, we see our landscape, nothing has changed,
everything works as expected. The other way is to use if you click here on the
empty part of the graph, you will see that you have
used material attributes. You can use click here, and you will see that now I have a compact output node that
I can connect here. Okay. So both methods are fine. There's no right or wrong. They do the same. So let's
leave it like that for now. In the future, we may
change this because we want to add some things on
top of the landscape. But for now, it's
going to work for us. This is going to be
our first material. And with that, let's add
some functionality now.
16. Using Distance based tiling: So now that we have
our material setup, there's something I want to
change with our material, and that is the tiling. That tiling is one of
the things I like to work on first when I
work with landscapes. And usually, like, the most obvious issue is
that here in this area, the tiling, it's okay. But as you get
further and further, like here in this area, it becomes very repetitive. And to be honest, it
looks like kind of like a Playstation one or
Playstation two game where we didn't have the
computing power to fix this. And what I'm going to work on is to change the tiiling
based on the distance. So I'm going to go ahead
and introduce you to a new nodes called
camera depth fate. And camera depth fate comes
with a bunch of properties, but I only want you
to focus on one, which is the fate length. So let's hold one and click
to create a constant, right click and convert to
parameter is going to be my camera fate length.
Let's go ahead. And as you can see, you go
to really connect this one. So we will click on an
empty space in our graph, and we're going to go for
check use material attributes, and we're going to connect
these to the base color. Okay. So let's open up our material instance so
you can take a look at what's happening here.
Let's close this. We don't need this
anymore. And in order to see this better, it's better if you go
from lead mode here. You can change different
modes like unlead or wireframe or lead wireframe. I'm going to go for the buffer
visualization and go to base color to have a accurate representation of how this mask is going to go. So if you check this
camera fad length, what's happening is that
everything is white. But if I change this value, let's say for 10,000, you will see that I have a mask where the
black values here, are closer to the camera. And this is not a static value because if I move
here to this area, now the black values are here. If I move to this mountain, you can see that as I move closer and closer,
the values change. So let's go back to
our original position, which was this one. I changes to 20,000 maybe. 50,000. Maybe 30,000. Maybe 30,000 is a good number. So she clip from 25,000 for now, and with the texture, we
will see what's going on. So we have this, and that's great, but how
do we actually use this? Because it's actually in and of itself is really not
helping us to fix the tily. So, what we're going to do is
to actually move this here. Let's disconnect this
node by pressing out. And I'm going to select this tree and this
sampler source, do you see here that I'm
using like texture samplers, one out of 16? You have a limited number of
textures that you can use. And usually in landscapes, it's very common for you to have a lot of textures,
a lot of materials. And in order to
have more than 16 textures in our material, we need to change
this texture sampler. From texture acid
to shared wrap. You can also change this in the original texture
if you want, but we can leave it
like that for now. So if we change this, now we will be able to
use more samplers. All right. So now
that we have this, we need a way to blend
between these two. This is my camera, my Alpha. So I'm going to introduce
you to a new note. You have seen it before.
It's called the LRP. If you hold ELT, linear Interpolate. All right. You can also hold L
and click to get it. So the Alpha is going
to be this one. And the black area, it's going to have
the closed tiling. So the black one
is going to be A. Which means we're
going to have L one closed tiling by layer
one closed tiling. Okay, now, if we duplicate this, actually, we don't need
to duplicate all of them, only this one, Control
D to duplicate. Let's change this node
to L one far tiling. And let's put the closed
tiling to I don't know, 0.2 and the far tiling to 0.01. And we're going
to multiply this. We're going to actually
duplicate this Control C, Control V, and put it here. As you can see, I'm
having the two textures. So let's go ahead and
see what happens. If I connect this
to the base color, let me go ahead and
use the break material attributes once
again because I have a feeling we will
use it quite a lot. Let's just connect
it right away. Roughness, metallic,
specular, normal, and ambient occlusion.
There you go. Click Apply. And look
what's happening. Let's open up the
material instance. Our camera depth
fate is actually allowing us to have a bigger
texture on the distance. So obviously, you can
change the tiling. So for example, you can put the far tiling to you
can multiply by two, if you want to make it smaller. I feel that's a
little bit better. The other one was a
little bit too much. Also, this area maybe a
little bit too close. We can play with this, so
35,000 maybe or 15,000. You can also play with a camera
length that we have here. Okay. So actually,
it's kind of working. The reason we think
it's actually not working is because we haven't
connect the other nodes. So let's do that very quickly. It's going to be super easy. We're just going to move this
and Control C, Control B. And this one is going to be my closed tiling and far tiling. So closed tiling is
going to be on A, far tiling is going to be on B, and Alpha is going to
be the far tiling here. Okay, we're going to
connect the mask soon. The normal map, we're going
to duplicate it again. And we're going to
control C control B. The A one is going to go here, the B one is going to go here, and the far tiling is just
going to connect for this one, and the Alpha is
going to be this one. So the normal map is very easy. We can just connect
the normal map here. It's a little bit of spaghetti, now, but we will fix that later. And the roughness and amine
occlusion and displacement, we're going to actually go for break, float, three components. And now we're going to
put the red one here, the green one here,
and the blue one here. So now it's going to
be much more evident. What's happening? Look at this. And now we can change
the tiling if we want, for example, we can change
this to start moving it. You can see when you want your tiling to start
maybe around here. Is this a good number? Probably it is. Probably it is. We're going to
leave it like that. It's actually
working quite well. So that is distance tiling. Now go ahead, apply to your landscape because we still
have a lot of work to do.
17. Creating the Layer Function: So before adding more
layers into our landscape, I want to create a function
because we're going to create another layer for the rocks and all
the other materials. And I don't really want
to copy and paste. We can just create a function, and then we can add
functionality on top of it, and in the future, we will
update all our materials. So let's do that now. Let's go to content Browser, right click material, Advance and go to
material function. So this one is going to be my material function,
landscape layer. Okay, so will click on this. And what you will
see it's a graph that pretty much looks
the same as the material, except that it says
material function here. It has an output, but that's it. So what we will do
actually is just to copy this all this Control C, Control V, and we're going
to connect this here. Okay? So let's apply
this. Let's save it. And the first thing I
want to do is to change the output name to material. All right. And now I need
the inputs for our function. So the inputs, the way
material functions work is, for example, this is
a material function. If you double click
on this, you will see that you have
functionality underneath. So we can just drag and
job these functions here. So we need those inputs, just like we have here. We have some three
inputs for this. We also need one
for our material. So we're going to go
ahead and type input, and we're going to
select function input. This function input, we're going to select this
color parameter. And we're going to
call it close tiling. All right. It's going to
have a default value of 0.2. Let's go ahead and put it there. Delete this one. We
don't need it anymore. The same thing we're
going to do here, go go for far tiling. So far tiling here. Let's go for 0.02.
Delete this one. And the camera fate length, we're going to copy
this, paste it. And we're gonna we're just
going to delete this one. We're gonna put it here.
And we're going to call it camera fate length,
just like that, right? So this one is going to
have a value of 25,000. I believe we had
that value before. So that's for the
color parameters. Now we need a way to deal with this because we
are using textures. So for that, we're
going to go for input, and we're going to create a
texture two D. Texture two D, it's going to be a it's
going to be our input. So we're going to
connect it here. Okay? Now, obviously,
we need a preview here, otherwise, we're going
to get an error. So what we're going to do is to go here and
create texture object. Texture object is going
to be this one. Okay? And the name of this is
going to be Alvido texture. Just Alvedo. I think
that's more than enough. Okay? So we have this, apply, and we're going
to do the same here. We're going to put it like this. Al veto. All right. So for these ones
that are the mask, we're going to
change it as well. So we're going to
copy this, paste it. We're going to call it mask. And it's going to be a
texture object as well, and we're going to put
it on the texture here. And also, remember the UVs for the closed tiling and the far tiling need
to be connected. So put it here, looks like we forgot to connect it on our
previous material. So that's our mask. And the next one is
going to be the normal. Let's make sure
this one is fine. Okay? So the normal map is
going to copy and paste, and we're going to
call it normal map, and we're just going
to put it here. Alright, so let's apply. And in order to
see this function, we can actually put
a description here. We can expose it to library, creates material
with the tens blend. That could be. We
can also expose to library, and we have categories. So for example,
it's like tutorial. So I can show you a
couple of ways you can drag this function here. So the first one is you
can use drug this here. And you will see that
you actually have your all your you know,
all your inputs here. You can also go for tutorial, and you will find
all the functions that you created that you
can use in the future. So now that we have this, we need to actually
lets you know, let's organize
this a little bit. The order of this is a
little bit confusing. So closed tiling is going
to be zero, far tiling, sort priority is
going to be one 0-1, it's going to be
the order of it. Camera fate is going to be two. Alvedo is going to be three, mask is going to be four, and normal map is
going to be five. You don't have to do this.
It will work just fine. It's just like for me, it's easier if I have
some order here. So let's connect this
and see what happens. If I go to the closed tiling, I can actually go and
connect this one here. Et's connect this one here
to the closed tiling, the far tiling here, and the camera length here. For the Alvedo map, we're
going to use this one. But however, if you
connect this one here, you're not going to
be able to use it. So what you need to do is
to create a texture object. And we can create a
parameter for this. We can call it L one
Alvedo and now we can put our texture so we can
I think it's mossy rock, that one we were using. Yeah. So we will go
here, go for albito. It's our visual color texture. Plug this here. We're going
to do the same for the mask. Grab the mask. You can
also right click and convert to texture object and
then convert to parameter. It's going to be L one mask. Connect it here.
And the next one is going to be my normal map. I'm going to right click
Convert to parameter one. Sorry, not convert to parameter. Let's drag it again. Let's convert to texture object. And we're going to go for let's just call it
convert parameter, one normal connect the normal
here and just like that, now, we don't need
anything from here. So if we take a look
at our material, hit apply, everything
works as expected. So let's just delete this because we don't
need it anymore. We can use our function.
Put this here. This is our layer one. We're going to put
it right here and see if this works and
works exactly the same, exactly the same
as we had before, which is very, very nice. So now that we have this layer, we can continue to work
on our material to add different layers like rock or any other type of material you want
into our landscape. So let's do that next.
18. Adding a second Landscape Layer: So now what we're
going to do is to add another layer here to
this landscape material. So we're going to
choose another texture. Let's take a look at which
textures we have available. So I believe I want
something like a grass. So let me see if I can find
probably this forest floor. So we're going to first
create the mask as always. So let's go for the mossy one. And instead of opening
the graph again that you create before,
the texture graph, you can right click and
export textured graph. And here you can see that
you have your parameters. So we can just change them here. So let's go to the forest floor. Et's put the roughness here. Let's put the ambient
occlusion here, and the displacement, we will
also put it here as well. And now that we have this,
you can also change the path, but I'm just going to
export it just as it is because it's going to
give me my texture here, so I'm just going to move
it and I can call it. I can copy this and paste the name and call
it I don't know, mask. Double click on this. Make sure this one is set to not here,
compression settings, go to mask, so all the data
is accurate, and that's it. We just need to right click and convert to virtual texture, except save this just in case. And now we're just going
to add another layer. So we're going to copy this this material
function landscape layer. And this closed tiling
and camera fade laying and everything is going
to get a little bit messy. So I'm going to show
you a new node. So if you drag here, you cop name and click on at name rewrote
Declaration node. So what this will
do, I will click to close global close tiling. Alright. And what we can
do with all of those, let me just do this for name global for tailing and
do the same for this one, type name and go at name rewrote Declaration
Node, camera, fate length. All right. So now
that you have this, we can just move this here. And instead of drag and
dropping these wires from here because we're going to instead of
dragging this here, it's going to get really messy. We can use these notes to pretty much have a Wi Fi
connection here. So if we go for
global closed tiling, you will see that I have a
node with the same name I put, so I can just connect this here. I can do the same
with far tiling. And connect it here and the camera fade length and
connect it here. All right. So now that you have this, you can just move this here. You
don't need to connect this. I'll then click to delete. Oh, sorry, I disconnect
this one by mistake. There you go. So this
is our first layer. We can just copy and
paste this Control C, Control V, and go ahead and connect these ones here because they don't
need to change. And now we're going
to add texture. So we're going to control
space to open this and let's add all the
textures that we need. We need this one. Oh, and by
the way, before we do that, let's make sure this and these are converted
to virtual textures. So just keep that in mind. So go ahead and drag these
two also drag this one, and then convert
to texture object. Convert parameter,
called L to Albdo, convert it to texture object, convert to parameter, L to mask. And here, convert
to texture object, convert to parameter,
L to normal. No, if you're asking, why am I calling it layer one, layer two, layer three instead of grass, rock, snow, whatever. And the reason for
that is basically experience working
in big projects, you tend to change
the textures from time to time and you get to a point where you're painting your landscape and it
says, Oh, painting rocks. Okay, I will paint
the rock here and you're painting grass because
you change the texture. And it's easier to to change the texture
than change the name. So just put it like
layer two layer one. This is my recommendation. So what we're about to do now, now that we have
our second layer. Let's add a blend for this. We're going to create,
kind of like automateial. It's not really going to be like a one click solution for
everything. Nothing is. But we're going to have
a really good start with that auto material. So with that, we're going to start blending these
two materials.
19. Creating a Texture based Blending: All right, so now that
we have our second note, it's a good idea to think
about how to blend them. There are multiple ways of
blending things in real. One is like, Well, all of them are mask, but by, you know, tiling textures. The second one is like
slope slope angle. The third one maybe by height. You know, there are
multiple ways to do this. Auto materials are
usually for, you know, just to have a starting base and then you can paint the
details on top of it. So we're going to start
with the tiling notes. So normally you will need
to import the texture. There are several
ways to do that. Like you could use substance for doing
that and everything. But I want to show you how you
can do it inside and real. There's actually a
node called noise. And if you go for noise, I'm going to connect
this here so you can see what's
happening, right. So I'm going to connect
it to the base color. And also, if you want
to preview a node, how it looks like, right click
and start previewing note. So you can see how
it looks like here. So you can see how
the noise looks like. And for me, the scale
is very, very small. So I want to go for
something really small like 0.0 001, something like that. And probably you
won't even see here. So let's take a look at it how it looks like
in the landscape. Not really so much on
the preview. All right. So it looks noise looks. Also, you can play with a level. So if you go for level one, you will have less
amount of detail. So you will see here, just like that. I
want to go for seven. Now, you have different
types of noise like grading, value, if you go for grading, it will look like
in different too. So this note can be quite heavy. So I recommend you to go for Simplex just like that and
keep it like that for now. Alright. So the other thing
that we may need to do is to claim this because there may be points where the
value is not one or zero. We're going to do that later. But for now, if you
take a look at this, our noise is kind of working. So let's just blend
this with our material. The way you do that is go with
blend material attributes, and then you can just go for A, for the black areas will
be my first material, the white areas will
be the new one, and the Alpha will be this one. So let's go ahead and plug this in and connect the
base color here again, just to see how it
looks like. Alright. So now that you see, we
do have our texture here. Now, there's something really
strange about our texture. If you look at it,
it's kind of like very black and it has
a lot of contrast. And the original texture
is not like this. If we go for the base color, you will see that it's
actually breaking the colors. And the reason for that is
this mask is having a value, even though it looks like
from black and white 01, it's having values over, you know, more than one. So we need to make sure
everything is 0-1, otherwise, our blending
will look very strange. So the way to do this is
go to the clamp node, and the clamp will
exactly do that. The minimum value will be zero, and the maximum
value will be one. So as soon as you
do that, hit apply. And you will see
that our texture now has the normal color. We don't have any extreme values already, which is very nice. So you can see that my texture
is like it is blending, it is there, but I actually want to have
some contrast here. And there is a node that
is used very often. I use it a lot on vertex
painting and this kind of stuff. And it's called the
height larp node. So height larp, you don't
need these two textures. You only need that
transition phase, the texture, high texture,
and the contracts. So the high texture is going to be very simple. We're
going to drag this one. So we're gonna we're
going to go here. Let's look for this texture. We're going to go for
this mossy ground and drag it and right click. And actually, we don't
need to change anything. We just need to make
sure this is shared wrap and grab the blue channel, which is the high
texture. All right. So the transition phase
is going to be our noise. So we're going to
go here to clamp. Okay. And we're going to
plug this Alpha here. We're going to organize
this a little bit better. So let's move this here. And this is our
noise based masking. So let's take a look
at how it looks like. And before we do that, actually, I want to go and clamp
this once again, but I want to put it
on the base color. So when you test this stuff, it's easier to see it on the base color rather than
blending with materials. And once your mask
looks really good, then you can change it. So what it looks like
it's like Look at this. It's blending now between our, our height mask. Go
to the base color. You have a really
nice blending here. However, this is
tiiling too much. So what I can do is to go for
a texture coordinate here. And then multiply it, hitting
the bottom, drag this here. And now I need a value here. So I'm going to go
for like 0.08 to make it really small and connect
it here to the UVs. And now that I have
this, hit apply. You can test with the
values, any value you want. Now you can see that
my high texture is actually working quite well. So the next thing I want
to add is the contrast. So hold one, right click, convert to parameter, and it will be called Auto material, Layer one, contrast blend. Hit a value of one by default, put it here, hit apply. Now we have more contrast. So you can see that
now my textures are just blending a
little bit better, and we can go to the
material incense, go to materials,
material incense, and start playing with this. So you can play with a contrast with zero. We
have something like this. Two, five, will be
very contrasty. So let me leave it
at four for now. Now that we have this mask, it's a good idea for us
to actually go ahead and see how it looks
like with our material. So we can connect
this to the Alpha, connect the base color back here, stop previewing this one. We don't really need
it and it apply. Now our material now
is working here. We have a nice blending
between these two materials, and we have this grass
material that we're using. And it also shows in many
areas of the landscape. You can see my tiling texture is covering the whole landscape. So it's really, really nice. So that we cover one of
those masking methods, let's go ahead and go for adding another material
to this landscape as another blending method. So let's go ahead
and do that now.
20. Creating a Slope based blend: Okay, so let's move on to
another type of blending. So before I do that, I actually want to organize
this a little bit. So let's move this
global tilling here. And what I can do is actually select all
the notes that I want, press C to come in, and I can call this
like global parameters. All right. And I can just
go ahead and put this one. Call layer one. All right. I can go here as
well and call it layer two. And I can move this
one over here. And I can actually call it
like let's just call it noise based blend
noise based blending. You can even change the
colors here just to have like, you know, like, something like it's more differentiation
between your layers. So you can add a name
rewrote declaration note, name rewrote, call it noise. Base blend and we can go here to noise base blend and
connect this one as well. Alright. So now
that we have this, can even move this here. We can add a third layer. So let's go ahead
and add a third one. Let's actually copy this because we won't
change anything here. And let's choose
our third texture. So between this rocky cliff
and this rocky ground, I want to go for the rocky cliff to see how it looks like. So I'm going to go ahead
and create my mask, just like we did before, right click Export texture graph. And now we're going to go for my rocky cliff displacement
we're going to put here, roughness we're
going to put here, and admin occlusion
we're going to put here. Just like that, we're
going to hit Export. And now we have our texture. Just drag it here, move it, and change the name for
something that we can read. So let's go ahead and put mask. Double click on this as well.
We don't need this anymore. Change the compression
settings to mask, save it. All right, so now we
have our new material, wrap all of these and right click convert to
virtual texture. Excellent. So now we
just need to track this. So this is going
to be my Al VDO, convert to texture object, convert to parameter,
layer three l VDO. Going to do the same
for this convert to parameter, layer three mask. You can see how useful
our function is becoming by not having to
redo everything again. So convert to texture object, convert to parameter, T normal. And now that we have
this, you can just go ahead and change the mask. Go ahead. And that's
normal our new texture. So let's go ahead and
create a new mask. I'm going to go to show you a
different type of blending. We talk about the
texture based blending Lanis we talk about the
slope, talk about the height. So noise, we already saw it. Let's go ahead and talk a
little bit about the slope. So for the slope,
what we want to do is to actually create a new
node called slope mask, as always, I'm going to clamp this and I'm going to connect
it to the base color. By the way, you can
just right click and connect to base
color if you want. You don't need to drag the
way all the way around there. So it apply, and I will show
you how this looks like. So what's happening here is that we're having
a slope mask, and based on the angle of this, we are changing the values. So let's change a little bit, the tangent normal,
the slope angle, the fall power and
the chip contrast. So the slope angle, it's going to be a vector tree. So hold a V and click to create a vector tree and
call it slope angle. By default, it's going
to be a value of one. This slope angle, what it's
going to do is going to give us the direction where
the mask is going to be. So for example, if let me
just drag object here, go to the green plus icon, go to let's go to
the celind there. And we can apply
this material here as well to the cylinder. Okay? You can see that
as I rotate this, the slope always stay on top. Okay? And if I change the material instance
of this, I can go ahead. And change the slope angle. So for example, let's put one here and let's just change
it to the right value. What you're seeing
here is actually the slope is changing into
this direction, right? So actually we're changing we need to go for the
instance. There you go. You see the X value here is
going into this direction. You can also notice
by going into the world the world here, the X value is here. If I go for green, a
value of one and zero, you will see that the green
comes from this direction. So you can see where
I'm going with this. So I can go I can even go
both directions like this. I can even go negative
like if I want it like minus one and minus one
to have the opposite effect. So it's like coming
from this direction. So I'm going to
leave it like that. So the next thing
I need to do is to change the fall of power
and the chip contrast. So let's take a look at that.
Fall of power, click one. Slope fall off. And let's copy and paste
and call it slope contrast. So for contrast, we're
going to go for one. For fall off, we're going
to go for one as well. Nothing will change that much. But what you will
notice is that it's actually having more contrast,
which is what we want. So if we go here to our let's go ahead and open
up our material incense. And let's go for
contrast like fall off. If we increase the fall off, you will see that you're
actually having less coverage. If we decrease the f off, you have more coverage. Also, the contrast, you
can increase the contrast, and you will see that you have a much sharper transition or
a much smoother transition. So I can just go for
something like this. You can go for one and the f of like I could
leave it like that. For now, I can play with
that in the future. But for now, I think this
is working quite well. So what I want to do is to actually add more
details to this. We're going to do it
in the next video.
21. Adding a secondary slope: Alright, so let's
keep working on our slope angle based blending. I actually want to add
another slope angle. So what I will do is to
actually copy this and paste. I'm going to have the same
values for the fall off. And the contrast, maybe we can have different
values later, but let's see, slope
angle, copy and paste. I'm going to have my
slope secondary angle, and I'm going to
put it right here. Okay, I'm going to clamp
it as well just in case. And our good way to combine two different masks is
by using the at node. Click A and click to get the at node very useful
for combining mask. And I'm going to
combine these two. I'm going to right click and connect it to the base color. Hit apply and now what you
will see is that I mean, my buffer visualization
base color to check everything
nice and accurate. So I can go here. And what I can do is to change the slow
bungle, put this to zero. And instead of minus one, I can go for one and one. And obviously, it's overlapping, so what we can do is to reduce
these ones just like that. Or even we can just play a little bit with
those just like that. Maybe something like
this. Maybe something like this could be good. Having a nice slope angle here. We can also change the
contrast. All right. So now that we have this, we have a very cool
mask, to be honest. But what I want to do
is to actually remove the areas of my first
noise based blending. Actually gonna change
the name to mask to make it more clear. I'm
going to save this. And what I want to do is to actually now
that I have this, I'm going to subtract. I'm going to subtract
from this one, and also I'm also
going to clamp it. I'm going to clamp it. And I'm going to subtract
the values of this. I'm going to go for
noise base blend mask. I'm going to put it here. And I also going to clamp
it again and right click. Sorry, right click and
connect to base color. Apply. Alright, so now
we have our mask here, and I think it's
looking quite good. You can even play
a little bit with the angles and increase
the angles or decrease it. It's up to you what you
want to do with this. To me, it's working quite
well, to be honest. And now that we have this, what we can actually do is
to plug our material here. So in order to do that, we just need to add this material. So before we do that, let's
actually go ahead and comment this slope base blending mask. And I'm going to create a name, rewrote declaration nope,
slope blending mask, right? So we're going to go here, we're going to
disconnect this one. We don't really need it anymore. And we're going to put it here. And maybe we can change
the color of this, like having something like a similar color to
what we had before. All right. So this is
the color of my mask, and now I'm going
to go ahead and go for blend material attributes.
I'm going to copy this. A is going to be the
previous material, and B is going to
be the new one. So I'm going to connect this into my blend
material attributes. I move this here. And my Alpha is going to my slope
blending mask. So I'm going to go for
slope blending mask. I'm going to put it
right here and I'm going to connect this into the
break material attributes, connected to the base color. It apply, and let's see how it looks like
with our new material. All right. So I'm not a
big fan of this texture. Probably we can change it. But I think we can do
that in the future. We have quite interesting
interesting blending going on here with everything,
which is quite nice. Let's actually change the
lining. Do something like that. I'm not a big fan
of this, but we can either change the texture. If you find a texture you don't like, you can
always change it. And maybe we're going
to do the next. And also the
blending probably we can add some other stuff on it, but I think it looks quite well. So let's go ahead and continue.
22. Finishing the Slope Mask: So before working
on our slope angle, I actually want to download
this texture because I want to change the one I made. And it also serves as a good example of what is a
good texture for landscapes. Why I don't like this
type of texture is because usually there is
a pattern in every image. Like, they go like, you can have a brick image where the pattern is
very recognizable. You can have a grass image where it's like grass is everywhere and
it's very chaotic. You can combine both into
one texture as well. There's also some direction
into the texture. Sometimes the cliff,
in this case, is looking into that direction. So when you duplicate
this and put it here, you can already predict what the next texture is
going to look like. However, when the
texture it's going into very different directions
and you duplicate this, your texture will be
very hard to predict. So it's easier for the eye
to not detect the tiling, even though I'm not really concerned about this
because the tiling is usually covered by meshes and there's a lot of things
that you add on top, so you won't really notice this. This is just keep in mind, guys, having tiling in your landscape, it's perfectly normal,
perfectly normal, so just be aware of that. Now, I'm going to change this texture by
this one that I show you. So first things first, let's create our mask. So we're going to go
here and our rough rock, we're going to put the
displacement here. We're going to go for roughness
and put it here as well, and amine oclusion here. Go to export. And now we're
going to go for output. I believe it's rough rock. Did I just did that? Yeah. So rough
rock, call it mask. Okay, so double click on this. Close this one and compression settings is going to be on mask. Save. And now I'm also going to convert all these
into a virtual texture. This is great. And now
I'm going to change this. I'm going to change
this virtual texture. I'm going to put this one here. This one, I'm going
to put this one here, and this one, I'm going
to put this one here. Now, the reason I'm not
changing the material instance, even though I could is because, you know, this is
always like a good. We can always go for the
material instance later. But I think this is
working much better, even though there is still
a lot of tiling here, the tiling is not as
evident as the other one. So I like it much more. I like the colors more. It blends very nicely. So what we need to do now is to actually change the slope
mask to use a texture. So if you notice here, we do have a parameter
for the tangent normal. So let's go ahead and
grab one of these. For example, this one may
be a good one to use. So let's go ahead and actually
have a little bit of room here for this texture. And this texture sample, we're going to put it first. I go to go to shared wrap, and we're going to put it
here on the Tangent normal. Like, okay. And what you'll notice is that
actually our blending, it's going to be
like tiling a lot, which is not really
what we want, right? Like, so let's go ahead and
you can see what's going on. Let's go for base color. And what I want to do is to change the
tiling of this slope. So let's go ahead and press
U M and one as a classic. Actually, I'm going to create
this slope normal tiling, and I'm going to go for
0.08 like I had before. But this time, I want to
change it because it actually affects quite a lot or visuals. So let's go ahead
and apply this. Okay. And now, what
we're going to do is to go for our
material instance. So let's go for materials, material instance, and
let's go for the sloop. Later on, when we finish
our Auto material, we will actually go organize
this a little bit better. But for now, just
bear with this. So if you go for one, which
what we had before is like, let me see if I can find
a Let's go for One. You can see the tiling a little bit from distance there you go. 0.001, you start having some other kind of
like a decent tiling, to be honest, a little
bit more attractive. If you go for one,
it's like this, very, very, very noisy. If you go for 0.001, you can see the tiling, it's very it's
very obvious here. So I'm going to
keep it like this. I actually like it, and you actually have the
contrast, as well. So you can play with
that if you want, play a little bit
with the fall off. Everything will just work
very, very well for us. So that's very nice. That's very nice. So with that, we are already finish
our slope mask. Let's go ahead and see what we can add to this
landscape material.
23. Adding the World Height Mask: So now that we have our two
type of blending modes, it's time to go
for the third one. Remember, the first one was
the texture or noise base. The second one was the slope, and the third one
will be the height. So we saw how the textures
and the slope work together. Now we will see the height, how it can serve us to
create a better landscape. So first things first, let's
comment this and type it three layer three. That's it. So we need another layer, which is going to
be the layer four. We're going to do
that layer, but first let's create the mask. So the mask is going
to be we're going to use something called absolute
let's call War position. All right. So War position
will basically give us the value where our object
is located in the world. And we need the C value. So actually, just going to
go ahead and connect this to the base color so
you can see what's going on. Save everything. Okay, apply. And now what you will see is that everything
is turning white. Let's go here to base color. Okay? And what we can do is
to actually change this. So there are a couple
of ways to do this. We either add or subtract. I'm going to go for subtract
because it makes more sense. So subtract the value of this, and I'm going to
create a constant. Press one, click, right click, then world height
position. All right. So now that we have
this, go ahead and connect it to
the base color. Heat apply now
everything turns white. So what I can do with
this is to actually go here to the world
height position and change this to
increase the number. And you can see what's
going on that I'm having a height value
that I can control. If I scope something
that is higher, it's going to grab
those white values, but it's going to be like, it's kind of like your
ocean level kind of filter similar to that. So with that, let's just
put it like that for now. Okay. And now,
what we need to do is to actually make a blending here because this is very harsh. So let's go ahead and
just like we did before, I don't know if we actually use the multiply note somewhere. It looks like we didn't.
Yeah, we did it here. Multiply basically
is for intensity. And divides for softness. So anytime you want to make anything more intense,
you go for multiply. Any every time you want to make everything softer,
you go for divide. So let's press that dekey
and click for divide. You can also go here
and write if you want, as always, and go here. And let's just call this
one, convert to parameter, call this world height softness. And let's put a valley
of one for now. Connect it to the
base color and apply. You will see that
nothing will happen yet because anything divided
by one is the same value. I can go ahead and
increase this value, and you will see
what's going on here. Actually, we're having
a smooth transition, which is very nice. Now, the next thing I need
to do is to actually break this into something like
having a texture or something. So for that work, actually going to use the texture
that we have here. We can also use a
slope angle for this. So let's go for
slope slope mask. We can grab the same
one. Okay. And the angle, we're gonna
leave it like that. I don't think we
need to change it. Just in case we could have it. So let's put V and put
world height slope angle. Let's put it on one by default. And then we're going
to go for fall off and cheap contra. So press one. World height slope fall off. Let's go for one and copy and paste and go for world
height, slope contrast. Just like that. We're
going to go for this. And what we are
going to actually do is to multiply these two, holding M, multiply, and then
we're going to clamp this. We're going to clamp this node, connect it to the base color. And you can already see
what's going on here. In this preview, we're actually having some kind of
noise with texture. And look at that. Now
we have a mask here, and we can change
the angle of this. For example, we can decrease the intensity of this
any increase one of these values here if you want to have a different
kind of value. And also, you can go for world height slope contrast
to increase a contrast between this and the slope fall off to make it even
more interesting. And look at that now, our
mask is working very well. And with that, the next thing
we need to do is to connect our next material with our
mask. So let's do that now.
24. Adding our four layered material: So now that we have our mask, we can even change the height
of this like the position, make it slower,
bigger, up to you. Now we need to connect
this to our new material. So we're going to actually, I'm going to comment on this. I'm going to call
it world hate mask. Okay. I'm going to change the
color to something really similar so that we know this
color is meant for mask. And also, I'm going to create a name root declaration note. It's called world height mask. There you go. And now we
need to add another layer. So we have another texture here. Probably it's going to
be another rocky ground. Probably we can add this
one, the leicht rock. I think it's very nice.
We can add that one. So let's go ahead and do what we always do
to create our mask. Right click sport
texture to graph. And now we're going to
go for our roughness. We're going to put it
here. Or amino occlusion, we're going to put it here and our displacement is
going to be here. So let's go hit Export and
go for our mossy rock, check the output, and move
it here to the set Rock. Change the name of
this. Hopefully, you're already very familiar
with this process. And the beautiful thing of this is that you don't need to go for another app like substance or photoshop to change
the textures. Let's move this one here. And compression settings set to mask to have all the
accurate values. And now we need to edit here. So we're going to
copy this and paste. Actually, I'm going to copy
all of this, copy paste. And now I'm going
to start tracking all these as a virtual texture. Click Okay. And
now wrap this one, convert to texture object,
convert to parameter. I'm going to call it
L four Alvedo wrap this one, right click. Convert to texture object. Convert parameter, L for mask. And the last one is
going to be my normal. So convert to texture object, convert to parameter,
L four normal. With that, we're just going
to put this one here. So let's put this one
on the Alvedo map, put this on the mask and
put this on the normal. And now that we have this, we
just need to connect this. So blend material attributes,
copy and paste this. A is going to be
the previous one, and B is going to
be the next one, and our Alpha is going to
be our world height mask. Let's save this. And let's put it here on the brake material attributes and connect it to
the base color. We can move it a
little bit here. Can already see what's kind
of going on in our preview. But now that we have
this, let's take a look at our new material. So now we're having this
texture on top of everything. So we have our texture here, but it looks like
we need to play a little bit with the
material incense. So let's move this here. And now we're going to go for our softness and
actually the slope, I'm going to change
the slope to put it a little bit like one here
to make it more obvious. You can already see
the values here and increase the value as well. Use the green channel. There you go. A
little bit better. Now it's blending pretty
well with our material. So it's because we have pretty
much like the same color. And probably it will be a good idea to change the
tiling in the future. Let's take a look at
this. It probably would be a good idea to change
the tiling in the future. But for now, I think it's
going to work quite okay.
25. Organizing the Graph: Okay, now that we have
our fourth layer, I want to before starting to blend using the painting
tools in the landscape, I actually want to add
another layer before that. So let me comment this
and call it layer four. And I will come here. Copy this and paste, and I will create a new one. So the new one, it's going to be let's just go to
Landscape tutorial. I play with some filters here. If you want to filters
or some specific assets, you can just go here
to the filter tool and then reset filters. And here you can choose what
type of filter you want. For example, you
want to texture. You will see all the textures
that are available for you. So it's a very handy tool
just to keep that in mind. So the next one, I think
it should be one of these. I believe it's
this rocky ground. So we're going to do the same. We're going to go
to the mossy rock, right click Export
texture graph. And we're going to go to this rocky ground and let's start changing
the displacement, the roughness, and the
ambient occlusion. We're going to put it right here and we're going to export it. And we're going to grab it and move it here
to the rocky ground, copy the name, and paste it. Oh. Sorry. I was
changing the normal. Let's go back to where we are. There you go. Let's
just call it mask. Double click on
this. Let's close this. We don't
need this anymore. Compression settings
go back to mask. We have the accurate
values, save it. And now we just need
to track it here. Before we do that, let's convert everything into virtual texture. Let's go ahead and drag it here. Convert to texture object, convert the parameter, call
it, Layer five Albedo. Let's go for mask. Convert to texture object, convert parameter,
layer five mask, and then convert
to texture object, convert parameter,
layer five normal. Are you just going to
connect this here? Actually, I want to create a
re wrote note for this one. So this one is going
to be Live material. I'm just going to comment
this on layer five. So we don't really need to
do anything at this point. One thing I would like to start doing is to
group everything. So for example, layer five, all this is going
to be on a group. So if I go here, I can
go for layer five, I can go up, go here. Call it layer four. And as soon as I apply, you will see that when I go
to my material instance, you will see that I
have a layer four. And also, my layer five is here. So you don't really see it in the material instance because
this is not connected. So there's no reason to show properties that are not
affecting the material. But if you change
these, for example, layer three, and let's start
changing the other ones. Layer two, and the
last one. Layer one. Hit apply, you will
see that you actually have the layers so you can
change the textures easier. One thing you can do is to actually go here
for each category. So for example,
global parameters. We can go here and put it into a group, global parameters. Noise based blending. We can go ahead and
change this one. Noise constant blend. We can group everything
into out material here. This will be out material. This one will also be in
the auto material group. Let's go for this slope angle and put it on the
auto material group. Perfect. Now this one will be in
the auto materrial group. So let's grab everything. And go to auto material. Great. Now that we have this, take a look at our material instance, and it's much more organized. You have your auto
material in one category, so you can change all the
values that you want. You have the global parameters, and you have your
specific layers, properties that you can change. Like in the future,
if you want to change the color or something, we can do it through
this method. So now that we have this, let's go ahead and
start blending our materials using
the landscape tools.
26. Creating our Landscape Painting Layers: So we have all our materials, and now what we need to do is to go to the landscape here, and you will see that I
actually have a paint section, and it says that there are currently no target layers
assigned to these landscapes. And the reason why we can
paint on the landscape, and it's one of the most
important tools here is because we haven't really create
those layers in our material. Now, you may be asking, why are you creating this out material that you don't need to paint when I
need to paint over? Well, a lot of people like to have
something to start with. It doesn't mean that the auto material will
solve everything. So, for example, I want
to paint some rocks here, and the auto material
is not having them, so I can just go
paint them by hand. But it's already giving me a very like a very nice
result I can work with. So it's actually quite helpful, but it's not mandatory. You can always paint it by hand, and you still get good
results, to be honest. I like to paint it by
hand, to be honest. So let's do that. And in order to make
everything work, let's organize
ourselves a little bit. So let's put a name
rewrote declaration note, call layer for material. Okay. So let's go for that. Later on, we can change this actually Layer four material. We can put it here. Okay.
And let's go to layer three. Make a little bit of room here. Go to name rewrote
declaration note, Layer three material. And put it here. All right. Safe. And layer two is
going to be the same. So let's go ahead and put here name declaration
node, layer to material. Rozon putting material and not just layer two
because in the future, we will need a
height map as well. So let's go for
layer to material. Okay. And the first one, it's going to be
layer one material. So we'll go for layer one. Sorry. Name wrote,
Layer one material, and we're just going to put it. Layer one material here. All right. Great. So now that we have
this, what we need to do is to actually create
those landscape layer blends. And in order to do
that, it's very simple. Just going to right
click. Go to Landscape. And go to Landscape layer blend. And here you will see in
the left side of the screen that you can actually add
elements to your array. So if you click the plus icon, you will see that you
have a layer name. So our layer the first layer is going to be my auto material. Okay. I'll leave it there. Okay. So the second layer is going to be my layer
one. Let's put it one. You don't need to he put it too complicated,
layer two, as well, and we're going to do the same until we get to layer five, which we have five layers, so we're going to
only use layer five. Layer four, and the last one
is going to be layer five. So how is it going to work? Well, automaterial layer,
it's going to be this one. All right. And then we're going to
connect this one here. And now we need to go through all the layers
that we create. Layer one material,
it's going to be here. Layer two material as
well. Layer three. Et's move it up. Layer four. And layer five. We didn't create a layer
five material, apparently. Oh, we call it five. Let's call it layer. Let's go up. It's a little
bit of a big grab, right? Layer five material,
put it here. Alright, so now that you apply, you will see that
this turned black. And we still have
this, of course. But if we go to our landscape,
everything turned black. And what we need to do
is to go to landscape, paint, and you will see that you have nothing here. All right. It usually happens when
you update the material, but you haven't really
you have the map open. So let's go to new level, empty level, and then
just go back here. And now we'll go to landscape. And it's just for some reason, it's not showing here. Is plain material attributes. Oh, I have it is fine. It is fine. Oh, I'm
painting on water. Sorry. So this is
a layer material. So you can actually
create a layer here. Usually, when this happens, just restart the editor
and it will work, okay? So I'm going to do that, and I will see you in the next lesson.
27. Painting your Landscape: So, apparently, in a real
5.5, there is a new method. It won't do it automatically, but there is a new button called create layers from
assigned material. So if you click here, you will see that you have
all your layers here, and you just need to
add the layer info. So how do you do that?
Well, the layer info is an asset that real will read to save the information
of your painting. So click Plus here and go
to weighted blended Layer. Okay. So by default, it will create a a folder here where you have your layers. So you can click
here, you'll see that you have your auto
material layer info. Okay. And look what will happen. Your outta material,
it's already there. So now we just need to
do the same for this. So let's go for layer one. Layer one, layer info, and let's do the same here. Layer two, layer info, layer three layer info and layer four layer info and finally
layer layer five, Ar. Alright, so now we
have this, save it. And you have different layers
here. Where you can paint. You can think about
it like Photoshop, where you can use another layer to paint
something on top of it. My recommendation is always use the base layer,
which is this. I'm going to rename it to base layer so that you know, like, this is the base because it gets really
complicated when you have multiple materials and
sometimes you are erasing some material and you don't remember where was the
material paint on. I talk from Spins. You can always use other
layers if you want to paint. But for me, using the
base layer to paint everything and just erase it when I don't want,
that's the best way. So why this at material has been filled
is because by default, it will just fill layer. So if I go to layer
one and fill layer, you will see that it will load, and it will start adding the textures for the
layer one material. If I can do the same as soon
as the shader compiles, I can right click and fill
layer for layer five, and you will see that
you actually have the information for the
layer five material. So what I want to
do is to obviously fill my out material first so I can have
something to work with. And then I can start going
for something like this. For example, I can
start painting. Maybe I want my layer two here. The first time you
paint, it's going to be loading the cells
where you're painting. So just keep that in mind. It will just take some time, and I can just erase some
parts that I don't like. I can just go and paint
something like this. Right? Or maybe I
want some rocks, so I will just paint here. It will always be
the first material that you paint that
is going to load. And depending on the cell
that you're working with, it will give you, like, a
different treatment, right? So that's on that. And for example, here
in this shoreline, I want to paint a little bit. So what I can do it to just
go ahead and paint here. All right, so I'm
painting my shoreline. Actually, I want to
paint it here as well. I want to paint all the
way all the way here. So I have my shorelline on next to the lake,
which is great. And now, when you go here, you will see that you have
your shoreline material. Now, if it's something you don't like for whatever reason,
you feel like, Hey, my shoreline material
is not really cool, I can just go ahead here
and go to MI landscape. And we haven't put
the parameters to change individual layers, but we do have the tiling, and I think the tiling gets
a little bit too much. So maybe I will go for 0.3. Maybe go for 0.15. And at the distan I will go for 0.01 to make it even smaller. Let me see. 0.02. Actually,
I need to make it bigger. It's the other way around.
So I'm going to go for 0.05. 0.02 is fine, actually. It's just a closed tiling. I want to make it like 0.1. As here 0.1 doesn't look like a really bad, especially here. Now, later on, we will add
displacement for this so we can see the rocks and it
will look really great. But now you can paint. Now
you can paint everywhere. You can just go ahead and paint wherever you
want, for example, in the slope, like maybe
you want some rocks here. So you paint some rock material. And if for whatever reason
this is tiling too much, let's go ahead and change this. Something like that
might be a good idea. Alright. That's not so
bad. Not so bad at all. And I think we should be should be changing
this a little bit. Maybe 0.01, something like that. We can just start painting here. We can even increase the brush size and start painting areas
where we want a rock, and then maybe we want
this other rock here. So let's decrease the painting and start painting here,
like smaller details. You can have the rock here. As you can see,
the ta material is just helping us
having a good base. It's like painting when
the canvas is empty, it's a little bit harder. But when you already have
something, it looks way better. One thing we need to take
care of is this blending. This blending is a
natural blending from those assets that goes from 100 or 1-0 where
it starts fading out. That's okay for sometimes it's the cheapest
form of blending. What I can actually
do is to change this type of blending to
use the height blending, and it will actually make our material much
more interesting. So let's do that now.
28. Adding Height output to our Function: Okay. So in order to fix
this blending, first, we need to update our function
to get the high value. So if we go to our material
function for our landscape, you will see here that
I have one output. I can actually have
multiple outputs for this, so I can go for output. Go function output and
call it height map. And the height map, actually I can just grab the displacement
here and put it. But I actually want to
control the contrast of this. So what I want to do is
go here and go for power. And power is just going to make my texture like
more contrasty. So I'm going to go here. I'm going to create
a function input. So I'm going to go for input, and I'm going to create
a scolor parameter. And this one is going to
be called height contrast. I'm going to leave a
value of one for now. And I could use it as a
pre view value as default, so that's not
mandatory to use this. I can put a value of ten here, so it's like ordering as
the last thing I want. So I can just go back here, and then I can go for Clamp. Go ahead and do
that. Heat apply. Now what I have here is
if I go for my material, you will see that I have
my height contrast. So what I can actually do is to go for my
global parameters. And create a new one
so I can Control C, Control B and call it
height blend contrast. I can just leave a value
of one and go name, rewrote declaration node
and go heightlend contrast. There you go. I'm
going to put it here. I'm going to put
it in all of them. Control C, Control B, Control C, Control B, Control B here, and the last one
would be Control B. You will also notice that
I have a new output here. I'm going to create a new
output for each one of them. I'm going to go to name and
call it layer five height. I'm going to do the same here. Go to name layer four height, and then the same one here. Layer three height. It's just a good way to make everything more
organized and then here. Layer to height. And then this one
layer one height. And now that I have this,
the next thing I need to do is to actually just connect
this into my layer blend. So let's do that
in the next video.
29. Painting Layers with Height Blend: Alright, so now that
we have our height, we just need to add it
into our landscape. So you will see here that each
layer blend has an input. And obviously, for
our auto material, we don't really need it, so we're not going to
change this one. Layer one material,
we don't need it, but layer two, we are
going to need it. So what we're going to do is go for landscape layer blend. And on layer two, instead of weight blending, we're going to go
for height blend. And you will see that you
have your height here. I'm going to do the same
here for height blend here. And for layer four, I'm
going to do the same. And layer five, I'm
going to do the same. And let me just move
this a little bit. For layer two, I'm going to
go for layer two height. And I'm just going to
put this one here. I'm going to go
layer three height, and I'm just going to move
it a little bit here. Move everything. Layer four going to be layer four, height. And finally, layer five, it's going to be
layer five height. Now, by default, nothing
will change yet. However, let's see
what happens now when we paint our landscape. So applying materials, let's
just wait a little bit. We'll be finishing
soon. There you go. Close this one.
We don't need it. You can already see
what's going on here. Our blending is
actually not having, like, a smooth transition
like we had before. So if we go to paint, and let's just say we
want to go for this one. You can go ahead and
start painting here. You can already see like my landscapes like having
a really nice transition. You can also go here for
painting layer four. You can see that it's actually
using the height of this to paint your landscape,
which is fantastic. Okay? We can go
for a layer Sorry, I'm painting on water layer. So let's clear all. This is one of the reasons
why I'm telling you you should use your base layer
to paint everything. So now we have it. So we paint here. See that it's actually blending
quite nicely. And we change if we
change the texture, let's see how it looks like
soon as it loads, Alright. And let's go for this
one, for example. Always spend on the base
layer as a recommendation. Otherwise, it's just going
to be quite you know, it's quite hard to keep
track of everything. Now, the good thing is
we actually created a material instance that we can change the value of this
hight blade contrast. So if we put zero, you will see that some things are changing. But if I go for, like, a very intense contrast, like a maybe
something like five. You can already start seeing
what's going on here. I can just start painting here. And you won't have that smooth
transition that we see. Like, it's going
to be much better. And if we increase this, even if we put like let's
just put five here. You go and then start painting here to see how it looks like. Et's just wait a little bit. The first time is
always like this, and then it will save the data, and then you can just paint freely without having to wait. Can just keep painting here, and eventually we will
see some results. Okay? So let's go here. You
can see what's going on. You are actually having
like a harsh transition, and it's using the height values of this texture to actually
do something like this. So the height value
works like this. You have the base and the
white values go like this, and the black values
go like this. This is like a valley of
0.5, like a gray value. So what we're doing
with a height blending is when you paint, start with the black values first so you can
start painting here. And as you add more intensity, you will go over until you
reach the top, which is here. And instead of just blending
everything naturally, naturally, sorry, you will start going from the bottom of it. Like, you can actually
start adding materials on the peaks of the on the
balls of your texture. And that's going to make your scene look much
more realistic. Like, for example, I can
start painting here, and you will see that if I go here for the
height length contrast, if I go zero, everything
will be very smooth. If I go for something
like very high. You don't want to overdo
it something like five. You can just go for
something like this. And then you can use it to blend your landscape
much better. So you can just
start painting here. And at this point, you want to paint
everything like in a it's just a matter of testing
your game, and, you know, it's like, Oh, I
want to paint here, so you start painting, and, you know, it starts
looking much more unique. So I highly recommend
you to start painting your landscape manually so you
can get results like this. And it's actually
very, very nice. One thing that I want
to do looks like the normals of these
textures may be flipped. I'm not entirely sure yet. But if it happens to
you, not all textures are compatible with unreal. And I believe it's this
one. It could be this one. I'm not so sure. But
let's see what happens. If you see this,
you will see that you're going to find the
property for flip green channel. You can do that, and you will have a different
normal value. So it looks like this is better. I think this flip normal
is working better. I think this looks more natural. Looks like this texture didn't have the correct
flipping position. But now it looks like
it's working okay, especially in these areas. I think it's working fine. So we're going to
keep it like that. Not every texture needs this, but if you feel like
there's something weird with the shadows
or everything, and it may be that the
normal needs to be flipped. So now that we have
paint our layer, let's see what else we can
do with this landscape.
30. Creating a Procedural Graph to Spawn Grass: So one of the important
things about landscapes is that you can do a lot
of things procedurally, and it can save you a lot of time on placing
objects manually. So what we're going
to do is to spawn some grass here on areas where we have our
layer two landscape. So what we're going to do
is to enable a plugin. It's called procedural
content graph. If you go here, type
procedural in plugins, you can enable this and
restart the editor. I already did it, so I
don't need to do it myself. But as soon as you restart, you will right click and
then go for type here. Procedural procedural PCG, and you can just go
for a PCG graph. So what I would call it is PCG landscape grass,
something like that. Okay? So I'm going to save this, okay? And what I want to do is to
actually open it up first. So I can show you what
you can see here. And here in this area, basically you have your
input and your outputs. There are new things
in real Engine 5.5. So first, we are not
going to use this input, but we're going to get
the landscape first. But before we do that, let's
try to drag this graph here. You will see there is a volume. So I have a small volume here that we can test everything. So what I can do in this PCG graph is to
actually get landscape data. And this will give me the
data of my landscape, like the position of the vertex, the materials that I'm
using and everything. So after that, I'm going to
go for a surface sampler. And here, I'm going to
set the density for it. So if you want to see
how it looks like, press D to DvaC. You can also devoc
here. Check here. And what you will see here
is basically bounding boxes. So bounding boxes are basically
the limits of each mesh. So for example, if I have
a grass texture like this, the bounding box will
be something like the top height of this plus the top width
and the top bottom, and it will give me the
boundaries of these mesh limits. It's not giving me an exact
measurement of every mesh, but it's giving me an
approximation of these mesh bonds, which can be also changed later. So what I can also do is
go for transfer points. Transform, sorry, Transform. Let's just go transform
points. There you go. So transfer points, let
me dvt this dvct this. What I can do actually
is, for example, change the rotation in
C axis by -800 and 180. -100 8,180, and you will see that now all my points
that I'm spawning here, they have different rotations. Now remember, each one
of those is a point. In procedural graphs,
we work with points, and every point will be the position where you will spawn something, you
will do something. You will manipulate
anything that you want, you will work with points. So by changing the
points properties, you're changing the
complete output of so what else we can change? Well, for example, we can
change the scale like 0.5 as minimum and
the maximum of 1.7. So when you see here, you see that you
have measures here. There are a little
bit overlapping now because you can change
the size of it. It's not really important
because of the grass. Most grass will be overlapping. You can also change the
rotation a little bit, like minus ten and ten, and you can do the same here, just a tiny bit, just a little bit like this. Okay? You can also have
the offset minimum, like you can have absolute
offset if you want, but you can go for, like, minus five and minus five to make sure everything is
nice and on the ground, which is very nice. Okay? So what else do what
else can you do here? Well, you can spawn meshes. So what you can do,
let me dvc this, and you can vote for
static mesh spawner. And this will actually
give you an actual output. So what you can do here
is go for mesh entries, type plus, and then go
here and select a mesh. I'm going to just
choose any mesh, for example, this hanfer cube. And what you will see is
that I'm spawning this cube, and it will just be very, you know, very easy
for me to extend this. Like, I want to make
this bigger so I can have a bigger
room to work with. You can just go for
something like this, and you can see that it's actually working quite
well, to be honest. Another thing that you can
do in these PCG graphs is you can actually change
the density of this. So let me just
move this a little bit so you can see
what's going on. And here I can just go
for one, for example, or increase the sampler type, and let me just go for PCG, landscape grass, go to generate. You can change the
points per square meter. You can increase or decrease it. Let me just leave it
at the value of 0.1. Okay. You can also
change the size of this. So let me just go for, for example, ten by ten by ten. We'll just make everything a little bit different
size, every bonding box. So it's a matter of playing
with this and you can also change the points per
square meter, like 100, 0.001. The less the value, the less points you will
have until you have a number a value that pretty
much compensates everything. Obviously, you can
change the size of the, the bonding bots. If you make it smaller, you have smaller, you know, more points to work
with if you want to. The smaller the points
here, the point extends, you can increase the number of bounding boxes
that you can have. So I'm going to leave it at value of 100 everything for now, leave it as a default
because what I want to do is to actually filter this by the type of
material that I have. So I don't need to place
it like everywhere. I only want it to be a
specific type of material. So I'm going to do that
in the next lesson.
31. Filtering the Spawn for the type of Layer: So the next thing I want to
do is to actually filter this by the type of
material that I'm using. And in order to do that here, I can add another node that
is called attribute filter. And what I can do
is out and click to delete this and I can
just connect this one. By default, I'm not
going to see anything because I haven't I'm not
filtering by anything. So I'm going to put the target attribute four.
I'm going to call it. The name of this should be the layer that you want to use. So there are multiple
ways of doing this. Option one, you choose one of these materials,
for example, layer two, which is going to be
my grass material, and you will spun grass on every type of layer
two that you have. The downside of this
is that you won't have control over where you don't
want to spun the grass. So to fix that, you can just move around
different areas of your map where you want your procedural components to work. You can put another volume here and you will have
your grass there. The second option is to
add another layer blend. So what I'm going to do is to actually I could actually
add another one, but I'm going to show you
with a layer two first. So I can go here and put L two. Remember, it has to be the
same name if you put L, you should be using
L and the number exactly how and how
it's working here. So as soon as you have
this L two, also, you're going to use a
constant threshold, and instead of double, we're going to use float because going to be a float value. Okay? So just like that, now you will see that
I have my meshes spawning only where I
paint my grass two layer. So if I go for my grass two, you can go ahead and paint here. And it will take a while, and then it will spa the meshes. So I can just go back
here and spa more meshes. And I can just decrease
the value of this. I can start, you know,
painting something different. So I can start, you know, painting a little
bit a little bit nicer. It's always a a good
idea to just leave it as it is to just have something nicer to
work with, and that's it. So every time you
paint a layer two, you will spa the mesh. Now, you will notice
that obviously, what if I paint here? So if I paint here my
layer two, for example, I have my layer two here, and I can just paint here. I will just add it
all over the place. What you can do is actually just move it here, A and click. And you will see that
it will actually give you the option to choose where you want your
procedural stuff happening. Alternatively, you can also scale everything for
the whole landscape, and it will spawn the
meshes everywhere. So, for example,
if I were to spawn here and just make it
really, really, really big, just like this, you
will see that I will only be spawning on
areas where it's, you know, my
landscape is working. Which works. Like,
I have it here, for example, I'm having some grass to here,
grass through there. It's always a good There are multiple choices
that you can have. But with that, we
have already filtered where we want our
landscape, grass to spa. Obviously, you can do this with many different things
such as rocks. Maybe you want the rocks
to spa here as well. That can also be a possibility. The first thing I
want to do is to actually put some meshes here
because I want some grass, and it's a good idea to start importing some
static measures so we can see how the
grass views here, and after that, we can
make some decisions.
32. Importing Foliage: Oh, as always, I'm
going to go for Quicksel type grass here in fab, and filtering by
the free versions. If you have acquired Quickll assets before
2025, then these assets, you can grab the paid
ones if you wish, I'm just going to grab the
free ones because that's what most people will have, and we will work with
the tutorial with them. So you can grab as
many as you want. I'm going to start
with two, and as I need more variation,
I'm going to add more. So I'm going to import this. Let's go ahead and go for new
folder here called grass. Actually, let's tap it foliage. Go ahead and let's tap it
cross 01 for the first one. And what I'm going to do is
to go ahead for downloads, and you will see that you have your you have a
lot of acid here. So first things first, you have the variations and
you have the colors. So what I'm going to do
is to import everything, and we will see how
we can work with. So first off, import
the variations of the LOD zero, just like this. LOD zero, LOD zero. I only want the LOD zero. And just import those here. So let's go ahead and open. Let's go for ODs. You can import the ODs. So we will leave them like that. Maybe it will grab the,
you know, material. And also, we can go
for import materials, import textures, so it will
know which textures to use. Materials, I don't really
want to import material. I want to create
my own material, so I'm going to
leave it like that, but I do want to
import some textures, so go here and import. And there you go. So apparently, these textures are not
related to the material. So what I will do is to
import the base color. And I'm not going to work
with the billboards for now. I'm going to go for my bump
cavity I'm not really need. Let's go for base color, normal translucency, roughness, and opacity and specular
just like that. Okay. So with that, I'm going to create
my new material. So I'm going to right click, go to material and
call it grass. Okay. So if you want to
create a material for this, first off, let's open up
the static mesh Editor. So if we go here for foliage, grass, open up this one, and we're going to
put the grass here. So we're going to put this
material here. There you go. So now that we have this, let's go ahead and grab some textures. So we can go for
virtual texture also, but to be honest, let's just leave it like that because we don't really need it. Base color goes here. Opacity, we're going to have
to change this shady model, click here on an empty
part of the graph and go for two sided foliage. So with this, you
will go here to the opacity. There you go. And also, make sure
this is two sided. Okay. The next thing is going
to be the translucency. So this one is going to go
for the subsurface color. And then we have the normal map. We're going to grab
the normal map here. And then what we're
going to do is to grab the roughness and put
it just right here. Right. I don't know if we really need to
change the specular. I don't think so. Let's take a look at what the
specular values are. They're really low. Maybe we could try
to go for them, but let's just apply and
see how this looks like. So this is our material. It's great. Now,
we do have Nant, so we don't really
need to worry too much about the ODs anymore,
which is fantastic. So with that, I'm
going to actually apply this to all
my meshes here. But I actually going to create a material instance
just in case I call it I grass because maybe
I want to change the color. So let's click on this. Let's go for Migras. This one also Migras Okay, double click on
this and my grass. There you go. Double click
on this. Do the same. And go for this
one. There you go. And then go for this
one as well. Great. So now that we have this,
let's save everything. And let's actually,
before we change it, we actually want to put this
one here to the foliage. Let's move here 'cause I actually want to
import the other one. So let's go to import. Let's go for this base color. Normal opacity,
translucency and normal. Oh, this is the billboard.
Sorry. Base color, billboard we're not using. Let's go for normal opacity
roughness and translucency. And then we're going to
go for all the LOD zeros. And just click the import
bottom. Just click Import. Okay. Now we will add
the same material. Instead, we're just
actually going to change our grass material to
actually be parameters. So right click. This will be Alveto,
right click. This will be roughness, right click, will be opacity. And actually, the opacity, there's a couple of things
I need to change here. So if you go here, actually, what you need to do is to
go here and set to mask. Otherwise, it's not going
to work quite well. So let's go to mask. Okay. And then we need to go here and set it as the
parameter Opacity. Make sure to always
use the mass texture, and this one is going to
be my subsurface color. Let's just call it
surface subsurface color. And then we're going
to go for normal. And that's it. So the next thing is I just need to create a
material incense for this. And it's going to be very easy. I just need to go
here to my foliage and duplicate this one because I don't want to
This will be my grass 02, and this will be my grass 01. So my grass 01, I don't
need to change it. But my grass 02, I just need to change
these textures. So I'm going to go ahead
and go for my grass two, and my base color is
going to be here. My normal is going to be here. My opacity, I'm actually going
to change this into mask. Save it. Opacity is
going to be here. Roughness here and translucency, it's
going to be this one. So now that I have this, I will just go one by one. I won't show you, like, how I do it on all of them, but just go for grass two. And apparently, we're importing a texture that we're not
actually using here. So make sure we have the
the opacity is here. Yes, it is okay. It is fine. It is fine. Oh. Okay. So yeah, this one is fine. Looks like this one is
just not going to work, so we're not going
to use this mesh. This one works just fine. So let's go ahead and
repeat that for here. Press two working just fine. Apparently, this one is just
not going to work well, let's just delete it. Grass too. And I'm going to finish
this off on my side. I getting a little bit long. But with that, we already
have enough grass to start replacing the
placeholder static mesh that we have for our procedure
33. Adding our grass meshes to our Procedural Graph: Alright, so now that
we have our mesh here, we just need to
update our PCG graph. So we're going to go to our PCG. If you don't remember
where you put it, you can just click here, and Control B will take you there. So it's apparently materials. I don't really want
it to be there, so I'm going to move it
to Landscape tutorial. And double click on this. And what we need to do
first before changing anything is to change the
current mesh that we're using, which is blue box. So it's going to be very easy. We just going to need to go
for our static mesh spanner, and we're just going
to go for grass. And we're going to start
adding all of those here. So first things first, we're going to add this one. So the first one is
going to be this. There you go. Like here. And you don't really need
to change anything from this except if you want
collision or not, for example, if you want to add
rocks or something, then it may be a good
idea to put collision. But now you will see that
we have our grass here. Alright, so let's continue to do that by adding
another element. Go to the scriptor and
then go for this one. At another element, and
we're going to do that for all our potential measures. For this kind of thing, the more variety you have,
the better it is, especially for nature, nature tends to be a
little bit chaotic, a little bit unpredictable. So if you have a lot of
measures you can choose with, your procedural tool will
actually look more natural. A lot of the look of your
procedural stuff will depend on the measures that you're actually putting
and the variation. So go ahead and
put this one here, and now we're going
to go for grass to go for this one as well. And as you can see, we're adding quite a lot of variation. We keep adding those have quite a lot of
measures to work with. I'm going to add a couple more. Actually, I'm just going
to finish with everything. I think may be a good idea. So it's just three more.
That's all we need. So let's go ahead and
descriptor, wild grass. And then I believe
this is the last one. Open it up and go
ahead and click here. So now that you have this, let's go and see what's
going on here we are actually having
different measures randomly scattered
here, which is great. This is what we want. Some of
them are below the ground. So make sure you put
the transform points. I believe we offset
this a little bit. Yeah, but minus five. Let's go for zero and minus one maybe so that some things
can be a little bit upper. There you go. You don't
want things to be floating. So now we need to play a
little bit with the density. And how do you test
this is you will go to your surface sampler
and press D, and this is how you can
check your boxes, right? So let me have a little bit
more room to work with. These points per square meter
actually will depend on how many objects
you have. Let's go. Actually, let's put everything
by ten by ten by ten, and let's increase
this by maybe by 100. Maybe 100 will be too much. Let's make them bigger. You can tell it's
a lot of points. It's a lot of points, for sure. So let's go for this. Okay. So we don't really
need to sample everything, and you can see that
I have my grass here. Now you can understand
why I told you before, like the importance
of, you know, having limited areas where you can actually
paint your foliage. Otherwise, it's going
to be quite heavy. So if you go for ten, I think ten is a nice
number to work with. Probably will be good. So what we're going to do is to actually go for
transform points, and we're going to
change the scale to make it a little
bit more wild. So we can go for 2.5. So some of them are a little bit bigger. And there you go. So now you have your grass here, and wherever you paint,
you will get it. So let's go ahead and try
to paint something here. So if we go for our landscape and go for the base layer
and start painting, we can go for our layer
two, which is our grass. Change this and start
painting here and increase the tool strength just in
case you can see that it's actually loading because it's
computing at the same time. So you can just go ahead
and paint this like this, and then it will load, and then you will have your
grass, which is fantastic. Another thing I want
to do actually, it's to make it a little
bit like you know, I think I want to
try my game first. So if I click from here, you see that my grass is
kind of big, to be honest. It's kind of big. So I actually
want to change the size, it's good that we
have our character there to check everything. So we can go for
transfer points, and the scale minimum
the scale maximum is going to be two, maybe 2.1. And that should be it. And with that, we are having
some nice variation here. We're actually
rotating everything. And also, we can even
go for something non uniformly and scale on
the C axis a little bit more. I can go for a
tree, for example. And what will happen
is like some of them will be a little bit taller. Which will add a
lot of variation. So I kind of like
it, to be honest. It tends to work quite well. So with that set, I think we can move on and see if we can add
some more details to, like, these rocks or these
pebbles or whatever. So let's do that next.
34. Enabling Nanite Tesselation feature: Alright, so now that
we have our grass. I actually want to enable a very important feature
in a real engine five, and that is nani teslaation. Nani tessellation
it's a new feature that came not so long ago, and it allows you to displace your geometry in your landscape using the textures that we have. So in order to do
that, I need to close this and what you need to do is to actually open your
landscape I mean, your project, you can go here, right click Show in folder, and you will go to
the Convict tab and then go to let me find it here. It's the default engine
dot INI right click Edit. And you will find here
the render settings. So let's see if we can find it. So Visual texture. True, render settings.
There you go. And what you will do is to actually go here and copy
this. I already have it here. It's the R Nani tessellation, or low tessellation equal one and R Nant
tessellation equal one. So copy this and
just space it here. You can even put it down. It doesn't matter the order. As long as it's under
render settings, just go ahead and
copy this, save it. And now that you have this, you just need to open
up real engine. And I will take you to the material settings
where you can actually activate this feature
in a real Engine five.
35. Enabling Displacement on our Material: Okay, so now we are in
a real and we need to open our material to try this. And in order to allow this, we need to go here and
type tessellation. Click here. All right. And what you will
find is that you have a displacement output here. If we go here to the properties
and go for displacement, you will see that
you have a magnitude of four and a center of 0.5. So what this means is, like I told you before
you have your height map, and here is the value of 0.5, and everything it is your
plane, and your height maps, the white values are
going to be here, and the black values
are going to be here, and they're going to do
some kind of bumping. They're going to be
bumping into the surface. So this value, let's
say, it's four. So if you put a
value of one here, your bumps are going
to be smaller. So there is no right
or wrong value here. You just need to test it out. The good thing is, we already have that displacement
in our material, so we just need to connect this. And apply. Now, by default,
nothing will happen yet because our landscape
is not using nanite. So let's take a look at this. You can save this. And you can see our landscape seems to be the same as always. So what we can do is to go to the landscape here and
look for the Nani tab, and here go to Enable Nanite, click here, and then build data. And what this will
do it will build the data of your landscape. And it will allow you to
have tessellation here. So you have this. Let's take a look at the
let's take a look at this. Go for this revealed data. We have already done
it. Revealed data. There you go. And now
we're going to see our landscape being revealed
with a nanite feature. Alright, so now our
landscape is using nanite and take a look
at what's going on now. Now, nothing seems to be working now
because it's loading, but as soon as it
finished loading, we can we will see how
it actually looks like. You can already see
what's going on here. Looks like a magnitude
of four was a little bit too much for
us, a little bit too much. So what we're going to do is to actually go
to our landscape master. And go for not here, go to this place and put
a magnitude of maybe 0.5. It's a little bit. So
we're going to do that. And now our landscape will
have a different value here. You see that it's actually having a little bit of
shadows everywhere. Still a little bit too much. So we're going to go for 0.2. Let's go for 0.2,
just a tiny bit. Okay, so now what
you're seeing here is actually a really cool feature that you already having
displacement in your geometry. So let's take a look how this looks like with our
character here. So let's play. You
can already see like there is a lot of value,
a lot of things happening. I feel like the
still a little bit too much, a little bit too much. So let's go ahead and go for 0.1 and actually
divide this by two, which is 0.05, click Apply. I only want it to be like
a small little detail. There you go. That's much
better. That is much better. So now that you have this, look at how it looks like
with the lining. You can see that we're
actually getting some really nice shadows
whenever we Oops, that's a little bit too much. So if you take a
closer look at this, you will see that your mesh
is actually being displaced. And you're getting some
really nice shadows. If we go to the detail lines, you will see that you're getting some really,
really nice shadows. So that's the nani Tesilation. It's quite a heavy feature. It's still experimental, so you shouldn't be using it in
a project that is like, you need to ship
it or something. It can be quite heavy, but it works quite well. So in case you want to add it, so that's your nani testilation. And with that, we're going
to move to other things.
36. Painting your Landscape: Okay, so now we reach a point where our landscape is actually, our material is very good, but we just need to
paint a little bit. So this is the fun part of it. And as soon as you
have your material, you can start painting
your landscape. So let me just control L to move the light so I can
have, like, a composition. I kind of like this one. Maybe we can go for this
because what I'm seeing here is it's basically a shadow here that
we're creating in this area and elite area
that's happening here, and then another shadow and elite area and another lead
area after the shadow. So I think it's
very interesting. We're going to leave
it like that for now. And let's go ahead and actually actually
paint something here. So we're going to go
for our landscape. And what you will notice is that if we go to our base layer, let me just move it
a little bit, we go. Okay. So we can go for our
base layer and start painting. So, for example, this part, we can just go for paint and start painting
the layer five. Probably maybe a good idea. So let's go for layer five here, and then we can paint a
little bit of layer one. Just like that.
Okay. So the idea is to play a little bit
with those tools to see, you know, what works best
for you and everything. I'm going to actually stop the PCG graph from
actually doing something. So let's go for these
PCG landscape graphs, and I think we can stop the Let me see if there
is how to activate. No, let's just go for activate it off so we don't really need to worry
about this for now. And we can just start
painting here just like that. Okay. There's some weird
shadowing going on with this. And if you see this,
probably you can go for your project settings and go for virtual shadow
virtual shadow maps, sometimes it happens,
but you can try the shadow maps if
that's the case for you, it's really it's really
annoying, to be honest. But, you know, it is
what we have for now. So we can paint a
little bit of layer two here and a little
bit of layer four. And let's decrease the
tool strength so that we can you can actually have
some kind of transition. You can already
see, as soon as I go here, it's very nice. And you can go here and start
painting the layer two. Is a little bit. I can have
like grass here and there. Next area I want to work
with is probably this one. So let me go for layer five, start painting this
just like that. Increase the two
strength a little bit, so I can just go ahead and
paint something like this. Can paint all the shore
line with some rocks. And then I can go for this one, for example, and I can
paint the layer four. I can do the same here. And then I can go to maybe layer one and
start painting here. You don't necessarily to use an auto material,
but as you can see, it's actually helping us to just have something to
work with at the beginning. You know, it's quite nice to
have that at the beginning. If you like I said before, it's better than having
an empty canvas. It's like, it's quite
easier to work with. So just go ahead and do
that start painting here. It's a little bit of a
transition By the way, if you want to go to this mode, just go to the unlit mode. Just go ahead and
keep painting here. At this point, you can just decide what you want
to do with that. Like, for example, I want to paint a little bit
of layer two here, which I have my grass, and then a little
bit of layer one. You know, it's sometimes you
have really nice textures, really nice materials,
but you're not really, like, painting it well.
It happened a lot. I remember when I was
working at Ubisof I will be testing a new
tool for painting. A tool was working well, but because I wasn't presenting it in a way
that I should have done, like, you know, just painting it like to prove that the tool is
actually working. It may look like, Hey, actually, your material is not very nice, maybe we can change it.
And it's not really that. Sometimes it's just that
you're not painting your landscape or your
mesh with the right tools, and that happens quite often. So you can just
start painting here. What I'm trying to do here is just breaking it
down a little bit. Obviously, we have
quite a lot going on, and our a material is actually helping us quite a
bit in this case. I'm only going to
worry about this area, which is my main shot. I can go ahead and take a look how it looks
like from here, and it's quite okay. It's quite okay, to be honest. So now that we have this, let's go ahead and change some stuff. Like, I want to change the
water to have a better color. So let's do that now.
37. Changing the Lake color: So I painted my
landscape a little bit. You can compare it with yours to see what's
the difference. I also going to go for
my PCG and activate. So I can see the grass and have, you know, a better view
of what's going on. So you can see that I
painted my grass here. Probably I will need
to add more density. Like, for example, in this area, I can just paint a
little bit here, so I can just go
for a layer two and increase like painting
density so I can have, like, more grass, so
you can see, like, it's loading, and later
on, it will change. So it's up to you what
you want to do with this, or maybe you want to feel
like, No, you know what? Just just remove this for now, and your PCG graph will
be updating as well. So it's up to you what
you want to do with that. For me, I want to have
this shot from here, so I'm going to actually
this shot is not bad at all. Like, let me you just
go back here and yeah, something like that, and I
can control tree to save it. And I have my bookmark. And what I can do is actually
first change the water. So in order to change
the water material, you need to go here to the water lake and
go for material, type it here, and you
will see that you have a water material lake
and yeah, that's it. So HLD water, we don't really need to change
it because this is the water that
we'll be seen from distance and our
water is very close. So water material lake, double click on this,
and you will have a bunch of properties
that you can play with. So for me, I want to play a little
bit with the absorption. So let's go ahead and take
a look how this looks like. So if we actually
change the color here for something like
something like this, like a little bit greenish. I think it looks
better, in my opinion. So I can also change this, but let's go ahead and
leave it like that. Like 250 looks like
a decent number. I don't know how it
would look like if I just leave it like that. Let's just go ahead and
a little bit greenish, just so I can blend
with my I can actually go for a little bit red
to blend with my greens, but let's go for
actually go for this. Actually, not bad. So
what we will do is to actually copy this, okay? You can also change,
like, the scattering, like how it looks like. You can just play with it
quite a lot if you want. For me, I don't really want
to Okay, that's really cool. I don't really want to
change it that much. I feel like this is okay, so I'm going to just
going to copy this. And what I will do now
is go for my river. I click on my River,
and in material, I can go for I have a
bunch of materials here. So I have my water
material river to lake transition and
my water material river. So let me open the river first. And the absorption, I'm going to click here and I'm
going to paste it. And you will see that I already have my material and
it's working quite well. So I don't really need to
work on the transition. I think this is
working just fine. So let me save this. I think this is a
really good proof that I actually need
to update my computer. It's already been
five years already. So let's go ahead
and close this. So I like the water now
a little bit better. I think it's working quite nice. So the next thing I want to
change is actually the sky. The sky can be a
little bit better. So let's do that now.
38. Adding an HDR Image to the sky: So now that I want
to do as making some final touches for this
is to play with the lining. It would be a shame to finish your landscape at not
having a good lining here. So I want to turn on a
plugin that is called HDRI. So HDRI backup, turn it on
and restart the editor. I already have it, so I
don't need to do that. And in order to use this, I actually need to
use some HDRI images. And there is a really
cool site called polyhven where you can download
these textures for free. So you have like this
one, for example, or like the sunset, this pure sky, and by default, it will be 16 K. You can download eight K. Eight
Ks what I recommend, but actually four K
actually works okay. So you can play with this,
choose whatever you want. You can take a look
at how it looks like, how the lining works here. So this will be a
replacement for our sky. We're going to use the
HDRI drop for that. So in order to use this, we're going to actually
delete all light. So if you go to Window and I believe you can
go for light mixer, so you can see I
have my lights here, but actually, I want to
delete everything here. I want to delete my directional
light. It's deleted. I want to delete my skylight
and my sky atmosphere. I want to delete my cloud, and pretty much everything
will be dark, right? So what I actually want to do is go here to
the green plus icon. And by the way, I need
to import this texture. So just go ahead, go to Import,
double click on this one, and it may take a while
to process the texture, but you don't need
to do anything as soon as you import them. What you need to
make sure is that these MIP gen settings
is set to no MIP maps. Okay? So no me maps
here, save it. And with that, you're going
to have your texture ready. By default, this is going
to be HDR compressed. You can go for HDR or H DR
compressed, both are fine. No me maps are very
important because you don't want this texture to be blurred based
on the distance. And SRGB will be off by default. If you use the HDR
compressed, that's okay. So you don't need to
worry about that. So as soon as this one finishes, we will be able to
use our HDR image. So let's go ahead to the green
plus icon and type HDRI, and you will see that you
have your HDRI backdrop. So let me put this here. And you will see that
I actually have like a like a kind of like a sphere with
inverted normals where I can see the texture. So first things first, I want to increase the size. So I'm going to go
for maybe 15,000. And now you can see that my
texture is actually there. Now, obviously, I don't
want my texture here, so let me just move it
down. There you go. Now, you will see
that, you know, this HDR comes with a skylight, so I don't need the skylight to add a skylight I already
comes with skylight. What I need to add it's
actually directional light. So we're going to add
it later, but for now, we're going to use one of
the textures that we use. So we can go for this
one, for example. If you like it, you
can go for that. And what you can also do is
to rotate it on the C axis. You can rotate it like this until you find an
angle you like. Like, for example, you may
find like you want this one, but I actually want this
lining coming from here. I think it's really
cool. You can also try this one to see if
you like this sky. So choose whatever you like. I think I'm going
to go for this one. So the next thing I need is to go for the intensity and probably go for
something like 0.5. Notice that it's
actually increasing my shadows here is not only
the intensity of this, but actually increasing
the shadows. So I have this texture here. So the light's coming
from here. This is great. So now I need to add my directional light
ahead and put it here. And I'm going to actually move it to zero, just like that. And actually, what I
will do is to try to simulate where the light
is coming from here. So actually, I can
use press Control L, try to simulate and maybe
something like that. Alright. So we can go for that. We can also go for
our sky atmosphere. So go ahead and put that. And also, we can go for our fog. So we can go for I believe we have our fog here
from the beginning. Yeah, we do have our fog. So if we put it zero, we will have zero fog density. We're not gonna touch it yet. Just make sure it's volumetric. Volumetric fog is
actually really, really cool and you can change the scattering
distribution of this, like how much **** you want and the Alvedo
as well, what color. For now, we're not going
to touch the ****. We're actually going to be going into the
directional light, which is already working
for us very well. I actually want to go for the HDRI backdrop
and the skylight. I'm going to go
for SLS captures. I have real time capture, so I'm going to have
something like this, or I can go for
specific cube map, and I can just choose this one. So basically, I will use the shadows that
I get from this. So my shadows are
going to be tinted by the colors of the
sky, which is great. You also have the light
color that you can change. So keep that in mind. Let's play a little bit with
the skylight. There you go. And now that you have this, you can go for the
directional light and start changing some things. So for example, I
want to increase the intensity of this.
Something like that. Or maybe I want to
have some kind of light shaft occlusion
or light shaft bloom, and the bloom is
actually really cool. I'm going to show
you what it does. It's actually giving us some
kind of glot right here, which is really cool. I don't know if you can feel it, but it's really,
really cool. I'm going to turn
it off for now. I'm going to turn it on later. So for now, I just want
to play a little bit with the lining of
something like that. Something like that is fine. Alright, so let's go ahead. Actually play a
little bit with this. Maybe we can have some kind of like a different
lining setup. It's fine. So let's go for this lining. And the next thing I want to add is some post process volume, which is also related
to the lining. So let's go and do that now.
39. Using Post Process to control the lightning: Okay, so the reason we haven't touched the lining that much is because we need to set our
post process volume first. And the reason for
that is that we can control the light intensity
coming from there. So let's go here to the green plus icon
and type post process, so you can get the
post process volume. So you can just go here and drag a volume anywhere
in the map is fine. Now, in order for this
volume to affect everything, you need to go for a search and type and bound. Click here. And now everything that we do here is going to
change our landscape. So for example, I want
to add some bloom. I can go for increase
the bloom of this. That can be really
cool, to be honest. Convolution bloom also as well, can be quite cool depending
on what you want to do. So I'm going to go for standard bloom,
leave it like that. And the exposure is what I actually want to want to change. So out exposure histogram, you will see that
if I play my game, the lining will change depending
on where I'm looking at. So if I look like there, it's going to adapt to your eye, and I don't really want that. What I actually want is to
have a consistent lining. So instead of out exposure, I'm going to go for manual, and you will see that
everything turned dark. So I'm going to play with this exposure compensation
to see what results I can. So I can get something
like this, for example, and what I can do also is go to the saturation and for now, put everything on
black and white. Black and white is
actually going to be very useful for us to see
if our image is, you know, interesting or not. So if we put it like this, it's going to be
wash out with white. If we're going like this, going to be too dark. So something like this, I feel like it can be really interesting. That's
very really cool. So let's go for 8.5 maybe, or eight, maybe 8.5. All right, so let's
leave it like that. The next thing I want to add is my let's see local exposure. We don't really want that
chromatic aberration. Not really. Let's keep going. Lens flare can actually be a really interesting
one if we increase it. That depends where we look
at if we're looking at our where you see the lens
flare coming from there. But not really what I'm
looking for for now. So the next thing, it's the deep field can
be an interesting one, but we don't really
need it for now. Temperature, actually, let me change the
saturation back to one. Okay? You can see how it's
really affecting everything. So it's really, really cool. So let's go for the shadows. We can tin the
shadows a little bit, like, make it like
super saturated. Really want to change
anything here. Mi tons, I don't really
want to change anything. What I'm looking for is
the film, the slope, the toe, and the shoulder, especially the
slope and the toe. So if I go for
something like this, you will see that I
have more contrast. If I go for something like this, I will have less contrast, depending on what
you want to go. My advice for you is if you're doing something
more stylized, more contrasting colors, and more saturated colors
will work for you. So if we go for toe, for example, this is too dark. So we can just play a
little bit with this. I don't recommend you to
change the values that much. Just actually, the default value for
this one is really cool. So we're going to
change the shoulder, global illumination
and all that stuff, we're going to
leave it like that. And now that we have this, we can also go for
our saturation and actually play a
little bit with this, maybe we can increase
saturation of everything. You don't want it to
be super saturated. If you desaturate things, it's going to look a little
bit more cinematic feeling. That depends on what you
want to do, of course. So light coming from here, this is really cool. I like it. And bloom. We can increase the
bloom a little bit. Even convolution bloom, I
think it may work for us. I'm not super sold
on the idea yet, so let's just go for the normal bloom and default
value seems to be okay. A little bit, like,
put it on one or something. That's totally fine. And with that, like, we don't really need
to change this. Chromatic aberration,
maybe a little bit. Maybe a little
bit. Obviously, if you go for depth of field. So let's try to find the
depth of field here. So depth of field. There you go. So you can change these values here for
something that you want. So for example, I want
to let me just increase the values a lot so that I
can see what's going on. So if I go for 0.01,
it's too much. You can play with this
value. Anyone is fine. So for now, you can
go for this and start increasing let's
just change this to the default value and
change the focal distance. You can see how
cool it is, right? So, and now you can go for the sensor width
can decrease it. It's a little bit. You can have some kind of blur
at the beginning. So that works quite well. The next thing I want
to do now that I have my post process is to actually
change the light color. So let's do that next.
40. Changing the Lightning: So in order to work with lights, I have a bunch of
tips I can give you. So the first one
is the intensity. The intensity of the
light obviously is going to be one of the
most important things. And if you put zero, it's basically like
it's during night. I want to have
something like this. What we had before
was really okay. We can also go for something
a little bit yellowish. Sunlight usually people say that it's like white color is
the color of the sunlight. In general, it's going to have a yellow tint, just a tiny bit. So you don't want to go
for something like this, but just a tiny bit of yellow. It's good for you. So
you can also play with the temperature and go for something cold or
something really warm. Like, that's up to you to decide what you
want to do with that. Okay? So effects were
obviously cast shadows. We talked about this
before the light heft. So if we go for this, we have, kind of like a shadow here and then go for the heft bloom. It's going to be
quite a big bloom, so we can increase
the threshold. And actually, if you move here, you will find that your lights, you're having some kind of
gut ray, something like that. I don't particularly like this feature in this
particular case, but if you like it,
you can put it. Depending on how your
landscape is looking, you may put your lining in a position where you have
a gut ray or something. So that's for the
directional light, Let's go for the HDRI backdrop
and go for the skylight. So the skylight, obviously, we're not using
real time capture. We're using specific cube map. And we also have the intensity. So light color obviously
is going to be the color of the HDRI, but
you can also tint this. So if you put this one, you will have a reddish shadow or, like, a bluish shadow. Sometimes, if you're working on a desert or
something like that, you can tint the shadows
to be a little bit blue to balance the
colors a little bit. So I mostly want to play
with the intensity. So if you put too
much intensity, obviously, we will
lose the shadows. If we put zero, we will
have super hard shadows. So I think like one or I
don't know if two's too much. Probably one is okay. The light color,
obviously, like, a little bit blue, just a tiny bit can be okay. Just a tiny bit,
don't overdo it. Okay. So you also have
indirect lining intensity. So if you put these to ten, you will have a lot
of bouncing lining. Don't try to overdo it. Okay. So that's it for
the HDRI backdrop. Then you have the
sky atmosphere. So you have this light here, this property here that
you can play with that, but to be honest, you have like kind of a lot of
values to play with. So I tend to leave them
at the default values. I don't really change
it that much because most of our post process is doing quite a lot
of work for us. So now that we have this, I think I think it's a
good time to wrap it up.
41. Using the Procedural Tools to change the result: So one last thing I want to
do before wrapping it up. I don't really like this shape. And the cool thing is that we're actually using procedural
components here. So if we actually go
here to our landscape, and before doing that, let's go to PCG, go here to the PCG graph, landscape graphs and
deactivate it for now. So I don't really
want to use this one. And what I can do is actually
go for my landscape. And find the base layer. And you will see that you
have your custom mass. So let's try to find
which one we're using. So it is this one. So what I can do is to play a little bit
with the C offset, so I can just go ahead and
change this a little bit. I can also play with the fall
of angle, just like that. I can also play a
little bit with the cold strength or
the displacement. Displacement can also be a nice feature to have
from time to time, and I can change the
coral a little bit. So I can go here and change
the landscape material. Have a different coral. Maybe something like
this. Let's take a look. I actually like it much better, and I think it's
working quite well. And let's go ahead and change the tiling
for the displacement. We can even go and change the displacement tiling for something that we
want to use here. For example, let's go
for our rock, maybe. We can go for this one. You will see that it actually is having quite a
different result. So you can play with
that if you want. And let's just increase
the size of this. It's just going to be really,
really, really handy. So let's increase the
the height of this. So you can't really tell
how powerful this is. Let's go for this one. Let's go for where is our landscape. It is this one.
So we can even go for something like more
displacement, maybe, or maybe we can go for change
the angle of the fall off, can be very big or very small. We can leave it at 45 looks
like a decent number to have. And obviously, we can change
the coral if you want. If you're not
satisfied with that. That's the beautiful thing about this is that we're actually having such a cool
landscape to work with and, you know, change the cool
strength and everything to, you know, just create
something more impactful. And I actually like this
shape more. I don't know why. Let me change Let me save this value and
change the angle a little bit. Maybe
something like that. So I actually like it. I actually like it a lot. So let's go ahead and actually go for our
PCG and activate it. And one last thing
that you need to do if you change things, you will lose your
nanite, right? So it may be you're
may be having an issue where your nanites
really not working. So in that case, you go for landscape and
go for revealed data. What this will do is to
rebuild your landscape with the new geometry to
create the nanite messes. So with that, I hope you
have enjoyed the course. It's a course made
for beginners. Hopefully, if you didn't
know about landscapes, now you know a little
bit of everything. There's so many things
you can do here. Really, the sky is
the limit for this, and there are many, many other things that you
can add such as meshes and, you know, to make
things more prettier. I will leave it up to
you to see since you can be a little bit
more creative and add, like, a rock or something to
make everything look nice. So that's it for me. I hope you have
enjoyed this course. I hope you have
learned something. And if you want to
learn more from me, make sure to check
out my other courses. I have a lot of courses
related to environment art, modeling materials,
and many more coming. So make sure to follow, and I will see you
in the next course.