Transcripts
1. Introduction: Welcome everyone to
Unreal Engine five, Beginners Guide to
building an environment. Now, if you have ever wanted to get into Unreal Engine five, or making a switchover
from Unreal Engine four in this course is
absolutely for you. You have designed a
course from the ground up to make sure that no
matter your skill level, you will be able to
easily follow along, and more importantly,
learn most of the skills to create your
own 3D game environment. But let's take a look
at what we have pack. The courts will
teach you to design your very own building
structure and create a nice. With Harvard. We'll learn how to work
with Quixel Assets to their fullest by customizing
them to your liking. We will go over all of
the categories within Quixel library to build
our own environment, Assets, textures, Decals,
and even 3D foliage. All of those will
be used to create a world within
Unreal Engine five, find out how to make
a poll use out of Quixel Material Instance
Parameters to adjust textures and make
them fit would fill color palette of your world
for any mesh to your liking. Using a built-in modelling mode within Unreal Engine will make use out of the variety of
different techniques to bend or even carve
into the mesh. You have full control over scanned assets from
the Quixel library. Make sure that the
only limit building our world would be
our imagined patient. During the course, we will build our very own water
system from scratch, enhance the visual supports him. And it will include everything
that the Water VFX, no matter the type
you'd want to create, essentially allowing it to reuse this water or any
type of your project. Create a fully dynamic
water body system that will allow us to create a
flowing river water with waterfalls acid the vertex
Painting to blend in the flows of water and develop a realistic Water
visuals points. During this part,
we will also create additional Water visual
effects to be rich, to blow off or liquid. Water system will
involve making use out of a variety of different
Material techniques, as well as Particles setups
to manipulate animation, manipulate animation within and get a certain organic
field from our Waterfall. Breathe life into your
own virtual world, right? A flock of birds flying
over the horizon. Fireflies playfully
buzzing around over the water will start
off by manual sculpting out the shapes of
the birds using the built-in sculpting mode
with Unreal Engine five, we will add a randomized
motion to them with a Material
Setup, the parade, a nice motion of a Bird Silhouette flying
over the horizon, giving each individual feathered friend a unique
Flying animation. We'll continue
this up and create a FireFlies Particle
Effect playfully flying over the top
of our Water by making use out of
animation sequence with the course goes in depth on setting Particles
within Unreal Engine five. Learn how to use Niagara
Particles System to its fullest
throughout this course, we'll start off
by making use out of them to create
waterflow effect. Fireflies. It then
move on to even make use out of them as
a Fluid Simulation and grade fireplace visual arts, of course, we will cover
multiple techniques for building a terrain with
Unreal Engine five. What will learn how to
manually sculpt out Terrain Using built-in sculpting
tool within the Engine. And how to generate a terrain from a height texture map by making displacement tool
to generate a mountain. Lessons will take you through the versatility of Landscape
texturing methods. Unreal Engine five as well, you will learn how to create an Automatic Landscape
Texture Material to generate sections
of your Level. Have to add custom painted
texturing details by creating your own Landscape
Material from scratch. Only that you will
also learn how to add iteration of
Textures based on the Heighmap detail for
the mountain will finish off the course by setting
up a nice sense that within the environment with a dynamic
volumetric cloud system. During this stage,
we will learn how to adjust our atmosphere and sunlight colour absorption to exaggerate the sudden lighting
within the environment, we will learn how to effectively
positioned outside and increase its scale to
greater lightly stylized in. To top it all off, we, we'll set up a nice camera
composition and random route, a video of the finished result to show off the work we've done. This is truly an amazing course. We have put together
a vast amount of content to make it easy for you to get a good grasp of the fundamentals for
Unreal Engine five. You have ever thought
about creating games, and this is a mosque
course for use. What are you waiting
for? How much? Join us and see where your
imagination will take you. Thank you everyone for watching, and I hope to see
you in our post
2. Creating a New UE5 Project : Hello and welcome everyone to the first lesson of
Unreal Engine five, Beginners Guide to
building an environment. Now, to start off,
we're going to open up ourselves and
Epic Games launcher. And if we were to click on it, will get ourselves
all the tabs on the top for the Unreal Engine. So now we're going to go onto the library section,
which within it, the very top tab that
we're going to find, It's going to be
Engine versions. And if you're not seeing
anything within this area, just go ahead and click on
the plus symbol over here. And it should by
default gives you the most latest version that
Unreal Engine can provide. But just to make sure click
on the version and go on to the very top within the list and select the highest
number possible. This way you should
have a version of 5.0, 0.3 or anything above that will do that after you selected, you should be able
to click install, which will start the
download process for the Unreal Engine itself. And once we're done with data, we can go ahead and
click Launch to open up our Unreal Engine browser. So once it finishes
up loading up, we're going to get
ourselves a new window with Unreal Engine project
browser opened up. And by default,
you're going to see all of the recent
projects that you have, as well as we're
going to have some of the tabs that will allow
us to make new projects. We've preset templates. Now, personally, I prefer to use a third-person template
from the games, but let's go ahead and
started off with that. So within the games tab, we're going to select ourselves
a third-person template. And this will basically give us a real nice starting point with by default lighting setup. And if we want, we
can always also use that to explore our
environment that we're building. That's quite nice. So once
we have this selected, we also are going
to make sure that the project defaults
are set with a Blueprint elected
instead of a C plus plus. This, we're going to create
some blueprints from scratch within this course. Then afterwards we'll want
to make sure that we have a target platform
set as desktop, as well as the quality
preset set as maximum. This way we'll make
sure that we're getting the best quality
out of a project. And afterwards we have ourselves started content and ray tracer, we want to make sure that
both of these are ticked off for the slaughter content. If we were to have
this selected, we get ourselves
additional assets that are provided by default
within Unreal Engine. But honestly,
they're just use up the folded space itself
for the project. And we're now going to be using any of the content for provided. So let's make sure we
have this ticked off. Now for the ray tracing, it does give off
better reflections if you have this thick tone, as it gives you a different
method to preview the world. But that is that of
course, a performance. And by the end of this course, we're going to be setting
up ourselves to render out our finished work
so we don't even need to worry about this anyway. Then moving on, we get
ourselves the project location, which if you want to change it, we're going to have to click
on this icon over here. And I'm just going to got
ourselves a new folder. All this Unreal Engine
five project like so. I'm just going to go within a folder, click Select Folder. And now it's going to change
the location or the project. Then after which the
project name itself is going to be over in
this window over here. So forward to click
on it and delete it, and then we can just
change up the name. So for example, I'm
just going to call this one environment
hut. Like so. Then after we're
done setting it up within Unreal Engine browser, we can now go ahead
and click the button, the create, which we'll set
up loading up our project. And after it's done
loading everything up, we'll get ourselves and Unreal
Engine project loaded up. That's going to be
it for this lesson. It was a pretty short one. We ended up just creating
ourselves a new project. And then in the next
lesson we're going to go over a quick introduction to the Unreal Engine CY system and the overall layout
for the program. So thank you so
much for watching and I'll see you in a bit.
3. Introduction to UE5 Layout: Hello and welcome everyone
to Unreal Engine five, Beginners Guide to
building an environment. And our last lesson we
left off by creating ourselves a project within
Unreal Engine five. And now I'm going to launch a quick video tutorial
Water introduction on Unreal Engine five UI, which will help you to get
more familiarized with the program and ease you
in within the course. So without further ado, let's get into it and
I'll see in a bit. Hello and welcome everyone to Unreal Engine five
basics tutorial video, in which we're
going to introduce ourselves to the Unreal
Engine pipe software. So Unreal Engine
five is an Engine which was firstly developed
as a game engine. Of these days. It's
been widely used within our creative
fields as well, such as architecture
and film industries. But even with all
this versatility and design changes to appeal
the other industries, a lot over the
co-design Water Layout has been kept as
the game engines. And right now we're gonna go
through the cell layout code would be easier to follow
along the future lessons. So first things first, we're going to start off
with the upper-left corner. And within it will
find the Save button, which we can use Control
and S to save our project. This however, will only
save the current level. And if we're making changes
outside of the level itself, Let's say we're having a
material or an asset edited. We'd have a different window
that we're working on. And we'd have to save
this independently. So it would have a save button or we can click Control and S, and that would save the window that we're
working on only. So basically if we're working
with different window, we need to make sure
that we save that out. And then afterwards,
if we're making changes or the level itself, we need to save this
out afterwards. So if I were to change this, we can only have it saved by clicking Control and
S And Saving out, we have made a new level. You'll be prompted up
with naming it and selecting for where
your location is going to be for level. Then afterwards we
have select mode. By default, you're going to
be within a select Mode, which you'll be able to use to make selections for
within your asset. You can also go ahead and use this to change
it into Landscape, Foliage, Mesh, pain, and
other types of modes. Just to change up your workflow depending on
what you're working on. But by default,
most of the time, let's say 80% of the time you'd be working on a select Mode. Moving on, we have
quickly at the project, this button will allow you to add more assets
into your project. The simple default ones that you'd normally
get in within the, any type of rendering software. So Basic lights,
Shapes and such. And we found here, if you
wanted to search within it, you can click on it and search
for light, for example. This way would be able to see all the assets with
light within its name, which you need to
keep in mind though, is that when you click on it, you need to make sure
that your mouse stays the same within this
icon over here. Otherwise, if I were
to, for example, drag my mouse to Shapes and
then search for lights. It notice that it only searches it within the shapes location. Whenever you're searching for an asset from within this bar, just make sure you keep the mouth stable within
this icon like so. Next up, we have an icon that
if we were to click on it, would be able to have some options for creating
Blueprint Classes. Blueprints work similarly
to a sort of a prefab. However, for the sake of introduction to Unreal
Engine five Layout, we don't need to get
into it too much. So, and the next one we have a level sequence and master sequence that we can add from this
button over here. This is used when
we're going to be needing to set up our
project to be rendered out. But again, Let's move on
with the rest of the layout. We have a play button. This will just start
off the project. And if you have a
third person template, for example, like I do, and it'll just set off your
character to be played at. It'll also start up all the
simulations and whatnot. So this makes it real
nice to just check out your project and why
don't we click Play. We get to be loaded
in within our level. And now we get to
walk around it and actually experience what it's like to be within
our building level. We can jump around, we can run around the
way we wanted it to be. And it's actually
quite nice to see what we were like within
our own Build level. We also have this
three dots over here, which if were to click on it, we have some additional settings Simulating the entire project. This will just allow
you to hit Play button, but without actually needing to lose control
over the edit mode. Again, we don't really need
to go too much into it. But basically this
section over here, we'll play and
stop your project. Then afterwards we
have platforms. But this is only for
when we're breaking out our entire package as a game. And we don't really need
to worry about this. So let's go ahead and move on. Afterwards. We have
a settings button. This will include
a sort of settings like Project Settings
and plugins, which can also be found within this upper-left
corner over here. So Basically this just makes sure that everything
is in one place. We don't really need
to go through it. They're usually not needed for when we're
creating or scene. Anyway, moving on, the outliner. Outliner we'll have everything that contains within your level. So it'll have all the
assets within it. And right now, if
I were to select any type of an asset
from within this level, like this one over here. It will, right away make a selection within
our outliner as well. After which, we
have Details tab. Details tab will give
you all types of options for your selected Asset. So it'll include all
the type of information that it requires to be
placed within the world. So for example, firstly, we have transforms
and this will include the scaled rotation on location
on this specific asset. We also have the type
of Static Mesh users, as well as the materials. Each type of asset will have its unique type of
information set within it, which can be found
from Details tab. After which, if we go down
to the bottom-left corner, we get ourselves quantum
drove our output log. And CMD quantum drawer
is by default hidden. But if we were to click on it, we get it opened up. Now if we click on anything else outside of
the content door, by default, be hiding it away. We can also open up the content jar by
clicking control and space to give us an easy access to where
our files are located. But a content rover is
basically a file manager. You keep all your
folders, all your assets. Or not only the level, but for the entire project
of the Unreal Engine five, we can also dock
the content door by clicking this
button over here. By selecting it, we
simply make sure that they're always going
to be within dislocation. And even though we click off of the content drawer and it's still going
to be within it. Now we can easily
undo this step by simply clicking on
undisclosed minor tab. And we can open up the country and Java
just like we used to, like so by clicking control
and space and output logs are pretty useful
for whenever we want to find out
some information. If something is
giving us errors. If our work is not
focused on coding, we don't exactly often use this. Let's go ahead and
close this down. Cmd is useful every once in awhile for whenever we
want to make a command. Right now I'm not gonna
go too much into it, but we can make use out of
it and do things like taking High-quality
screenshots or getting a different type of view
within our Viewport. Okay, so now we walked all
the way around or window. Now we're finally
gonna go ahead and talk about what's in
the middle of it. By default, we're going to
get ourselves a preview. Going back to the content
driver within it. We need to enable
certain settings. By clicking this
button over here, we'd be able to view the type of different
folders that we have. Usually I recommend
you to enable the show Engine content
and show Plugin content. You ever get more to get more out of our
Unreal Engine pipe. So after you enable it, you get yourself a folder of a data content folder,
which has Engine. This will have all types
of presets and plugins which we can make use out of and speed up our
creative process. Something to keep
in mind though, is that this is not
part of our content. So basically, this is already
within the engines folder. And if we were to change
any one of these folders, we'd basically be
changing it for entire Unreal Engine five. Meaning that even if you
create a new project, the things that we
changed within it, within this section,
according to be changed throughout the entire all the other projects as well. That is why by
default in a set of hidden to make sure that none of the content that is set by
Unreal Engine five itself is changed in any way and messed up throughout
all the projects. But we can avoid this by
simply knowing that we can't change anything within
the Engine folder itself. And it's better to,
whenever we make use out of this content folder, is by simply making a copy
out of whatever is inside, then dragging it out onto
your content drove us to make sure that we use is only
set for the project itself. This way, we can make as
many chains that we want without ruining the
entire Unreal Engine, five content piles. And that is going to be
at for Unreal Engine, the UI introduction Guide. Hope you got a lot out of it and will be quite useful to you going forward in the future for your Unreal Engine projects. And now let's get
back to the course. Welcome back everyone. I hope that a quick
video helped you get a better foundation
for the program, will allow you to follow
along the scores. So now we covered everything
around the viewport. And now in the next lesson, we're actually going to dig into the report itself and how to navigate it within the 3D level that we have on front of us. So thank you so
much for watching and I'll see the next one.
4. Introduction to UE5 Viewport : Welcome back and run
through Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left it off by getting ourselves
familiarized with the overall UI within the
Unreal Engine five software. And in this lesson, we're
going to continue on familiarizing ourselves
with the program. And this time we're just going to get ourselves the basics down for the navigation
within the viewport itself. So let's get right into it. I'm going to launch
a video right now, and I'll see another side. Hello and welcome everyone
to Unreal Engine five, Basics Guide for
the camera motion. And we're going to start off by introducing you to the camera
type of motions within Unreal Engine five in order to help you and follow
along the lessons easier to start off within the metal section
of the software, we have a perspective
camera view by default. And Using this, we can
move our camera around. The main thing that
you need to remember for when you're moving
your camera around is that by holding Alt and evil
one of the mouse buttons, you'd be able to make
a certain motion. So for example, by holding
Alt and left mouse button, you'd be able to rotate
your camera around like so. By holding Alt and
middle mouse button, you are able to pan your
camera around just like that. And finally by holding Alt
and right mouse button. If you were to scroll up
and down using this motion, it be able to zoom in
and out of your view. Alternatively, you can simply just scroll your mouse wheel and zoom in or out of
the project like that. Now, if we want to zoom in
towards the selected object, what do we can do is, if I were to select this
box over here, for example, I can click the letter F and it would zoom in
right onto the object. Now we can use this to
rotate our camera around and simply sea level with the
object selected as the center. If we're to select a
different one and click F with zoom in onto our assets. And if the acid is larger, like this ground plane
over here, for example, if we were to click F, It would zoom out and
make sure that the camera view as the entire
selection within our view. But this is pretty
good for whenever we want to zoom in
onto our selection. However, you do
need to be careful. Since if we, for example, were to select the
sky and click F, it would zoom out all the way. We don't really want
this to happen. So make sure that before
clicking F though, your selection is not
something like a Sky sphere. Now, if you want to have
more control over camera, and let's say you want it to be similar to a first-person game, which you can do is by
holding right-click, you'd be able to enter a sort of a camera movement mode
within your editor. Right now, if I were
to hold right-click, I can simply rotate
my camera as if this was a first-person
sort of a game. Now, what's nice about
it is if we were to hold right-click and use WASD, we'd be able to move
around our asset like so. So by holding right-click and W will be able to go forwards
by holding right-click. And as we can go backwards, a, to go left and D to go right. And also, if you want to go
up directly or down directly, you can use the
combination of Q and E. So by holding right mouse
button and holding Q, I can directly they
send anther level. Similarly, by holding
right-click and holding E, we can go up to level
just like that. Now, if the camera is a little
bit too fast or too slow, we can make use this icon
in the upper right corner, which says the Camera speed. If we were to click on it, we can use the slider over here. You set the speed of our camera. So for example, if I
were to set it to one, I'd have a really slow motion. And we'd be able to have
a really fine control over where our camera
with an editor mode is. Set it up to eight. Be able to go really fast
up and down just like that. But by default, it should be
set to something like for there is a value underneath
it which is set to one. If we were to set
it to, for example, this will multiply or for speed to be all
the way to eight. So right now, if I were
to go up and down, we'd notice that
it is way faster. So this is quite useful for when we're working
with different scales. I personally only recommend
you to use this value. Or when you're going
up and down in scales. For example, if
you're working with planetary scale of scaling, we'd want this to
be increased to, for example, like 14. And then this way would
be able to go all the way out real fast
out of a level. But by default,
keeping it at one end, simply scaling this up and down. We'll do just fine Within the perspective view, we also have couple of
our perception modes. And those would be beams on the upper left corner of the window for the
perspective camera. So right now we have
set it to prospective. We can change those to be top, bottom, left, and right. And what this would
do is basically, it will help you get
different types of use for our level right now
because I'm set to bottom. If I were to set it to left. And if you don't see anything, we can always make
use out of the letter F and go back onto the
level just like that. So this is quite useful
for whenever we're creating environments
and Assets. And we just want to make
sure they look good and proportional to the rest of our Level and from
all sides of angles. Again, by default, this
will be our perspective. If you do want to change it to be into multiple cameras though, and you want to see
multiple of them at once. We can click on the upper right within our view Mode
button over here, you click Maximize the
restore viewpoint. So this way we get three
different viewports, all from which are different
types of perspectives. Now, other than a perspective, all the other ones will by
default be set to wireframe. If you don't want
this to happen, we can always set
them to be lit, though, especially when
designing a level. This sort of a view
might be quite handy to go back onto one view, what do we have to do is locate our perspective camera and click on this button over here. We've been this
perspective view. We can also change the way our camera perceives
the entire level. And right now it is said
to be default of lid, which means that all
the shading would be seen with proper
shadows and whatnot. So in order to change that, we'd have to click on it. And if we weren't to, for example, select unlit, which would show
you all the Level without any types of shadows. We can go ahead and do that. We get this result is
also something like a wireframe which you'd see an alpha cameras if
were to click on it, we'd see the types of
geometry that we'd have. Those quiet, nice to know, especially if you buy accidents, sometimes click on one of them and you don't know
how to get out of, can always go on
this button over here and select LET afterwards. We also have show
icon over here. This one will get you
a different types of visualizations for your
respective camera. But what you need
to know though, is if you have something that's a little bit
off, like for example, I have my grid right now, which is barely visible, but is often quite useful for when we're creating or level. But if this is not
visible, for example, if I have this turned off
with this button over here, and I wanted on, but I don't know which one exactly it is. We can always go ahead
and click Use default. This will bring back all
the selected defaults that is usually set up
by the default template. And that's pretty much all. There is three camera controls. I hope you enjoyed the video. And now let's get
back to the course. Welcome back everyone. I hope that the video was
informative and gave you some good background knowledge to help you follow
along this course. And in general, within any of the Unreal Engine
five projects that you're going to be
working on in the future. But that's going to be
it from this lesson. Thank you so much for watching. And then in the next lesson, we're going to start
off by building ourselves a gray box. So thanks so much for watching
and I'll see you in a bit.
5. Blocking out Basic Design: Welcome back everyone
to Unreal Engine five, beginner's guide to
building an environment. In the last lesson, we left
it out by familiarizing ourselves with the overall
software and it's viewport. And now we're actually
going to begin working on the project itself. So before we do that, I recommend that
instead of using this entire level which already has a template
objects within it, it might be easier to start
off by getting ourselves a brand new template with
no assets within it. So we're going to go onto
the upper left corner. We're going to click on File and we're going to
select new level. And then we're going to
make sure we select Basic. Once we have that,
we're going to click Create and get
ourselves an entire new level with no template or any of the
additional assets is just a nice sky that already has the default lighting and a simple square
for us to work on. So right now we're
going to be working on writing a simple gray
box for our environment. And we're going to
do that by getting ourselves a room with
a shaved to work with. And then we're just going
to use basic objects and build it up just to get an overall idea of what we're
going to be working with. So to start off, we're
going to click on the plus icon within
upper left corner. And we're going to
hover over the shapes. And we're going to get ourselves a cube by clicking on it, we're going to get
ourselves a cube right in the middle
of our viewport. Then if we want, we
can start off by getting ourselves to cube
within the center of the world. All we're going to do is within
the bottom-right corner, within the Details tab, we're going to go onto
the transformation step, which is located at the very
top of our Details tab. And we're going to
reset the location to this default zeros 00 values. We can do so by
clicking on reset this property to its default
value button over here. And once we do that, we're
going to get ourselves an object right in the
middle of our world. Now, if we want our camera to be positioned to the
center of that object, we can click F and it will
automatically snap or camera with our selection to be positioned within the
center of our camera. So now that we have
it like so we're going to start off by
getting some elevation. So we're going to create a
cells and environment in which you will have a
nice hat at the top. And then we'll also have a water area with a
bridge hanging from it. So what are we going to do in order for us to set that up? We're going to get ourselves and elevation using those cubes. And firstly, actually
let's go ahead and make this entire cube
a little bit larger. We can click our to go
into the scale mode. And then in the gizmo, between the red and the
green gizmo sections, there is a middle
section over here. And if we were to
click and hold, we can upscale our entire cube, which will only do it
in the x and y values. This way, we're
basically stretching our entire cube in the way that wouldn't
affect the z values. And we're able to do this, we get a nice foundation
that although we have already set
up our foundation, we're going to set up our own primitive shapes and just have it kind of nicely positioning
within our world. So reckon we can just continue scaling this up until
we get a value of, let's say we can
have a value of six. And if we were to press Play, we can see the type
of scale we have. Actually, let's go ahead
and upscale this even more. Up to a value of ten. And that's going
to do much better for us. But there you go. We're going to have this kind of a small platform to work with. Then after we have this, we're going to click W to go
into our Move Gizmo tool. And we're going to hold
Alt and move our sideways, which will duplicate it. Now to redo it, I'll just click
Control Z to undo my previous action and
then I'll do it again. So while holding Alt, I'm actually just going
to click and drag onto this green arrow over here and just move it
sideways, like so. And if you notice, I have some snapping turned on. So I'm using the upper-right
corner for the snapping. And all of these are turned on with the default settings on. And later on. When we will want
to turn them off, we'll be able to do
just that with for now. It'll help us to kind of
position all of our assets properly and help us to work
within a restricted space. Speed up our overall process
for setting up our gray box. So now that we have two cubes, we're going to
position another cube slightly higher than
the previous one. And we're actually going
to click r. And this time I think we can just
extend it in z value, which will make this
a bit higher like so. And we're going to
position it just to decide or for our
cube just like that. So it doesn't have
to be perfect. We're just using them as a base. And so this way we're going
to have some elevation. So now what we're going to
do is we're going to set up a location for where we
want our objects to go. And I think we can start off
by clicking on the Plus, getting ourselves a new cube It's going to create a new one. And this way we wouldn't have to worry too much about scaling. And now we're just
going to squish it down a little bit and use the x scaling just to kind of
stretch it out to the side. And we'll start off by getting ourselves a basic
shape for the bridge. I think that's the nicest
way to start it off. So I'm thinking is we'll
probably want to have the bridge to be touching the upper section of this overall platform. And we'll want it to be, set it up right to the side
of this area over here. Now by default, both for the materials are
going to be white, so it's going to be
somewhat hard to see. So what I recommend doing is
if we go to the details tab, we can scroll down a little bit, then a material section. And by clicking on
this tab over here, we open up all the default Unreal Engine
materials that it has. Now if we were to scroll
through this entire list, we'll get ourselves basic
shape of material instance. And this one by default
is going to give us a real nice base for the
gray type of material. So we can just work with
these two kind of colors. You get a nice contrast
and just kinda set up the overall shape that we want our structure
to be set up in. And right now, we're just
going to use them to get ourselves a real nice
kind of a gray box. And we're just
going to extend it. It's just a little bit more. I'm going to go
right over this area and click play just to see how my character is
going to look like. In regards to the overall scale. I think this is a quiet, nice, but we probably want it to be extended just a little
bit more like so. And actually not only that, we should probably
have some bit of a bridge to be going
sideways as well, to go deeper into the walrus where we'll have our water body. So what we're going to
do is we're going to hold Alt and we're going to drag it outside like so to make a duplicate
out of this asset, then we're going to position
it sideways like so. Because we have a
snapping tool on, it's going to allow
us to rotate it by 90 degrees and we'll get a perpendicular to
the other asset. So now we have it like so
I think we can raise it up just a little bit like so
and drag it to the side. Now by the looks of it, this might be a
little bit too long. So what I'm going to do
is I'm going to click our and squish this bridge just
a little bit down like so, and put it to the
side just like that. Now as for the house, I'm actually going to I'm going to duplicate the same
bridge area that I had. And I'm going to position it right on top of
this area like so. Then I'm going to
stretch it out. And actually I'm just going to make it into this
sort of a cube like so. And if the platform that we're
having is not big enough, we can always make it larger. So I'm actually going to grab both of these
platforms like so click R and stretch them
out to the side like so. This way we'll have a
better understanding on how our house is going to look
like within this environment. So right now we have
couple of cubes setup. And I'm thinking that
maybe we're going to have this house a little
bit more to the side like so. And the way I'm thinking
to have our structure is I want to have
a little bit of a house extended to the side. And then I want to have some area or where we'll we'll
have our rooftop just as an outside area or
our location for our structure with
a nice band bench and a fireplace setup. And then we'll have
another location for a power structure just
to cover up the side. So we're going to
actually duplicate this cube and set it up in a way that's
going to be actually, let's go ahead and
rotate it like so. And we're going to
set it up to be sideways and position
it just like that. So now with this, we can kind of visualize how it's
going to look like. And I'm thinking, yeah, let's go ahead and speed up
the process a little bit and get some more assets
within this area. So I think firstly,
I just want to kind of positioned as bridge a
little bit more to the front. I want to end bid to
be going backwards, but I don't want
it to be completed inside because we want to break up the entire
silhouette of our environment. And right now we're just
playing around with the shapes, trying to get overall design
the way we want it to be and how it's going to be set
up within our environment. And actually, I just wanted to bring up just a little bit back. I think we might have some foliage sitting
in front and that'll help us to break apart
this empty wall over here. And I think we might have some Polish over here and
this distance as well. And actually, I think we can just bring this up
just a little bit more because I want to have a type of a door here as an entrance. And this will help us to see our entire building
is going to look like so I'm thinking that this
might look quite alright. We might want to extend this
by a little bit like so. We don't want to overdo it. We just wanted to have a kind of a casual structure like so. And now what we can
do is we can just make use out of the
rest of the assets. And actually I'm just going
to duplicate this bridge and make it into a
smaller cube, like so. Or even. I'm just
going to scroll up within a transformation step
within a details panel. And I'd like us to reset
the scale transformation. So by clicking on this
reset icon over here, we're just going to get
ourselves a default cube with which if we were to just
scale it like this, we'll be able to
get a nice sort of a support for our
entire bridge like so. I think we can just
lower this down like this and get a
nice kind of support. We don't have to worry about it going inside of
the floor too much. We just have to focus on overall shape of our setup
for the environment. So the reason we do our gray
box is usually is to get an overall kind of
a flow of how we want our entire environment
to be structured. And this way it will help
us to focus on setting up our assets later on and we wouldn't have
to worry about it too much on how the overall aesthetic would be
coming up together. So right now we're just playing
around with the shapes, getting the overall
design setup. And this will just help us to ease off our
process later on. So right now we're just playing around with
the shapes like so. And I think we can have
something like this. We don't want to have too
many of these polls in here. But I definitely
think we need to have some of them in this
area over here, one on one end and
one on the other. And then we can grab both of
them while holding Shift. And we're again, Actually sorry, I'm just going to click Control
Z to undo my selection. Then I'm going to hold Alt and drag it out like so
to make a duplicate. And actually this
one isn't touching because obviously it's
a little bit higher, so we're just going to
raise it up a little bit. And now I'm just
going to duplicate this like so and see how this
looks like from a distance. I think this has just enough. We don't need to
overdo it too much. You might want to have the pattern to be a bit
more centered like so. So the gate, the gaps
would be more or less spaced out nicely in
between one another. I think that's going to
look just quite nice. Okay, so now to break off
the solid for this area, we're going to get
ourselves Number cube. Actually, we're just going to duplicate the area
from this bridge. And we're going to set
it up as a nice kind of a roof that we're going
to be using. Like so. Now, by default, the
Unreal Engine doesn't have a lot of choices for
the gray boxing. And since it is a game engine, it won't have a lot of
modeling functionality. We can increase that DO by using a plug-in for
modeling toolkit. But I'm going to show you how to enable that in our next lesson. And we're going to
make use out of more interesting shapes to build ourselves a
roof for this area. And then we're just going
to play around with the basics of a
modeling toolkit. So thanks so much for watching
and I'll see you in a bit.
6. Enabling Modeling Mode Plugin And Saving out Level: Welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson
with after all, by creating some of the basic
shapes for our environment, which we're going to use as a base gray box
within our scene, we set up our assets, but right now we're not
quite done just yet. We need to figure out how we're
going to set up this Roof and we're going to continue
working on this gray box. But before doing that though, we need to set up ourselves
a modelling mode. So by clicking on this
button over here, if you're not seeing a
Modeling toolkit tab, then we need to make sure we enable ourselves and
modelling Plugin. And we can do so by going into the Edit tab,
clicking on plugins. And then we're going to
search for modelling. Like so. We're going to get
ourselves modelling toolkits, editor mode. So we're going to make
sure we have this enabled. We're going to click Yes. And then on the right, bottom-right corner is
going to be something that says you must restart your
Unreal Engine to take effect, which you're going to have
to do is click Restart now, which will make sure that it will enable the
entire Plugin. So just make sure we
have this enabled. And I think it will actually asked you to save out
your level as well. So before moving on, I totally forgot to
say about this level because actually we've
worked to close this down. We're going to click
Control and S, and it's going to
open up save as. And that will just simply ask us on where we want
to save the level. So since we haven't
had it saved, we just need to make sure we click Save and it's just going to give us the default
name of new map than actually afterwards
in order for us to make sure that every time
we open up this project, it loads up within
this specific level. We're going to go on
the upper left corner, click windows, and make sure that we need to go on the Edit. And we're going to go onto
the project settings. Within it. We're going to
click All Settings. And then we're going to scroll down until we get
to default maps. So it's not too far off, or we could actually just
search for default maps. And that'll just open
up this entire tab. And we'll want to make
sure we changed edit, Editor Startup Map,
and Game default map. So if we were to change
both of them to new level. And then second one, click on the third person
map, select new map. And we're going to get
both of them saved up. Now, whenever reopen them
this project, again, it's just going to put our
entire level that we have currently and just open up our project
throughout this scene. So now we can click
Control and S to make sure it's saved out. And this will just basically contain our entire
level like so. So now, going back to what
we had, the modelling mode, once we had it restarted
and the Plugin enabled, we're going to get ourselves
within this select Mode tab. Click on it. We're going to get ourselves to modelling mode. We're going to get
ourselves a new window with a bunch of options. And to be honest, there's
so many of them to use. It just has some real
nice functionality and we're going to go through them within the course
for some of them at least show you the basic use
out of the Modeling Mode. So right now what do
we want is we just want to make use
out of new Shapes. And we'll start off by creating ourselves a box just
like we did previously. If we were to click on
the box and then we have a bunch of output
options to choose from. By default is going to be
said with the width, depth, and height as 100, and the usual
subdivision of 111. So that'll just give us a basic, very basic cube with the
standard type of vertices. And we wanted to
keep them AS is. We also want to
make sure that we keep this as a Static Mesh. Otherwise it's not going to give us the right type of a mesh. And if we scroll down, we get our options
like positioning and whatnot and how we
bind it to be placed. But we're going to keep that
as as and then later on, once we place it
within our scene, will be able to get
ourselves a mesh. And we're going to
keep the rest as is, we don't want any of
the materials since we are using it only
for the gray box. And basically once we
get everything sorted, the main thing that
we want to make sure though within this tab, is that at the very bottom where it says New
Asset location, we want to make sure that it
is said with Origen folder, that is world relative. But that'll generate ourselves a folder which we're
going to make use out of. And whenever we create a new primitive shape
using the modelling mode, it'll basically generate
everything within that folder. So afterwards,
after we happy with that and actually just
want to let you know, if you don't have
a Level saved up, that will not work
quite as well. It will try to save up within a default engines folder
because it won't be able to find where
the level is located. But yeah, once we have the
auto-generated folder, set the world relative, we'll, we will want to click
once within our world, and that'll spawners the cube. And then right away we'll
just wanted to click complete To make sure that within our Static Mesh that
we just created, it only has this
one type of mesh. So once we hit complete, we're going to get
ourselves a simple cube which might look like
it's the same one, like we used previously. But what this cube will
allow us to do is because it generated ourselves
a Static Mesh within this folder over here. It'll help us to modify our entire Mesh later on
using the modelling mode. So right now, we can actually do that right away
if were to click W and position our cube to be at the very top
of this building. Like so. There's going to position
and just like that. And now we can make
some adjustments to it. So the next thing that
I'd like us to do using the modelling tool is make use out of the trial
moral functionality. So if we scroll down
until we get that estab, there are a couple of choices. And now we're going to be
using try edit or to select. We're going to get
ourselves a tab as well as the selection for this box that we had of a Static Mesh is going to be highlighted since
we had it selected, it's going to give us
a choice to edit it. So right now, we can either
hover over vertices, edges, all the faces themselves, since all of them are selected within a selection
filter within this tab. And there are also a
bunch of other options that we can make use
out of like extrude, offset and even inset
your modify this mesh. But right now the only
thing we that we want to do is make sure we
grabbed the vertices and kinda squish them down to get it as a base
for our rooftop. So what we're going to
do is actually we're going to go on to the
selection filtered. On the left corner. We're going to and take
the edges and faces. So we'd only have
vertices selected. Now, once we click and hold and then drag
it across the top, we're going to make
a square selection, a box type of selection Across the very top section
of the basis. I think even if we don't
see those vertices, we can still make
that selection. And that is because
the marquee ignore occlusion is dictum as this as this one
should be tiff tone. And I think if we don't
have this tectonic, we won't be able to select
the faces and a bag. So just make sure you
have this ticked on. And anyway, we're going to just simply make a
selection like that, which will give us
this sort of a gizmo. Now with this gizmo, it's basically
everything in one area, the rotation, transformation
and scaling for the gizmos, all of them in one area. So square icons that are
located to the side of the gizmo are going to be controlling basically
the scaling itself, the square ones over here. So we can use that to
scale it up and down. And then we have a rotation gizmo that is represented by
this type of an orb, which you can use to
rotate it around. Of course, because we have
this type of selection, we're not going to
have a lot of results. But right now, because we're
only manipulating the top, obviously the bottom section
is not going to be Effect. And then finally, at the
very center of it as gizmo, we have Transformation Tool or the movement off this
entire selection. So I'm just going to
click Control Z to undo my actions like so. And basically all we want to do is make use out of the scaling. And we're just going to make use out of the screen one over here to squish it
down entire lake. So actually not entirely. We're going to leave
it this kind of a small gap in the middle. I think that's going
to be quite alright. Or maybe even more. I'm just going to grab back the vertices and squish
them down like so, so that we have it like this. We can go ahead and hit Accept. And because we had the new Asset location
set to the same folder, which it should be done
because we had previously selected so far to go back
onto the trial select Edit, It's going to, as you can
see at the very bottom, New Asset location going to have the same kind of a choice. And because we had
previously selected, it should be saved up as the previous type of a choice which was auto-generated
folder world relatable. So if I were to go
on to this folder, we see that the new
Static Mesh that we just created is going to
replace within this area. And so now what that means is that we can just
basically put it outwards and it'll give us the exact same kind of a Static Mesh that
we have over here. And actually now we're going to be enough from
the Modeling Mode, it takes up a lot of our
space within or Viewport. So I'm just going to go
back on the reselect Mode, which we can do so from
the upper left corner. And if we were to click
on the modelling mode, click Select, and that'll give us back the selection mode. So with this, we can now select our Static Mesh
that we had previously. And I'm just going to click are going into this gives might
actually just extended quite a bit to be covering
the side of this area. And I'm just thinking of how our roof is
going to be going. Obviously, we want it
to be going more to the width of this
entire structure. So I think as a starting point, this will be quite alright. Then the next step is
going to actually, we're going to want
to make sure we extended by quite a bit. Not by too much, but where the middle section of this Roof and because the next part
is going to be setting up the other part of the Roof. So I'm just going to
really quickly grab and rotate this around and set it
up to be sideways like so. And then just position
this group over here. Because this structure
is a bit longer, we're actually going to extend
it just a little bit more. And it's going to
bring this entire roof all the way through back and extended a little bit as well. I actually like so. And they have it we have a basic Roof which
we're going to be using as sort of a placement for how we're going to
build up our assets. And actually, I want
to make sure that this Roof is being supported. So I'm just going to
grab a quick support and set it up over here as well. Like so. And looking at it back, we might need to yeah, let's go ahead and actually
make this Roof little bit longer and extended
to the back. This way. Actually make this a
little bit larger like so. Just like that by playing
around with the shapes, we can get nicer
type of Silhouette. And I'm thinking
that we can actually extend this Roof just a little bit more to the
side like so. Or even. I'm thinking of the way we can
make use out of this roof. And I don't want them to
be two different looking, but I think we can go
ahead and extend that. I was thinking that the slope, because it's going to look quite a bit different from this one. It might not look quite as nice, but that's the way we're
playing around with the shapes, trying to figure out how
it's going to look like. And I just want to get a bit of this Roof to go outside
of it, like so. And then I want to have sort of hanging point for over here. This way we're breaking
out the Silhouette. I'm actually going to press
G to make sure my selection goes away and we can kinda visualize how the entire
scene would look like. And yeah, we already have
a nice setup over here. So I think right now we can continue on playing around
with the Landscape this time and kinda get
the Terrain sorted as well or the
overall environment. So that's going to be
it for this lesson. Thanks so much for watching, and I'll see you in a bit.
7. Using Landscape Tool: Welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left off by creating a very basic gray box. And this time we're going
to continue on working on this project and set up a
landscape for our scene. So let's go ahead
and get started. Within the upper left corner, we're going to go from the select mode and we're going to change it
to the landscape. So let's go ahead
and click on that. And then right away
we're going to get ourselves a different
tab to work with. I'm actually going
to go ahead and goes down the content browser just so I could see the entire tablet. So now we get ourselves a
green type of an environment. I have a grid that just visualizes the type of
landscape is going to create. So right now, all of this is showing us the type
of landscape that we're going to create
based on the type of properties there were setting
up within these settings. It's going to give us 100, 100 Scale with 63
by six free quads. And the number of components is going to be an
eight by eight. So you see these large squares that are highlighted with the smallest square root inside. So the large squares are
going to be eight by eight. Anyways, we're just
going to keep all of these settings as an, as is. And we can actually
delete the squares later on or even add them
up in the future. But for now, all we're
going to do is we're just going to click Create. And we're going to get
ourselves a sort of a Landscape Base for
us to work with. And I think that's a
nice starting point. We can now go back to the
selection, for example, and change the way it is
placed within a world. I'm actually going to
select it like so click F, and then we're going
to scale out like so. And I'm just going to rotate
it by holding Alt and left mouse button and just going to bring it up just a little bit. Like so. So it's going to be
covering up our platform. So I'm now going to select my assets in
the middle, click F, and reposition my camera
to be back Within where we started placing
this gray box for housing. And actually even we can just select the
landscape itself. And within a log transformation, we can click and hold on the Z value on the
blue one over here, and then drag it
up a little bit, just so we're going
to have it right where our platform
is being positioned. This way when we're going to be building our
house is going to be positioned right
on the very top of it. And now we're actually
going to start molding and modelling the
entire section for this area. And the way we're going
to do it is actually we need to go back
to Landscape tab. So let's go on the upper-left corner
and select Landscape. And it will just open up the top type of tab
that we had previously, which once we create
the landscape, we get and we have free options. We have managed
sculpt and paint. And we'll start off with
the Managed tab actually, let's go into it and we
have couple of choices. The main ones that we need to think of a are the
add and delete. So what we're to, for example, wanted to lead couple of
settings, couple of locations. We can go ahead and
select this one over here, the delete one. Then if you were to
click on the corner, for example, over here, we can delete part of section. If we wanted to
bring it back up. We can select, Add and add
another section like that. And we can even hand up more of the parts,
that is terrain. But for now though,
because our main camera is going to be positioned
towards this area over here. I'm thinking that we
can delete some of those parts from over
this area over here. And then that way we'll just be Saving up on the performance and just not use anything
unnecessary for terrain. So It's going to delete
this bit over here. Maybe even an AV1. Actually, actually we're
going to leave it as is, and we're just going to
sculpt it out afterwards. So right now, once
we're done with that, going out of the managed Mode, we're actually going to go onto the sculpt mode over here. We're going to select an it. And what this will
allow us to do is it allow us to
shape the terrain. So using the basic
sculpt tool selected, we have couple of
options we've been, and we'll just leave it as the Basic brush type default
with a basic fall off. And right away we're
just going to get right into them modelling part, that sculpting part for terrain. So with the brush size set, Let's say Yeah, let's go
ahead and keep it as 2000. If you wanted to make it larger, we can click and hold and then drag it to the right
and make it larger. Or alternatively, we can click and hold or left mouse button and drag it downwards to
make our brush smaller. And this way, as you can see, if we hover over our Viewport, we can see the type of
size we're going to get. We're going to keep it
as a default 2000s. We don't have to be accurate. We can be accurate by
clicking on it and just typing in the
value ourselves. But we don't have to. Then the other one that we
have is the brush fall off. And we're going to get
that in a bit though. So first of all, let's just go ahead and make
use out of the Terrain. Forming sculpt brush. So if we were to click and hold, we're just going to raise
our entire Terrain upwards. And in general, if we were
to want to lower this down, if we hold Shift and
left mouse button, we can just lower this
entire terrain down. And actually looking back now, I should probably delete the part that we had
previously, the platform. I'm just going to
delete the larger one. We're going to keep the
smaller ones for now, the ones that we
created previously. It's going to go back into
the landscape like so. Now actually we're just going to be sculpting out and nice kind of area for where
our water is going to be. The height is going to
be kept more or less the same for where our platform was. I'm just going to
lower the value of the terrain so I could see barely with the
Terrain his position. Then the next part
that I'm going to use is going to be
something called Platon. This is my favorite
brush to use for having more control because
in the fault by default, the sculpt tool, we'll just give you a lot of
noise when you tried to have more control
over your area. And that just not going to give you the type
of great results. So by using a flattened tool, it'll basically pick the type of a height from the middle
section of your brush. And that'll just basically
apply that type of height for the rest of
the size of this brush. So for example, if I were
to hover over this kind of slightly downwards
elevate elevation of this Terrain and
click and hold. You can see that it
flattens everything to the size of a height that I had my middle
section of the brush selected and not just
create some nice results. Alternatively
though, if I were to hover over the high area
and then click and hold, it'll just kinda bring the
entire Terrain back onto this entire kind of a height. And that just helps us to
have more control of how we want to have are
positioned, brush to be. And also, if you
want to make sure that we don't cut off
too much of this hill. We're going to make use
out of the brush follow, which if we're to lower
this down to zero, it'll give us the harder edges. But of course we don't
want to be too hard with Edges because it'll give us
the results to artifacts. So we never want to go
lower than the value of, let's say 0.2 or 0.1. We never want to go
basically to a zero. And if it were to
set this to 0.2, we're going to get somewhat of a hard part of values
like we did previously. But it's not going to cut off. It's not going to
give us the type of artifacts that we had before. So bear that in mind. Alternatively, if we were
to set this all the way to a value of one and try to
use the same kind of brush. You'll notice that we're
actually going to start getting kind of weather effect. And it'll basically
smoothing off the type of an edge for terrain. But anyway, we want to make use out of this kind of
a base that we had previously and set it up in the right kind of a
height for our late. So what are we going to do
is we're going to set up our brush just to be a
little bit smaller like so. And we're going to get ourselves a brush actually back to 0.5. I think the default
one was quite fine. Then we're going to
position the height of this brush to be
more or less the same as we had previously
like so to the Terrain. And we're just going
to basically get it to be the same height
as we had this Terrain. And doesn't have to be
perfect because you can see my section for terrain is a little bit lower than the platform itself, but that is quite fine. And then we're just going to
hold our left mouse button. And just like that,
we're able to shape out our entire terrain. And what we want this basically, we wanted to set it up
in the way that we'd have sort of a body
lake over here. And we'll want to set up
somewhat of a stream or river coming from this area and going into this
area over here. And then we'll want to
have an overall kinda run down for the water going
off into the distance. The way we're going to do it is just we're going to set up a nice location for
the water like so. We're going to have actually
more of an area over here. Just make sure we're not
having a perfectly shaped, of course we wanted to have it looking more organic
and whatnot. And I think that's going
to look quite nice. We can even hit Play and see
how it's going to look like. And I think that's quite a
nice for the water itself. I think that's going
to look quite alright. So we're going to keep it as is. So now we just want to make
sure we have sort of a let down over here for
the water to go off. And we wanted to just
have it somewhat of a straight stream going all
the way to the back, like so. So by holding the
flattened tool, making sure I'm
always centering on the lowest area of
the Terrain and then holding my left mouse
button and just shaping out in this kind
of a canal for the river. So we're going to have it go all the way
through backlinks. So now for this part, we can shape it in a
way that would have somewhat of a Terrain hanging out from
this end over here. And we can even use this terrain that's higher up and build
this Terrain backup like so. So that's going to
look quite nice. I think that's going to
look quite nice as a shape, maybe we want to be a little
bit wider or over here. It is getting quite nice. You might want to
add some Rocks over in this area as
well for the water. It all depends how
the water is going to be behaving within this terrain. And so far it looks quite nice. We now want to set
up some hills and that's actually going
to be quite easy to do. We're going to start off by
getting a nice sculpt brush and increasing
this overall area. And we'll want to have
one hill like this, bid higher than this
elevation over here. And then we'll actually want
to have another hill that's even higher than the
previous one like so. Now that we have two
elevations to work with, we're actually
going to go back to the flattened brush and we're going to be working with
these types of elevations. So we're going to be
setting them up like so. But actually, we're running out of time and I
think we'll need to work on it a little bit
more being before we actually continue on with designing or little
house by the water. And I think for now we're
going to end it as is. And then the next
lesson we're going to continue on working with the largest scales or the terrain in order to
shape this environment. So thank you so much for watching and I'll
see you in a bit.
8. Sculpting Large Scale Terrain: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it all by starting on working on a
larger scale within our landscape and building up a bit of a shape for
where the water would go. And this time we're going to continue on working
on this terrain and actually get some of the work done for the larger
parts of this area. Let's go ahead and get started. We've got to sell us a couple
of hills and we can now use them as a reference
point for elevation. And actually we are going
to just go ahead and get ourselves the second
point over here that we continue
on working with. And just click and
hold and then drag it. This way, we're basically have two elevation points that are slightly elevated above
this overall terrain. So we can now use them both and build up this
area over here. And although the camera is not going to be
picking that up, we're going to be
positioning or Environment shot somewhere in
this overhear area. So we need to just focus
on having some levels of elevation and working
with them later on. So actually, I am going to
lower this down a little bit, this hill over here. I think it's going to be
a little bit too small. And by the way, quick tip, if your camera is
moving a little bit too slow when working with
this large environment, you can go ahead and click on the upper-right
corner over here. But a camera speed. And if you were
to increase this, let's say two or
five, you'd be able to move around much faster. So that's quite nice. And alternatively, sometimes I like to,
when moving around, use a mouse wheel
to scroll down, for example, which will slow down your movement considerably. So while holding right-click
and WASD while moon around. Then using your mouse wheel, you can just basically change up the speed at for your
camera movements. So that's kind of a faster
process for using this. But the downside of it though, is that you can exactly tell the type of a speed
you're using. So right now, even
though the camera speed is kept us the same for, with the camera speeds scalar
being set as one as well. It's going to have a consumer inability
considerably different speeds. So if I use my mouse
wheel and drag it up and have much faster over
result for my movement, this type of speed shown here, it's going to be kept the same. So that's the downside
to having this kind of a faster method for
changing the scale or your camera movement
within the viewport. But anyway, I'm just going
to slightly increase it and have it be easier to work with this larger
section over here. And I'm thinking about just, again, using the flattened tool. And actually we're going to
love it is and a little bit. So I'm going to go back
to the scold sculpt Mode, going to hold Shift and then
lower down a little bit. If you want your strength to
be changed up the way it has the intensity on this area
for when you're sculpting, you can change that
using the tool strength. So if you were to lower
this down by quite a bit, it'll have a much nicer
result for when we're changing the overall
shape for terrain. So right now, for example, we change it to this amount. And if we were to change the total strength to be a little bit higher,
let's say two or seven. If we were to hold Shift
and left mouse button, it'll just lower
down so much faster. But I'm going to change this
to a value of 0.2 for now. And just going to, actually, we're going to go to the
flattened Tool string, bite back to 0.5 and just go to use the side over here and
just kinda lower it down. So the elevation is
going to be much nicer in regards to this area. So I think that's going
to be much nicer, just going to check
how this looks like. So we're going to have
basically three types of elevation from the
bottom of this river. And it's going to
be so much nicer. And I think in a background, we're going to have so much some silhouettes for
some terrain as well. But that's going to
be later on though. For now, let's just focus on this larger part
of the elevation. And right now since we have
those kinda levels Setup, I think I'm just going
to get this over here. Kinda work with the entire Silhouette
for this environment. I think that might
be quite nice. So we're going to
have some Terrain going sideways like so my maybe cut it off over here
and just build it up like so. I think that's
going to be quiet, nice. Nothing that'll do. So now that we have it set
like this more or less, we can actually use
a higher brush size and we were to increase
it to something like or five isn't like. So we can use this brush with the same
elevation set from here. Or actually, I'll just lower this down a little
bit and drag it out. Words a little bit more like so So that's why we don't effect the elevation that's
on a lower tier. So I'm just going to bring
it out words like so. Then set this to
4,000, like some. And now we can make use
out of this brush to change up a large
scale of this Terrain, which is pretty nice. So we're going to basically get this entire
elevation to be higher. And because we changed
the scale of the brush, of course, the brush follow-up is also going to be changed. So we actually want to lower
this down to a value of 0.2 and get ourselves a
harder type of a brush. So this way or
transition between those two elevations are
going to be much steeper. So that's going
to be much nicer. I think that's going
to be quite nice. So this is a type of elevation
that we want our reckon, this is going to be quite nice. Now we need to think
of where we want our revert to start
from looking at this. We might want to have it from going from this
side over here. The love of my
brush, a little bit more from this side over here, or this section over here. And actually, we might
want to get ourselves a nice river coming from
this end over here. So I think I'm going to
lower my brush even more and make some final tweaks
using this type of brush. And actually we're
going to set up, start off by getting ourselves a nice terrain in
this area over here, like this one over here. So it's going to be pulled
out from this section. And now the water
is going to be able to be picked up from
this area like so. I think that's going
to be quite nice. Which is going to
make sure we have a nice transition
between those edges, the corners, they don't, it can't be too
sharp or whites are not going to look quite as nice. I think that's going to
look really nice actually. And now we gotta
figure out how we're going to set up the water. So we're going to
use a sculpt mode, sculpt mode to kinda love it as overall area for where the
water is going to be flowing. And now we're going to lower the brush size even
more and Tool strength, Let's set it to a
value of point2. While holding shift,
we're actually going to just lower this, this kind of sections
over here like so. And we don't have to
worry about it too much because we're
actually going to come back to it in a bit afterward, done changing up the
overall terrain. So I think this is going to be quite nice now
we can go back. And actually, when
working with this, let's make sure that
we have more or less of a straight
pattern like so. So we're going to have water
coming down from here, having a small
Waterfall over here, and then another Waterfall
over here and then landed in this water
body over here. So that's going
to be quite nice. Now we're going to go use
a flattened Toll-like out. I'm just fix up
the edges where we had terrain to be
deformed too much. I'm actually going to lower the overall brush size to be even smaller and set it to 50, for example, no, not 50. 50 is two months, 200, 200 seems to be just right. Of course, the brush size, the brush fall off has to be
increased by quite a bit. Setting it to 0.8, maybe
we'll do quite well. So when working with
smaller brushes, we've gotta make
sure we start off by having the flatten
brush going from the side. And this way we're
able to kinda get terrain level information
from this end and bring it to
the side like so. So just holding left
mouse button and dragging it out to the
side is going to give us some real nice results
and we don't have to worry about too much
from the shape for now. We're just making sure that
the water is going to have a nice type overflow or this
type of section over here. And we're only building
a base Terrain. We're going to
break up the edges using our Props later on. So we're just gonna make sure that we have a nice Foundation. Maybe even have a bit of a
low code from here. Like so. I think that's going
to look quite nice. We just got to make
sure that we have real nice base for the
Water section, like so. And we can come back
or when we're working with the water itself and
make some final adjustments. But for now I think that's
going to look quite alright. So, yeah, that's
going to look nice. I think that's
going to be enough. And actually we're going
to go to the Manage tool and delete tags
sections over here. So we're going to select delete and delete all
the ones that are back. So let's go ahead and
just click one-by-one, like so, and delete
them just like that. I think we're going to
leave them as is right now. That's going to look quite nice. So because a camera is
going to be like this, we're not going to
be seeing the back basis and we're just going to play around with some prompts to get something in the back. And I think that's going
to be good for now. But it's as though we need
to go to the sculpt mode. And actually we're going to
select the sculpt itself. We're going to increase
the brush strength to be set as 0.8 and brush size, we can increase that as well. And because of that, Let's go ahead and change
the brush, fall off 2.5. So we can now actually, sorry, holding shift
left mouse button. We're going to lower this
entire section like so. That way we'll just basically hiding the entire terrains edge. Because otherwise,
if we look at it from this angle, we can see that Default, we have some really
sharp edges for terrain, so we want to make sure
we hide those away. So the easiest way
would be to just kind of lowering
them all down and we don't have to
worry about too much on how it's going to look
like actually better yet, if we have some more
broken up parts, it's just going to help
us with the Silhouette, but it's terrain and
I'm just going to go all for the backside
like so and just kinda hover over my sculpt brush and lower everything
around just like that. So this way we're going to get a real nice terrain in the end. So that's going
to be quite nice. I think that's going
to look quite nice. Just going to go over
this end as well. Like so. And yeah, I think that's going to finish
it off over here as well. And this bit is not
going to be visible, so that's going to
be quite alright. So again, going to look at it from before and after you
can see the type of edge, the slide kinda jitter and
that we have from the hand painted sculpting
mode that's going to give us much nicer results. And I think that's going
to be quite alright. We might actually think this part of the water body might be a little
bit too little. So we might want to, Let's go ahead and increase
a little bit. Just going to use
a planning tool. And it's going to lower
the brush size first and kind of expanded just a little bit using
a flattened Mode. And I think that's
going to be much nicer. So now we can actually go into the Select mode and
see how this looks like an even delete those
basic cubes that we had previously and
see how this looks. And of course this is floating because we need to fix that up. So let's go into the landscape. Sculpt mode flatten
and we're for small brush like so N
can change the fallout, a fall off the viewpoint
one or point to. And it's going to bring
this back up like so. So it'll be touching
the edge of this. I'm Bridge and I think it's
going to be quite nice. Let's go ahead and fix
it up just a little bit. And before moving on, I figured that we might as
well add a little bit of an extra noise in order to get a more interesting
shape three terrain. So what are we going to do
is actually we're going to go into the erosion Mode, which is this one over here. And if we were to select it, we get a bunch of
options to choose from. And what this will
basically do is it'll erode all the edges
within a clear sign. It'll just give you a more of a noisy kind of a Landscape. It'll give you a more
interesting shape to it. So the way we do it is by simply just applying
the brush right away. You can see that it just
gives you a much interesting and a nicer shape if you
do it on a flat surface, it'll also add some variation towards our terrain as well. So if we were to get ourselves a bit of a larger brush size
within the brush settings. And if we were to increase this, let's say to
something like 2000. And if I were to just
apply for outer Terrain, we're going to get
some nice results for out our section right now, just by using the
default settings and having the strength and threshold set as default values were able to get
some nice results. So I'm actually going to
continue to shrink band, just reset it to its
default property value just to get as 0.3
and just by holding it will get a much softer off a result when we're
applying the server brush. And we can see that we actually have a noise mode by default. Usually like to keep it as both. And what this'll do is basically
it'll add and as well as lower down terrain within
using the settings. So for example, when we're
applying it right now, we're not only going to
be lowering everything, we're also going to be
raising everything up. And usually would like to do is I like to make
use out of this whenever we have a terrain
that's not near water area. So for example, all the
terrain over here on the side, we're going to be using that. So I'm just going to increase the brush by quite
a large amount, keep the brush fall off at 0.2. And we're actually going to
keep the noise scale as 60. This is what controls how our brush breaks down
entire terrains. So by resembled getting
ourselves noise scale up to 120 would be able to have a much larger results
and by lowering down. So let's say it's
something like 20. We'll be able to get much, much thinner, kind of a noise. And actually using something of value 40-80, I find
it to be the best. So for example, something
like 50 something in-between using this value will give you somewhat
of a nice result. And again, I'm just
going to apply that to the rest of the
terrain just real quick. Just kind of brushing through with my brush just like that. Again, I'm avoiding
this area for where the water is going to be
and next to the house. And just making
sure I'm going with this all the way around our
terrain just like that. And just by sculpting it out, using this kind of a brush, we're getting some really, really interesting shapes
and real nice results. And think I overdid
it in this area. So I'm going to click
Control and Z and undo my previous step. And actually I'm going
to keep this area as is. I'm going to make
sure not to touch this error and extra water. And I think that's
going to give us some real nice results or even looking at it from this area, it's going to look quite nice. But next to the border section, what I'd like to do is I
want to make sure that the noise mode is set from
both and set it to erase. This way when we're
actually adding a water plane into this area, it's not going to be
clipping through to the sides of this terrain. Because usually
when we're adding a water plane and
we're not going to get identically to the edges
of this Water, Ben. And instead, we're going to slightly extend the
plane for the water. And that'll just make sure
that all the channel, all the riverbed is
covered in water. But again, we're going to
use noise Mode set as race. And this way when we're
using it as going to raise up the terrain
in these areas. And this is actually
exactly what we want because this way
we're able to get some nice results are
of our Water bad. And it will just make sure that the areas that
are next to the Water aren't going to be lowered down enough for us to see the water. I'm going to leave the
area for Water Housing is, is just going to
slightly tap and apply this sort of noise. And just like that, we're able to get some
really nice values for our base of the Terrain. Of course, we're not quite
done with terrain just yet. We'll need to apply bunch of other items like
Rocks, for example, or Foliage in order to
break apart this server Terrain and also who need to
make sure we texture that, but we're going to do
that in the future. Before doing that, though, I reckon we can
start on building up our area for Water House
is and the Bridge as well. And we're going to start off doing that in
the next lesson. So thank you so
much for watching and I'll see you in a bad
9. Introduction to Quixel Bridge and Engine Scalability: Welcome back everyone to Unreal Engine Beginners Guide
to building an environment. And our last lesson,
we left it off by getting ourselves Terrain Setup. And we just got ourselves
a nice base to work with. And now we're going to continue
working on our project. Set up the Bridge
using Quixel Assets. So before doing that though, I'd like you to know
that hours currently working on the
Scalability set too low and I'm recording and I also
have referenced project opened up the second screen. This is just to
help me to increase my performance
during this course. But you'll be seeing me go in, in-between high and
low just to see how visually it looks
like for the project. And I can do so by clicking on this button over here
and setting it from low. If I were to set too high, I think by default is
going to be set aside. You can see the
type of different enlightening we're going to get. And of course, if you're having some issues with the performance
throughout this video, just make sure to lower
this from high to low. And if you're not seeing
this kind of a button because I think by default you're not going
to be seeing this. What you need to do is
you need to go into the upper-right corner over
here and click on Settings. And then within this, you're going to find yourself and Engine Scalability settings. If you hover over
with your mouse, you'll see the same kind
of a menu that I had. So by starting on and just
clicking on any one of those, you should be able
to get yourself a button appear on the
upper-left corner. Of course, you can change up the way your
Scalability is as well. And in general, that
will just help you to work more fluently
within your project. And I'm just letting you
know right away though, that you ever want to go
between low and high. You never want to go onto epic, onset or cinematic in this case, because these ones are
like for the end results. And we're going to be rendering
out our entire project. And that'll automatically set it up to be in cinematic mode. But by default, you don't want
to turn on the cinematic, usually when you're working
on building up your projects. So it will keep it
on high or low end. That'll just give you the
nice type of results. I think I'll keep it
on the high for now. And in the future, I might be switching that up
from high to low. So yeah, going back
to our project now, we're going to start
on actually setting up this Bridge area using a
Quixel provided assets. So what is Quixel? You might ask? Well, by clicking on the
quick to add to project, you're able to see
a Quixel Bridge. And what this is basically an asset library built-in
within Unreal Engine. And it just has a lot of
realistic Props to work with. But if you're not
seeing this real quick, if you're not seeing the Quixel Bridge Asset Library button in this area, which will have to
do is you'll have to go on to Edit and go on to Plugins and then
search for Quixel, like so. And then you'll see a
Quixel Bridge by default, it should be enabled, but just to make sure, make sure that this is enabled and then one year resetting it. You should also have it within your epic Games launcher and something underneath the
version of your launcher, something called
Installed plugins. If you click on it,
you should also see the Quixel Bridge to be
within this area over here. So just make sure
that this is enabled. And if it is, which by default it should be, you should have yourself
a Quixel Bridge button. And now, once we press on it, will open up ourselves a window with the Quixel Bridge Assets. All of them. We've a bunch of different
categories and whatnot. And by default, I think you
should need to sign up for. So on upper right corner, just click on the profile like this and then you should
be able to sign in because otherwise you're
not able to pull on any of the ISS from the
Quixel Bridge in need to be signing in using the same way you signed up to your
epic Games launcher. And basically that will
just allow you to make use all of those assets for free because that is out there, LinkedIn to your project. But anyway, moving
on, What do we have? On the left side is
the home button, which will show you
the latest items within a Quixel Bridge. Then the next one we
have collections show you is a bunch of assets that
are related to one another. And this is a nice way to
get a same style Assets. And then once we
go on one of them, we'll see a bunch
of related assets that have everything
within that collection, which is pretty nice to use. Then the next one, what do we have on the left side is something called meta humans, which is something that you
might use if you want to have some characters
within your scene. And afterwards we
have your favorites. I don't usually
use the favorites, so it's going to be empty. And then finally,
we have locals, which if you don't have
anything done on it, you'll see this as empty. What this'll do is
basically when we don't learn ourselves and Asset
from the Quixel Bridge Store it within your computer
and then afterwards, you can make use out of the
local storage and just drag it into your thin in a
really simple and quick way. But yeah, going back to
the default home screen, on the top section, what
we have is a search bar. And the way the
search bar works in this case for the Quixel Bridge, is it just has keywords that
you're able to search for. So every new word is going
to be as separate keyword. So for example, if we
want something that's wood and that's declaration, we're going to get ourselves. That's something that is cross classified as wood
and decoration only does it search
something that is Within the name of the asset? It also searches something
on let's category. So for example, if I were
to click on what are the assets like so and selected, it will get ourselves
Detail step off this asset on
the right side, and this will give you
some nice information, but personally,
but we'll need to know is that they'll show you an image on the top right corner and then I'll give you a name. And then afterwards
it will give you a bunch of categorizations
for this asset. So for example,
right now because we wrote in wood and decoration, you'll see that this
is going to be wooden. And it also has the
curative tag on them. And this will basically
just allow you to get all of these Assets, fruits tags we can even actually
lake on the tag itself. So for example, if I
were to click on wooden, it'll put it in search
bar right away. And I'll show you
all of the assets that have that tag
related to them, which is a real nice way of trying to find whichever
assets you want. Then going down the
tab of this asset, we also have additional
information. So the size one is quite
a useful tool to have, which will tell you basically
how big an asset is. Of course, within our scene, we can just scale the
size and have it in any shape of a
scale that we want. But by default will
see that, for example, this is the item
on the right side, and we have a human, an average human
height in comparison. And as you can see, it will give a smaller version of a prop in comparison
to the human scale. If I were to select something
larger, for example, like this staircase,
we can see that the size for it is going
to be much larger. And so that's
something to keep in mind when selecting
your prompts. And afterwards, what do we have? If we scroll down, we
have related assets. Sometimes it shows you
what collection it belongs to and sometimes it shows
you just an asset group, its parents of what
we're able to pick from. So for example, if I were
to pick a number Asset and see it's related assets, it's not actually going
to show me the way I want it to be as an example. But let's say I want
to try picking. There you go. I, if I tried to picking
modular mine tunnel start, I can see that it not
only has related assets, if we scroll down a little bit, it also has related collection. So this is where has all of those items that are belonging
within that environment. So that is quite nice. I don't think, yeah,
not every collection is being assigned to an item. But for example, if we
were to go to your mind, we can see all of the
items that has been used for this
specific environment that we see in an image, which is quite nice. Or when we want to have
a nice kind of a group. And we just want to set up an environment based
on those items. But yes, going back to Quixel Bridge and
what we need right now is we're actually
going to click on X to remove the search
from this area. And we're going to search for a small wood boards or we can actually search
for wood boards leg. So click Enter. And of course there'll
be setting it up into two categories like so. What we'll notice is that
it has two categories. Within the Quixel Bridge, we have free the assets, Surface and Decals and a fraud, of course, we're going to
give me covering all of them, but right now, we're
just going to go onto the free 3D assets, which will contain all of the
assets with this category. And if you notice, we are actually getting, this category plays right
into the search bar. And actually we're going to get ourselves a couple of choices. But what we want is we
want to make sure we get ourselves a
small wood boards. Now because I use
them previously, set up this course, I'm going
to have them downloaded. But before it should
be seeing something like dollar and
button if you don't have it downloaded to
your local storage. And if you're not seeing the little known
button and you're only seeing sign-up button, you should be clicking on
it and making sure you sign up to your epic
Games launcher. And then afterwards you'll
be able to click Download, which will download
your item like so. And once you're done, you should have an Add
button highlighted. And actually before
even doing that. But like to talk about
is the medium quality. And by default, we're getting ourselves some nice
presets for low quality, medium quality,
high-quality and Nanite. And I know it's tempting to start off with night
it straightaway, but that'll give you a really high resolution
of texture maps. And I recommend you to not started off right
away with this one, unless you want to build
some really close-up shots. And because otherwise
it's going to be quite performance heavy. So by default, I recommend you staying with
the medium quality. And unless you really want to get some real close-up shots, that is exactly what
we're just going to be using throughout
this entire course. So by sticking with
the medium quality, you're going to get great
results nevertheless. And then afterwards, if
you want to enable Nanite, we can do so later on, our sellers, since it's
that is quite simple to do. So by simply downloading
or small wood boards. And then afterwards clicking
Add button over here. We're going to get
ourselves this added onto our content browser. And I'm just going to close down the Quixel Bridge real quick leg so we can see what
we're going to get. By default, it
should straightaway drop you into this area like so. But if we're not seeing this
within a content browser, you should be getting yourselves
a mega scan's folder. If we click on it,
then it's going to give us freely assets category, and we click on that again. Then it's going to give a
small wood boards folder. And if you click on that, this is exactly what
it's going to bring us into our content browser, which is quite nice. And yeah, before
we move on though, unlike us to set up the assets that we need to
set it up for this Bridge. And we're just going to go
on to the Quixel Bridge, back onto its window. And we're going to
get ourselves some of the assets before
we continue on. So we're going to have
everything prepped. And I think the next
one that we need is going to be something
called wooden pole. So let's go ahead
and search for that. And we're going to get some
nice assets within it. And this is the one that
we're going to need. So let's go ahead and
selected old wooden pole. Then let's go ahead and
download it and then add it onto our project
just like that. Now because we
were previously on to our old mega scan's folder, it'll just create
a new asset with a different folder and
it's not going to open it up within our Condon browser, but just seeing this on the left-hand side that
it creates a new folder. We can see that it added up and new item onto our project. So going back though, onto our Quixel Bridge, we will also need something
called a wooden beam. So we were to search
for wood beam light. So we'll get a
couple of options. And just to limit our
entire selection, which is going to
click on the 3D assets and search for our
assets through this way. And by scrolling down, we're going to be able
to see a couple of options for us to pick from. And the ones that
we actually need are going to be the
ones over here. And we're going to
pick the wooden post. We're going to pick
a wooden beam, another wooden beam,
and warn wooden beam. So these free, the ones
that we see over here. I don't want that we're
going to be using. And there are a couple
of other choices which also look
pretty nice actually. But these are the free choices that we're going to stick Wave. And actually we
have another one, a wooden posts that
I have downloaded, but we're going to be
using that for the house. And for now we just
got to make sure that these are downloaded. So let's go ahead and once we have it downloaded
within our project, we're going to click Add for
every single one of them. And as you can see on
the left side over here, on the bottom left side
within our project, we're going to see
our folder growing. Quite nice. So now we have multiple
assets and each one of them has its
own Static Mesh. So that is going to be quite
nice for us to work with. And also, not only
should we have those, we're going to lead our
search and we're going to search for a row as well. So rope freely Assets. Then we're going to get a couple of choices
for the rope actually. And we're going to be using hanging rope bundle,
this one over here. And let's go ahead and
download it and click Add. And afterwards, we're
going to need to get ourselves a bundled rope coil. But these ones are just
going to be used as probes for breaking up the edges for our Bridge and
just making it look nicer overall within our scene. And once we have them
set up within our area, we're going to be pretty
much leaving it as is in the next lesson, we're going to be
making use out of all of these assets that we
just all audit and add it into a project
and build ourselves a nice Bridge to be sitting at the edge of this environment. So thank you so
much for watching. And I'll see in a bit
10. Setting up Nanite to Build a Bridge: Welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left off by getting ourselves all of the Quixel Assets ready to be used within our Bridge area. And this time we're
going to make use out of them
and just set them up in the way to actually just going to slow down
a camera a little bit. It was a little bit too
fast, just going to, while moving, scroll
down my mouse wheel. And that slows down a camera by quite a substantial amount. Anyway, going back, that'd
be have all of our assets. We have a total of we have
a total of seven folders. And that will just
help us to make a really nice Bridge
or our scene. So we're going to start off by getting the small wood boards. So let's go ahead
and open this up. And right away we're going
to get a bunch of assets. The ones that we're going
to use are the ones that are named as Static meshes. And they have a blue highlighted
the bar underneath them. Some of them for me for some reason they're not
showing up within images. But if I were to open it, I can see that they are
set as normal boards. And actually once
I opened it up, we can actually now refreshes the image and actually shows me the board within the preview, within the content browser. But anyway, what we're
going to do is we're going to select the first
Static Mesh over here. And then we're going to select the last Static Mesh like this. And then we're just simply going to start off by a dragon, all of those boards
into our scene. So actually just going
to select it again, like so and drag it out,
introducing like so. And by default are
actually quite small. So to start off right away, we're just going to
make them much larger. So enter on the right
side a corner within the Details tab with all of those small wood
boards still selected. We're going to make a change within a transformation them. And started off, I think, where you're just going to
lock down the scale first. That way all of the axis, all of the scaling axis are going to be applied all at once. So we can change that 1-4 and we're going to get them to be much
larger or actually even, we can make them even larger, actually set them to eight legs. So I'll do by default
they work quite small. They're actually quite
nice to be used as Props since they do have a
lot of detail within them. And as you can see,
Within a Texture, all of these eight assets
that we have selected, the boards are
actually packed into one texture map,
this one over here. That's actually quite nice
because this entire Mesh, one we're going to be using, all of these assets
are now going to be as performance heavy. So right now I'm
just going to select one-by-one and just drag them out just to see how they're
going to look like. So right away can
see that they're actually looking quite nice. Some of them are thicker,
some of them are thinner, and that's actually
quite alright. But we just want them to be just to see how they look like. We're just going to
drag them out like so. And actually looking
from the side, you can see that
there are a couple of ones that are actually just straight up really thick. So what I'm going to do is
I'm going to grab both of these ones and just
drag it to the side. So I'm just going to select
two of these like so. And drag one, then
drag the other. At some anatomy we have the
thicker ones on the side. We're actually
going to be making use out of these in order to have figured boards as
Supports for our Bridge. But right now we want
to set the rest of them up to be used for
actual Bridge area. So the way we're going to do
it is actually quite simple. We'll firstly make
sure that each one of them is set up one
next to each other. And then actually
for the other ones, some of them are thicker,
some of them are thinner. But we want to make sure that we have more or
less the same shape. So what we're going to do
is we're going to click our to go into the scaling
mode within our gizmo. And then we're actually
going to expand our entire section
of this single prop. And this way it'll
just make sure that we have more or less
the same length. We can actually even turn off the scaling gridlock as well. If we turn this off, we have much more control over how
this is being scaled up. And in regards to the thickness, I think we can leave this
as is actually a quite like the way this
breaks up the edges. So we're going to
leave it as is. And then for the rest of them, this one, for example, this one is not wide enough, so I'll actually make it just
a little bit wider just so we could actually have more or less the same type of a look. And we gotta make sure we're
careful with how we're extending the scale
for these ones because we don't want them to
be stretching out too much. Otherwise they're going to give us real nasty results
for the texture. So right now for
example, if I were to extend this way
too much like so, we can see all the types of stretching within our texture. That's not obviously not
going to look quite as nice. So whenever we're
doing any type of manipulation for stretching
within the scaling mode, we want to make sure we keep more or less
the same ratio and we only do a minimal amount
of stretching for our Assets. I'm going to keep
this as, as I reckon. We can even make it a little bit more like so not
too much though. And actually put this one, I'm also going to squish that up because the sides are not
going to be quite as visible. We can actually make use out of that and just squish
it up by quite a bit and even just extend it just a little bit more like so I think that's going
to look quite nice. So all in all, they're looking more or less
the same width. We don't want to
make them to look exactly the same with
exactly the same shapes. So we're going to have some
variation within them. And then the next one is going
to be this one over here. So I'm just going
to again connect it to the side like so we
don't have to worry about it too much
in regards to how the wave is going to be like
in this area over here. For now, we're just
making sure that they look quite nice
with one another. So I'm just going to extend this just by little bit, like so. And then we're going to kind of broaden up the width as well. And I'm thinking
that maybe we could. Now let's go ahead and make
it just a little bit wider so it wouldn't be just
constantly going downwards. So some of them will be shorter, some of them will be longer. And that just helps us to break off the edge
of the Bridge, which is going to be
quiet, nice, All-in-all. We're just making sure that they look quite nice all together. And I think this one has to
be there with mortal sin. That's going to be
pretty much ****. We're actually out there is another one that's going to
be a complete square one, which I think is going to
look much nicer if we just, let's just put it to the
side and we're going to make use out of it in order to
break away somebody shade. Because these ones
that we're going to use in order to
support our Bridge. Although they look quite
nice that don't have or any way to break off
any of the shape. And this one, however, has a nice way to give us a really good Silhouette with its chipped off
dipole would shape. So I quite like this one. And actually now that
we have it legs, so we're actually going to go ahead and check how the
wireframe is going to look like. So within the upper-left corner, if you were to change it from
lid and select wireframe, we're going to see
them at a wireframe this has and we need to determine whether or
not as going to be good or we actually
need to optimize it, which is actually
relatively easy to do using Nanite technology. So just by looking at it, we can see that as
reasonable amount. I'd say it depends how well
we're going to use this. But if we're going to use
this as a lot of Props, I think we should definitely
switch it up to a Nanite. We have to determine
when we use Nanite, whenever we have more intricate
shapes within our meshes. And for these cases,
When we're basically, I think in these cases
we can actually make use out of Nanite and it's
actually rather simple to do. All we gotta do is we got to make use out of
the Static meshes. So let's go ahead and
select all of them. And then all that
we have to do is we need to just right-click and then go onto Asset
actions are actually, sorry, we need to go onto
Nanite and select Enable. And with this will be able to convert all of these
two Nanite Meshes. Now just take some time
to prepare the shaders and just reapply all the
textures and a right away, we're going to get a different
type of performance. So I think in these cases, if you want to see
how the mesh is being affected with Nanite, we can go onto the
upper left corner, click on LET and then
change this from LET Mode to Nanite
visualization. We have a lot of ways
to visualize or Nanite, but we're going to make
use out of the triangles. And if we were to
just click on it, will be able to see
how it behaves. And that basically shows the way it interacts with our mesh. And if we were to zoom in,
zoom out a little bit, we can say that it actually
starts changing up the way it behaves and is actually quiet
a nice of a functionality. And there are a lot of
different other ways we can visualize it actually. Like for example, Clusters. We can see the way they're being clustered up in our scene. All of the triangles
within our Nanite. Or even if you just click on Overview and see all
of them are ones. We can see that there's
a lot of things going on behind in order to optimize
the mesh using Nanite. So that's quite nice. We can now go back onto lead mode and make use
out of the planks. Is and actually I'm just going
to all this to the side, get the final piece in Setup. I'm just going to drag
this a little bit closer, stretch it out a little bit even to decide just a little
bit more like so. And we get ourselves
a nice scatter of a pattern to use on our Bridge. Now, in order to make a full
use out of these blanks, I'm actually going to
select all of them at once, all five of those like so. And actually we're
going to hold Alt and drag it to the side
with the gizmo, like so this way we're able to make a duplicate out of it. And it seems that didn't
make a selection. So I'm just going to click
Control and Z and undo it. It's going to make sure I have the previous election
solid like so. And clicking tried to
move that aside and yes, as we can see that there is another one that we
haven't selected. So let's go ahead and do that. I'm just going to make sure
all of these selected. So now if we move it, all
of them are selected. And now we're going
to hold Alt that will make sure that we're getting
a duplicate out of them. Drag them to the side like so. And now we're getting ourselves the same kind of pattern
that we had previously. So in order for us to make
the best use out of this, we're going to click E
and rotated 90 degrees. Let's make sure that
snapping is enabled. And it said by ten
degrees, like so. With this, we can just
turn it around all the way 180 degrees and it'll just completely flip all
those assets up. And actually we're just going to drag them up just a little bit more up like so we get more
of a streetcar of a Pattern. And this way, although this
is the same as that plank, because it's the other side, we're not going to see as much of a repetitive
type of a Pattern. So as you can see, we have basically the
same plank over here end. That's just going
to help us to break up a bit more the bridge itself. How do we have it like so
we can go ahead and make a selection out of all
of them just like that, each one by one leg. So and actually since
we're running out of time, we're going to continue
this on in the next lesson. So thank you so
much for watching and I'll see you in a bit.
11. Working with Grouped Assets: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide for
building an environment. In our last lesson, we
left it all by setting all of the planks to
be using Nanite. And in this lesson
we're actually going to bake use out of them and set them up
with in our Bridge. So already we have a nice
variation for a Pattern. And all we have to
do right now is set them up within
this area over here. And actually the
easiest way to get a control over them is
to group them up first. So with all of them
selected, with all of these, what we're going to do is we're
going to click Control G, which groups them all up. And now even if we unclick
them and click on one of them, all of them are going to
be selected a lot once it creates us a group actor on the right side on our outliner that just basically whenever
we select one of them, it selects all of them at once. And that's quite nice.
And I'm just going to click G to go out of
my Game View mode. And we can see that we even
get ourselves a green border that shows the entire selection
for within this group, which is quite nice actually. And then anyways, once
we have this selected, we're now going to be able
to drag this out like so, and just put it to
the side of our edge. It's going to rotate it as well by 90 degrees,
just like that. And just put it exactly
where we wanted it to be. So going to place it all the
way to this area over here. And now, since we're
having it like this, we can actually see how
it's going to look like. And I see that it's going
to not look as wide. So what I'm going to do
is I'm going to click our N scale this up to
the side, just like that. So that's where we're
going to be able to touch the edge
of this terrain as well as just get some of the planks to be touching
this area over here. That's quite important. And I can also see
that we're not having enough Pattern to be
covering this entire Bridge. So what I'm going to do
is actually I'm going to ungroup this
entire plank areas. So with this selected, I'm
going to click Shift G to make sure I removed
the group that Eris now I can select
the planks individually. And so I think I'm going to grab just a
couple of them from the back leg and actually three of them
and then hold Alt, which if we use a
translation tool, we're going to be
able to put it to the side and it'll just
duplicate our assets, which is quite nice. And actually we just
needed two of them, so I'm just going to delete
one of them, like so. And it's going to
give us a really nice that will result for the
shape of the Bridge. Now think we just need to
lower it down a little bit. So I'm gonna do that as well, going to select all of them
just like I did previously, one by one like so. And actually going to click Control G to make sure
that they're grouped up. So next time, we're
going to be able to select the entire
mesh like so. We're just going to
be quite simple. And then afterwards I'm
just going to drag it down. So they'd be like
right in the middle. And that's actually going
to look quite nice. Just going to delete
the base that we had previously and it's already giving us a really nice shape. Now for this section, we're actually going to make use out of the platform that we had. We're going to duplicate it. So we're holding Alt and
then drag it upwards, which is going to make
us a nice duplicate. Then clicking E to rotate it. Since we had a snapping
mode turned on, we're going to rotate it in a
nice 90 degrees carve away. There you go. Now we're just going to click
W and put it to the side. And we're going to
position it right above the upper
planks that we had. We're just going to
lower this all down. For now. We don't have to worry about
the length going this way. We're just worrying about
this plank going in the same kind of a length as
we had the gray box done. Make sure we have it aligned. Maybe just a little bit
sticking up like so. So we can now delete this
entire section just like that. Now we're left with this kind of a pattern that we're
going to make use out of. And of course there's
going to be too long. So we're going to click and undo our ungrouped selection
by clicking shift and G. And once we do that,
we're going to select the individual planks at our overlaying this area and simply delete them
just like that. So we're going to be left
with this kind of result, which is going to be quite nice. Now of course, this is not going to be done just quite yet. We need to make sure we have
some additional information, additional detail for this
upper sections of the plaques. So we're going to
make use out of those free Variations of the word Chunks that
we had previously. And actually we're
going to make sure we make them all longer,
just a little bit more. So we're actually just going to select all of them like so each one of them and then we're going to extend them just
by little bit. So I'm thinking that maybe we can get away
with this amount. It might be a little
bit too much. Perfect. That's going to
be quite alright. Looking from a distance is actually going
to look quite nice. Okay, so now we have it
like so we're actually going to just set them all up nicely with one another
and make sure that there's no big of a
gap in-between them. I'm going to want to
leave a bit of a gap. So that way we'll break
off the entire shape. I think just having
it like so it's actually going to be
looking quite nice. And also let's not forget
to add this bit as well. This will just break
off the entire shape. We're going to rotate this
actually 180 degrees, flip it around and put
it to this side like so this way we're actually
breaking off the entire shape. As you can see, we have
really nice way to show off the end of this
log over here. And that way we're just getting a really nice overall result. And actually for this bit we can even just rotated a little bit. We can turn off the snapping
mode like so just by a little bit and have it
slightly rotated sideways. This way, we're
not going to have an entirely straight
piece of wood. And that's, I think it's
going to look much nicer. So now we're going to just
make sure we grab them all, click Control G, and group
them all up together. And that's going to
give us a nice kind of a group that I've
section of those chunks. And now we're just
going to drag it all the way through
ever end like so, and position them accordingly. So we want to make
sure we're having them positioned to be sat on top
of this area over here. And actually we might even want to make them a
little bit smaller. I'm just going to love it is
height completely like so. And just going to make sure
that this ends a little bit back of our log,
just like that. So already we are getting a
real nice shape out of it. Although the color right now
doesn't look quite as nice, we're going to be fixing
that up in a second. So for now though, I think it's going to look
quite alright. We're just going to
now make sure this is done on the same end as well. Or actually, we might
even lower this down by little bit to get
a nicer results. So I'm gonna go
ahead and do that. Just lowering this
down just like that. So it doesn't stick out too
much force in the gaps. We're going to see them. They're overlapping. But All-in-all from
a distance not closing into much is going to look much nicer as a result. And I think that's going
to be looking much better. So now that we have it like so we're going to make sure we put it on the upper end as well. So holding Alt, click
and hold and then drag it to the side like
so double-click E to get rotated and just going to make sure we have the
rotation snap enabled. And now we're going to rotate in 180 degrees, just like that. And we're going to turn get
a complete different result. Or even we might want
to just rotate this entirely by 180 degrees
because we had a different, slightly different
shape over here. Just going to break
up entire set. And just like that,
we're able to get some real nice results. Of course we're not
quite done just yet. We need to set the same
thing up over here. On this end, we're
going to grab, we can grab both of
them at once, hold Alt, and duplicate it, then position them to be
somewhat in the middle. Rotate them by 90
degrees like so, and then move it a little bit
to the side just like that. So just by doing
these simple steps, were able to get some
real nice results. And of course, we don't have quite good looking
edge on this end. So we're going to need
to fix that first. And I think the way
we're going to do it is going to be quite simple. We're actually just going
to select both of them, click, shift and G. Since both of them selected, both of them are going
to get removed from the group so I can select
individual pieces. So we're going to end up
deleting these pieces. And as for these Chunks, I'm thinking we can just
grab each one of them and kind of squish them
back down like so. Then that's going to
work quite nicely. It's trying to think whether
it would look nicer if we have the board
Overlapping with this end. And I'm just going to move back just to see how it's
going to look like. If you had done like
in this section, like so, this might
actually look better. Yeah, I think it's gonna
look way better like this. So let's go ahead and make
sure we squished it down just enough so we'd get the end to be sticky into
this side like so. Unless you make sure you're getting it in the
right kind of way, this is going to look
really nice actually, this is looking pretty good. Gotta make sure we did the
same on the upper end as well. Just like that. Make sure squish it down a little bit more poodle
back to the side. And we're getting
some real nice. So as a result already.
So just like that, we're able to get some real
nice look to our Bridge. Now, what we can do now is we need to set up the
bottom bits as well. And we're actually
going to continue on with this in the next lesson. So thanks so much for watching, and I'll see in a bit
12. Creating Variations Within Bridge Foundation: Welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left off by getting the base foundation of our Bridge using
the Quixel Assets. And this time we're going
to continue working on it and actually set
it up in a nice kind of way with some wooden
poles and whatnot and get a real nice looking Bridge
to have within our scenery. So let's go ahead and do that. We're going to go back onto
free the Assets folder. Now we're going to make
use out of our acids. So I'm thinking that
we can start with, let's go ahead and start
with the wooden beams. So we have a free
Variations right now, downloader from the Quixel
wooden beam, the first one. Let's go ahead and simply added on to our level just to
see how this looks like. Just going to drag it up
from the ground itself. So it's going to pick it up just a little bit so we
can see how it looks like. And now let's go and get all the other variations
of this beam as well. It's going to drag it up. And then the third one, like so. These ones look quite nice. And actually let's go ahead and make use out of them right away. Thinking that maybe
for the first one, which is going to
make use out of these couple of
ones that we have. So this, and this one over here. And then put this one,
we're actually going to want to make
use out of it what a base foundation of underneath
the Bridge because right now it doesn't look quite as nice when it shifts
kinda flat underneath, even if we're looking from
the overview tab over Camera, we're not going to have
quite as nice of a look. So what I'm thinking is
we're just going to rotate. One of them beams the most, the lightest one that
we have probably, this one is quite short
and quite nice to use. I'm just going to rotate it
90 degrees, just like that. And just going to
position it up, right up above our
area for the Bridge. We'll start with
the one that Santa, a bit of a higher level. That's going to
be quite alright. When we're placing it, we gotta make sure that this end doesn't go out too far off. So only like half of the
way what applying since when it usually is getting
build these bridges, you get a plank slightly extended on the back,
just like that. So that's going to
look quite nice. And looking at it now, we might need to squish this entire playing down just
a little bit like so, and even bring it to the
side just like that. So we're going to
get a real nice wide squished up,
sort of a plank. Now we can just put it
just to decide like so. And just like that we're
getting a real nice result. You might want to make it just a little
bit thicker just so it'd be kinda sitting those planks sitting on
the side just like that. And I'm going to bring
it to the side life. So I'm trying to think
how we're going to place these main foundations for
those Edges of our planks. And I'm thinking that maybe you might just want to make
this even wider like so. And this way it will
look like the bottom of this foundation is sitting
at the base of this plank, which is going to
look quite nice. So now even if we're looking
from this kind of an angle, it's just going to
look really nice. I think actually maybe
we want to make it, we want to make this
a little bit thinner. So let's go ahead and select it. And I'm just going to love
it is down but quite a bit. And just bring it up like some and maybe just
a little bit wider. A little bit like so. Not too wide though. I think that's going
to help us get a real nice Lloyd overall thing that's going to look quite nice. Let's just make sure we're
putting it on right end. And let's see if we get some
nice Edges for those planks. Going from the side. Already is looking
quite nice right now, although the color is
looking a little bit off, we're going to be
fixing that in a bit. First of all, we just
gotta make sure that we're getting a real nice
shape out of them. So right, like this. And of course we're
going to make sure that it goes all
the way to the bag. Otherwise, it's not going
to look quite as nice, delicious, extended
by a little bit. And put this to the back. We might have extended it a
little bit too much though. So let's go ahead and bring this back and just
put it like this. You don't have to
worry about it. Kinda looping into this blank because we're not going
to be seeing this edge. So it kinda helps us out a
little bit in hiding the edge. And right now we are
getting some nice result. Might want to actually bring
it upwards a little bit. I'm gonna do just that. And I'm bringing it up like so. I think that's going to
look quite nice, all know. Alright, so now
before moving on, actually I like to
bring this back just a little bit
on our end as well. And this way, to make sure
it's only one of them, which doesn't seem to be working because it's not the issue
of having a group up. What we're having right now is we accidentally
placed a Static Mesh. One of the Static Mesh
is into its details tab. So treatise as a sort
of our Blueprint. So what I'm gonna do actually
I'm going to select one of the Static Mesh is in the
right corner, like so And I can see it only
has one selection. Now I'm just going to delete
it and redo the duplication. So I'm just going to make sure
I have this selected hold Alt and drag this out
to the side like so. This is just an easy fix. And now we have them
separated and we can now move them a little bit
more three back like so. I think that's going to
look much nicer overall. Of course, we gotta
make sure that these will then be able to sit a little bit more
to the back as well. So I'm just going
to select them and actually going to bring them back like so that might
look a little better. But of course we got to set them up with these foundations. So let's go ahead and do that. I'm going to
actually grab one of them and bring it to
the side like so. And now just going to
position it in a way that would be made use
out of in this area. So actually might just want to go grab both
of them at once. And an extent them
were quite a bit and then see how it
looks, game to look like. So already is going
to look quite nice. I'm going to delete
this and then just see how it's going to get
look like within this end. We might want to
extended by quite a bit. I think that's alright. We don't have to worry about it's taking too
much in the ground, which have to look at the overall result and see
if it looks quite nice. And I think this might
look really nice, but we might want to make it
just a little bit thicker. So the way I'm gonna
do it is I'm going to click our and I'm going to hold the area in-between
the red and green zones. And then I'm just going
to extend these two like so in this way we're getting a much thicker type of a poll. So think this is going to
look much nicer overall. So now we need to do the same
thing for this one as well. Screening to grab it
to river and lake. So position it in a way that would be covering
this whole over here. Going to delete this
one just like that. And I'm going to of course, make sure stretch it
out just like that. Now let's just make sure that
it is being placed right underneath the line that we
had right in the middle. That's going to look quite nice to bring it up just a
little bit like so. And already it is
looking quite nice. So now the easiest way to get some Variations out of these
and make sure doesn't look too repetitive is if you
grab both of them and click Control G just to make sure that
they're in the middle. Petrology Degas. Now I'm going to hold alt, duplicate it by dragging
it outwards like so. Delete the previous polls
that we had as a placement. Now, of course they're
going to look too similar. So what are we going to
do is we're going to hit E while they're grouped up, the gizmo is going
to be positioned right in-between those two. Now, if we were to rotate it, we're going to get some
real nice results. So there you go. Now we're going to select
them individually. They just liked that. So now what we're going
to do is click W, hold Alt and make a
duplicate just like that. So of course is going to look exactly the same as the
duplicates for now, we're just going to
delete the foundations, the placeholders. We've got to make sure
we rotate them properly. So let's go ahead and simply
grab each one of them individually and just rotated by 90 degrees or 180 degrees. That way it's like so this
way we're going to get a different pattern in comparison
to our previous pieces. And actually I want to make sure I get the same
kind of results. So what I'm going to do is
I'm even going to delete this one and just make a duplicate out of the one
that we had previously. Or even it's going to
click Control Z and make sure that it is placed
within the right position, like so, then delete Level one. So this way we're going to
get a much nicer a look. And now I think we can
even them up four sides. But I'm looking at this
type of a wood beam. And this might actually look
a little bit to clean for our Bridge because
obviously we're going to have a lot
of water underneath. There's going to be some Wave smashing into them and whatnot. And the entire Bridge already
looks quite worn out. So this looks a little bit
out of place or thing. I'm just going to make
use out of one variation. I'm going to grab the ones I have done for this variation, delete them, and later on we're
going to make use out of, I think for the Roof or
something of that sort. But for now I'm
just going to make sure I placed them up
in a right Composition. We had them previously. So over here. And I'm going to
grab this one as well and place it
just like that. So this is going to be
looking much nicer, I reckon. Course we gotta rotate
them around a little bit. Make sure we have a nice
variation in-between those two. And just by rotating them around and flipping
them up like that, we're able to get so much
variation out of it. It's actually going
to look quite nice. So I'm just making
sure that we're replacing every single
one of them, like so. And it's relatively
easy to do and simple. So just by doing that, we're able to get some nice
results out of it all. And just like that, I think we can also yeah, let's go ahead and replace
this one. These ones as well. We're going to grab a
couple of those, hold Alt, drag them out like so, and replace them just like that. Final, the final one. Maybe we want we might want to grab this one to be a
bit further up. Maybe not. Let's go ahead and
keep this as is. And then finally, of
course we can rotate this around like this, 90 degrees we'll do. And it's looking quite nice. It's going to grab couple of
dose bringing it riverside. Actually we just needed one. So I'm just going to
delete one of them like so just like that
and bring this. It is bit as well. So just like that we have
some nice variation and at, already is looking
quite nice as a Bridge. Now, of course the Bridge, it is now looks quite
plain and quite basic. The shape itself is just too
much of a simple-looking. So in the next lesson
we're going to learn how we can break up
this entire shape. It's Silhouette. And how to set up a more
interesting look for the Bridge. So thanks so much for watching, and I'll see you in a bit.
13. Breaking up the Silhouette of a Bridge: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
created a basic foundation for the Bridge and
now we already have a nice shape out of it. But we want to get a
little bit more out of it by getting some additional
detail towards it. So let's go ahead and get into it right away and decided off, I think we're going to make use out of the other poems
that we had previously. So let's go back onto the 3D Assets folder within
the mega scans content. And we're going to get
ourselves a wooden pole. I think it's called the
assets, a wooden pole. We're going to make use
out of this one over here. Since this is a real
nice typo wooden prop, which already has some nice
rope's going around it. And I think all in all it just gives off a really nice
that we will look. So let's just go ahead and
get it into our world. And let's rotated by 90
degrees just like that. And I'm thinking now that we are done with a setting up
a nice kind of a shape, I think we should go
back onto snapping our grid as well as
snapping our scale. So later on when we're working, it'll just speed up our
process and help us get some nicer look
for the Environment. It'll just make sure that because we were
restricted to our movements, it just gives us a more nicer of a pattern as we work with it. So we're going to click W, raise this up a
little bit like so. And yeah, we're getting some real nice shapes
out of this one. Of course, we should probably make this a little bit larger. So let's go ahead and
increase this in Scale. Go ahead and see how
it's going to look like with a value of 1.5. You can see on the bottom right corner within a Details tab, you can see the transformation
Values that I'm using. And 1.5 seems to
look quite nice. Just trying to think of our way that we're going to
be adding this up. This might be a
little bit too tall, low, so I'm just going
to lower this down. We wanted to be
slightly stick it out, but not by too much. And the purpose of the scanner
pulse is going to be well, mainly to break off the visual
detail out of our Bridge, but we also got
to make sure that it looks like it's
part of the scenery. So we're going to get it close
to the edge of the Bridge, which will not make
it look like it's the foundation doesn't
look like it's going to support
the bridge itself. But instead it's just going
to look like maybe it's something that people use
to secure their boats. Or maybe we just put
like a fishing rod on the top section
of this pollex. So and All-in-all, I think
it just looks quite nice. So to start it off, because we're using only a
one propagate to do it in a more or less kind
of a similar way as to what we did with The Supports of the Bridge
in which we're going to make use out of this one single-pole
to get some nice results. And instead of just
using this one kind of a frontal section in order to get more
variation out of this, what are we going to do
is actually we're going to make a duplicate out of this. So holding Alt, dragging
this out like so, and then clicking E and then rotating this around
just like that, we're going to get
a different end and it's different and also has a bit of a rope
coming with it. And we can see some Chunks are the top as well
that look quite nicely. Now although this section
is a little bit thicker. So I think though, because this one
is a figure peace, we might want to keep
this as a taller one. And instead, we'll
lower the other one. And that'll create some
nice variation in height. So we're just going
to select this one lower down by quite a bit. And I'm thinking maybe to this height and then
we're going to love it, the other one as well, actually, because we
don't want it to make it look different in heights. So I think this is going
to look quite nicely. So I think we can
also just, yeah, we're going to set the smaller
piece to be in the corner, does have to be too close, but just enough to kinda look like it's going to be in
this section over here. And the other piece, the bigger one over
here that we had, the taller one is going to be
sticking over in this end. And I think we can just
rotate this a little bit as well to this amount of degrees. Now, let's just go ahead
and make sure it goes kinda follows the same lowers because there are
two sticks together. We want to make sure we kinda
have this sort of an angle. We might even rotate it a
little bit diagonally like so. There's going to be facing
the side just like that. I think it's going to look
quite nice one alone. And then for this one we're
going to keep it as is. It might even actually bring
it back by quite a bit. Going to look much
better like so. And yeah, but just doing that, we're ready bringing a
nice shape into our scene. Now we want to make sure we get the same kind of a Pattern
proud of this entire Bridge. So let's go ahead and
grab both of these and bring this to the
other end, like so. And actually, I made a
mistake when I was dragging these out because I had a local gizmo turned
on by accident. I got to make sure that this
is set to a world position. So by just clicking on
this icon over here, we're able to change it. And by changing to
a world position, location of organismal,
it'll just make sure that the gizmos always
facing that way no matter The angle of our acid. So that is going
to be quite nice. We've got to make
sure we most often use this one on less. We wanted to move our object
in a specific kind of way. But anyway, moving on, we're
just going to hold Alt left mouse button and just drag it
to the side just like that. And I'm thinking that maybe we might want to change up
the way these ones are. So I'm going to have
the shorter one on this end and longer one on
the other end, like so. It's going to look quite nice. More or less. We want to keep a similar
gaps as we had over here. I think that's going to bring
a nice look to our design. And then afterwards,
we can wrap those two and bring them to the end
as well to decide as well, which is going to grab these. Let's hold Alt, let's not
forget to hold all to make a duplicate and rotate
it around 90 degrees. So this will be able to
break off some edges on the very end of our Bridge. So all in all, I think this
is going to look quite nice. We're going to make some
variations to them in a bit. But for now though,
let's just make sure we set them up in the
right kind of an order. So I think this is
looking quite nice. So now they're now that we have a location of these
aren't set up nicely, we're going to play
around a little bit with the variation to make
sure that they're Setup in the way
that would bring out a more organic shape
to our Bridge. So for example, this
one right away, I think it stands out a little
bit too much when it just goes with a flow downwards. I think I'm just going
to grab this one and lower this down by
a little bit like so. Also, we're going to rotate
this around a little bit. We can rotate this by 180
degrees, just flip it around. And that way we're going to get a much different pattern in comparison to
this one over here. And for this one, I think we can also
rotate this 180 degrees. So I'm just going to click Z because I messed it
up a little bit. An easy fix. So what 80 degrees like. So then I'm going to raise this up by
quite a bit. Actually. We don't always have to have the larger one to be
sticking out at the front. Instead, we can
sometimes raise this up and that'll change up
the shape entirely. And I can see that
these actually are sticking in the Bridge. So let's go ahead and slightly
move them to the side and it's going to give us some really nice results and return. So I think that's going
to look quite nice. Finally, I think
we should probably wrote it this one
around as well. Because this one
is going to look more or less the same
as this one in the bag. And the shape All-in-all is just not going to
look quite as nice. I think I'll rotate
this 190 degrees. I think that'll do the trick. And of course we gotta make
sure that it's not stuck within the side of the Bridge, is going to bring it
back a little bit, and that's pretty much it. There you go. We now
are able to break up the shape of this Bridge by quite a little bit and get
realized result actually. So yeah, that's going to
be it from this lesson. In the next one, we're going to continue on with the Bridge. So thanks so much for watching
and I'll see you in a bit.
14. Manipulating Quixel Assets as a Whole for the Bridge: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left it off by getting ourselves nice. So nice is Shapes
within the Bridge. Looking back at it though, we might want to make this
Bridge a little bit longer. Yeah, the overall shape just
doesn't look quite as nice. So what I'm gonna do is the
easiest way to fix that would be by grabbing these
assets just like that, making a duplicate
all out of it, holding Alt and dragging
it out like so. I don't think we can just expanded by free
Planck's just like that. This one sends out a
little bit too much. So I'm just going to
drag, select this, drag it around like so, and lower down just
like we did previously. Just like that. I think
that's going to be fine. Now as for these ones, we're going to select
them, actually, bring them out like
so because we can squish them back down when
we had them previously. So we're now able
to select them all and stretch them out just
a little bit like so. That's why we're
able to play around with the overall shape that we have a better
understanding on how the Props are interacting
with the environment. It's going to give us
a better understanding on overall design of our levels. So because of it, we're now able to make better judgment on how they're going to look
like with one another. So I think that's going
to look quite nice. Ones might be touching
a little bit too much. So I'm just going to lower this down and stick it to the side. We might need to, we might need to turn off the
snapping grid tool. So I'm going to actually
go ahead and do that, especially for the scaling because I want to have
more control over it. Now with this, we're now going to have much
nicer results overall. I think by doing just that, I think that's
going to be quiet. Alright. We can leave it as is. And yeah, that's this way. The Bridge, I think is
going to look much nicer. The pattern, that
extending pattern that goes outwards going
to look much nicer. And because of it, we can now go ahead and
select these bits over here and drag them to
the side just like that. And that'll give us
a nicer Silhouette. And of course, we
need to make sure we have Foundation
underneath as well. So let's go ahead and grab
these ones at the very front like so and
put it all the way, your friend, just like that. And I think the ones
that we had over here are going to go
right in the middle. And we can probably grab
these ones and kinda shove them to have a same
or similar gap to the ones we
have at the front. And because of it, if we
look at it from side, it's going to give
us a much better look through overall
look of a Bridge. So think that's all in all
is going to look much nicer. Yeah, by just doing that, we're able to make a couple
of adjustments that helps us to change the shape or adjust the shape in
a way that we want. And of course, we're
going to make sure that the bottom pieces are
also fixed it up. We fix them up a
little bit as well. So let's go grab
them and click our. Let's make sure we grab
both of them like so. And click our and extend
them just like that. Or we're just going to bring them due to
the front like this. And yeah, I think this is
going to work quite well. And of course, before we forget, we also need to have some
blanks on this end as well. I'm actually just going
to grab one plank. I think that's going
to be fine and just bring it to the brand
section over here. So I'm going to hold Alt, make a duplicate out
of the one playing underneath and just put it
to the side 90 degrees, bring it back like so. Of course we want to lower this down all the
way down like so. And then simply bring
it to the back. Just like that. It's going to look quite nice. Course. We're going to click
our stretch it out a little bit, like so. And this is going to
make it look quite nice, All-in-all as a
part of a Bridge. Just like that. And there we go.
And I think we're going to finish off this lesson by getting couple of Props in. And so let's go back onto
the 3D Assets folder. And we're just going to pile up couple of probes
within this area. So we're going to get
ourselves to hanging rope, which we're going to just drag
it into our world like so. Just going to bring it up. And it's actually quite small. We're going to adjust the
scale in a bit though. We're going to actually
go back and get another version of the rope
that we had previously. And so we basically have
couple of versions of a rope. By default there, they
are actually quite small. So let's go ahead and
fix that up right away. So we're going to grab both of them and we're going
to change the scale. So since we have the
scale locked up, we can now change the scale
to be something like for, for example, let's
see how this looks. I think this is going
to look quite nice. Maybe you set it to free as it might be a
little bit too big. I think this is much better. We can now go ahead
and select this broke, the one that is piled up on
the ground and just put it in a way that's going to help us get a really nice
kind of a look. I think you can just set it
up at the very front legs so And in return is just going to give us a nice
sort of a design. Or this overall area. Might want to bring it a little
bit to the back like so. And I think let's go ahead and actually make
them a little bit smaller, maybe a little bit too
big in regards to that. If we try setting them to two and we're going
to get this result, maybe it's just a
little bit better. The reason we want to make
sure we scale both of them at the same time is because they're actually the same
type of a rope. And we want to make sure
we keep consistent carve a look with regards
to how big a rope is. I think instead of two, we can change it to 2.5. Let's see how this
looks instead. And actually, yeah, 2.5, I think is the right
kind of a choice. If you give us just the
right kind of result. And although we also have some rope on the
side of these ends, this can be used, seen as a different
type of rope. So I think that's totally okay. We just got to position it
in a way that the rope is kinda breaking off the edge Pattern of this entire Bridge. I think that's going
to be quite nice. Now as for this row, what do we can do is actually
we can stick it to the side of our Bridge and
it's going to look quite nice. So for example, if we
set it to 90 degrees, this is going to
look quite nice. If we rotate this
just a little bit. Like, let's say we selected, haven't rotated by,
let's say 20 degrees. I think that's going
to look quite nice. And we can put it in
this kind of opposition. Going to give us a really, really nice result that we just got to make sure
we position it right. And I'm actually going to
make use out of this plank over here to make it look
like it's going over it. And I will turn off the
grid just so we could have it positioned just a
little bit to the side like so. And just like that,
we're able to get some real nice
results are this row. So although I could see that the rope is going
inwards because this is the end of the rope is actually okay to
have it like so. But actually, we can make use out of this end and can I make it look like it's being covered up by this
area over here. I think that's going
to look quite nice. Or even because
although the gravity is not going to make it look
quite nice, but it's end. We can actually make
use out of this and just kinda rotated like so. We're not going to see
the bottom of this. So we don't have to worry
about that end of the rope. So we put it like
this and set this up, the poll to be positioned
right in the middle. Where are rope is
going to look like? It's hanging from the
side of this end. A reminder, even get away with
just taking it like this. If it's a little bit too much, Let's go ahead and
grab this back and put it slightly
to the back leg. So actually I'm just going to rotate this 180
degrees, like so. Because this way we're going to have a short end of the rope. I think that's going to
look much nicer and turn. And this is looking
pretty nice as is. And we're still going to have a nice pattern for
this type of Bridge. I think that's going
to look quite nice. Let's go ahead and
keep this as is. Or actually because we're
making use out of this end, we might just grab
both of these and put it on the side and
the very side like so. And because I want this end
of the rope be going the other way to make sure that it is being
supported by this log. What do we can do
is we can click our with it selected, of course. And then we can just flip this entire scale to be
in the negative values. And this will just flip the rope kind of mirror effect and
get us this sort of results. So I think this is going
to look quite nice. Yeah, we can keep this
as is actually a. Now looking at it from a
distance is going to give us some real nice results in regards to how it's
being broken apart. And yeah, just like that, we're able to get
some nice props within our scene and just break apart some of that repetitive
pattern for our Bridge. In order to break
up the pattern even more though we can
actually adjust some of these banks a little bit
and get some different gaps, some different Waves
in-between those areas. So just by moving these around, just a little bit like so, for example, were able to
get some real nice results. So in general, we just
randomly shuffle them around and we're getting some different color patterns
out of them and in turn, are able to get some
more organic shape out of this entire Bridge. So I'm just going to click
Shift and Z to undo this entire been like so. And now we're going to be able to select each one
of them individually and play around a
little bit with the overall design
for these blanks. Just like that, we're able to get some nice
gaps in-between. All in all, they're going
to look quite nice. So just by looking at
it from a distance, you can see the different
variations in those gaps. And all in all the
pattern is going to look a lot more organic
than it did before. So yeah, I think we're pretty
much done with the Bridge. We now need to make
some adjustments with the textures themselves, with how the colors are
looking for our Bridge, but we're going to do
that in the next lesson. So thanks so much for watching, and I'll see you in a bit.
15. Adjusting Quixel Asset Materials: Hello and welcome
back everyone to Unreal Engine Beginners Guide
to building an environment. In the last lesson, we completed an entire shape with a Bridge. And this time we're
just going to make some tweaks in regards
to the colors and make some adjustments that
overall texture using a Material Instance provided within a Quixel Asset itself. So let's go ahead
and get started. I'm going to go into the 3D Assets folder
for the mega scans. And actually, right-of-way,
I think we're going to adjust and tweak out the values for these
blanks over here. I'm thinking about going into the ones that have
small wood boards. Let's go ahead and open that up. And in order for us to tweak the values over
here, I've pink. Before doing the tweaks, we're just going to
make a duplicate out of the Material Instance
itself later on, if you want to have
the original kind of look that we have right now, we can always set up and I reassign the Material Instance
back to its default state. So by selecting it and then
clicking Control C and Control V were able to make a duplicate out of
it just like that. And we're just going
to leave it as is. And I think we're just going to adjust to Material Instance, the default one that we
had previously right away. So if we double-click on it, will be able to open up a Material Instance editor and we get a bunch of
parameters out of them. On the right side
for the Details tab, I should just going
to lower this down a little bit like so, so we could see our boards of the Bridge right away as is. So the main ones that we want to adjust is going to be
within the albedo tab. If we were to expand this, we'll see albedo tint, tint and alveolar controls. Albedo tin is just a color
tin that we're able to adjust if we were
to select on it and then click on this
square over here, we're able to get
ourselves a color picker. Now, by default, if
it's set to white, it means that it won't be
affecting the texture itself. And we're only going
to be applying a tint once we're starting
to darken this up. So for example, if I start to darken this entire thing up, you can see how the boards are
being darkened up as well, which is pretty nice. Not only we can
darken these boards, we can also change
the saturation, a type of thing
that we're having for these boards as well. So by change them, for
example, something like green, we're going to get a
greenish type of a tin, which is pretty nice as is. So I think we're actually going to go back to the default one and a play around a little bit with a orange tint like so. And maybe just darken it
up a little bit like so. These are values that
I'm going to use. We're going to make
justice a really small tweak and we're
going to hit Okay, so we can even
take this box over here and see how it looks like
before it's being applied. So if we and ticket and
then take it back on, we can see we're just
applying a small bit of a tint onto our blanks. Now for us to have a even greater control
of this overall texture, or we can do, is we can make use out of the
alveolar controls. So by taking this on and
expanding this list, we see we have a bunch of different options for us to use. Things like saturation,
brightness, contrast. We can make use out
of all of them. And of course, just
as the name suggests, by changing the saturation, clicking and holding and then drag into the left or right. We're able to change the
saturation of these boards. And of course the brightness
goes the same way. And we're going to
be changing that up and darken it
down a little bit, changing the saturation
a little bit. We're going to change
it to 0.7, like so. Changing the brightness
to be a little darker. I think this is going
to be much nicer. Or actually let's try. Yeah, let's go ahead and
darken it down a little bit. And then let's play
around with the contrast. Maybe a little bit. Or actually because we're changing contrast, we're going to
change this to 0.85. I think that's going
to be a nice value. And we're going to increase
the saturation back up. I think it's going
to look much nicer. So let's go ahead and change
the saturation to 0.8. And we're already getting
some nice results, but I think it's too bright, but even if we were to
change the darkness, we're not going to get
quite as nicely results. I think I'm going to go back onto retained and darken this down a little bit more and increase the saturation
over like this. Like some, I think that's going to give us some
really nice results. Maybe we want to
make it a little bit more brownish, like. So. That's going to
look quite nice. Darken it down a little bit. And we're just making
sure that all of these planks have more or less the same kind of a tint applied throughout this entire texture. So it's just going to
look like it's more part of the right and a result. We also have
something called NA, which of course
doesn't do anything. So we can just go into, leave it as a zero. And the brightness actually going to play around a little
bit with the brightness. Maybe lower this down even A value of 0.4. And maybe, just maybe it's going
to look quite nice. Now as you can see, there's one board that's
actually going to look a little bit too dark and one that is going
to look too bright. So I think we're
going to close this down and we're going to apply the original Material
Instance that we had back onto those boards
because the standout a little bit too much, I reckon. So what we're going to
do is the easiest way to apply them is by simply
dragging and dropping them on theorem
sports like so we're going to get its
original default color. So actually I'm just
going to drag it onto one that's the darkest. And it's going to give us
Sexual some real nice results. I'm just going to drag
this one over here, going to click Control Z because
I missed, misaligned it. And Diego were able
to brighten this up. Now if we want to darken these ones down a
little bit even more, just to make it more suitable, we're going to make
a duplicate out of the one that we adjusted
our of these values. So we're going to make a Bird Material insulin
just like that. And we're going to actually make this a little bit darker. So we're going to go into this Material Instance and we're going to lower
the brightness. And by setting this
up to a value of 0.2, I think it's going
to look alright, we're going to now
close this down. We got a much darker Variations. So now if we apply
this onto this blank, we can see the difference
that it's going to make. This way. We're able to
have a lot of control over our color textures
and have a really, really nice results of the overall type of
look for our boards. So I think it's already
looking pretty nice. But I don't quite like the
way these are looking. So I think we're going
to be changing them up a little bit, the
beams themselves. So let's go into the 3D Assets. Go into a wooden beam and
adjust Material Instance. And just like we did previously, we're going to click
control C control V to make a duplicate
of the default one. And we're going to maybe changed up to
towards right away. But now I'm going
to think about it. We might be using
them for our house. And I think, yeah, I think if we were
to change that up, the default Material Instance is assigned onto the
pole Static Mesh. The next time we're going
to be dragging this out, we'll have the adjusted values. So instead what I'd like
us to do is I'd like us to make different assigned
Material Instance. So right now we have Material, the original one and the Material Instance,
the copy of it. So now we're going
to click on one of the poles and see it a
name in the outliner. And we can see that if I were
to extend it a little bit, we can see that it is
named Warren wooden beam. And because it's an
alphabetical order, all of these warn wouldn't beams are going to be in
exactly the same order. So what we need to do is simply click on the first one
that's named like this. Then scroll all the
way down and while holding Shift, click
on the last one. And this way we should
grab all of them are one. So if I were to
just drag them out, you can see that all of them
are being moved to the side. And because we selected
all of them and because they are the
same Asset there, the Instances of the same asset we're going to have
within the Details tab, more or less the same results. So Materials, you can see that all of them are being
assigned one Material. We have something
additional selected. For example, I'm going to
click while holding Shift, going to click on
this blank over here, we can see that the
material is going to change with two
Material selected. But even so, if we were to
click on display to Materials, we're going to see these
elements being shown. So what we need to do is just
simply make sure we replace the original Material Instance with the material that
we made a copy Arab. So right now, this
is the original one. I know that it has
the same look, so I know that it
is the same one. We gotta do is drag the copy
into this element like so. And we're going to
have a replacement out of them just like that. And let me just have a look. I think I made a mistake going to click from lead
to unlearn just to make sure I see the Albedo map a little bit more of the
color information. And actually, it seems like
we're having some artifacts. And I believe the reason
for it is because this is not the same wooden
beam that I was using. So let me just have
a look real quick. I'm going to drag this
outwards and I can see that it is a complete
different wooden beam. So I'm just going to click Control Z and go back
to its original values. And actually just
going to delete this Material Instance and click Delete because
we weren't using it. It's just going to prompt up
with a simple delete window. And then we're going to go
back onto the 3D assets. Find ourselves the right one. So Smallwood boards. Oh sorry. It's because we have this selected just going
to add ticket. It's going to be called
worn wooden beam. So it's going to be the
last one over here. We're wooden beam. Let's go ahead and open it up. Again. I made sure I click
Control Z to undo my step. I still have all of this
selected and I'm just going to go get the Material Instance selected within a
content browser. Click control C, control V, make a duplicate out of it. Now we have a Material
Instance copy out of it. And we're going to drag this
into the material that we have that is basically looking exactly the same
as this icon over here. So we're just going
to click and drag and drop it into this
material like so. And we've pretty
much replace it, although we're not going to be seeing a much of a
difference right now because we didn't actually make any tweaks to the
Material Instance. So let's go ahead and
do that right away. Actually, we're going to open this Material Instance like so. We're going to click
albedo, albedo controls. And we're going to play around
with values a little bit. So we're going to make sure
that there'll be no controls. Have this entire tab opened up. There'll be lot Tinto
can have it closed down. And we're just going to play around with the
values right away. I think I'm just
going to try darken in the darkening
this down a little bit and see how this looks
and it's not being effective. Just want to see what
is up with that. Going to close this down, see if they're being applied. And I think they're
being applied, just going to make
sure that they're being attached to this like so. And it seems like I need
to make sure I have them all selected again and
reattach them just like that. And now this is going to work. So I just made sure I re-select, remake my selection
and then attach it, the material onto
it, just like that. And now it seems to make a proper assignment onto
the Material Instance. So now we can open this
up and make some tweaks. And by tweaking this around, we can see that it is making
the changes that we want. So I'm just going to make
it a little bit brownish and darken it up a
little bit more like so. And click Okay. Then I'm thinking maybe
just maybe I'm going to actually adjust the roughness
values for this as well. Because by default this would, looks quite a bit dried-up. And obviously because it's
going to be next in water, we probably don't want
this kind of results, so we're going to actually go and make additional
tweaks to it. So by scrolling down, we actually have roughness
value over here. And by enabling
these both like so, by default is going to be 1.0 and this is just like
a clamp, a value. So the maximum result for how rough the
value is going to be. If we lower this down, we're going to get a
much shinier result. Alternatively, if we
increase this value, the minimum roughness, we'd get a much rougher type of a value. So we're going to actually only decrease the maximum
roughness value from one. We're going to
change it maybe 2.5. Let's go ahead and
see how this looks. And maybe it's a little bit too much though, we don't
want it to overdo it. So 0.8. And I think, I think that's
looking much better as is. We're going to keep
it as is actually this is looking quite nice. So let's go ahead
and leave it as is. Maybe actually we need
to lower the contrast. I'm going to try to love
the contrast a little bit just to see
how it looks like. And just below ring
just a little bit. You might get some
nicer results. But it's again, it's
just a matter of preference how it's
going to look like. Well now I think we're going to keep it as a value of one. And we're just going
to leave it as is and worst-case in the future. We might just come back to
it and see how that looks. And actually, we might, because we changed up the roughness value
and we're going to get a different type of a light
bounds on these areas. And I think we should probably increase the brightness
just a little bit. Like so the value on
my to 1.2, like so. And now we're going to get some real nice results.
Maybe even 1.4. I think 1.4 is going
to be quite nice. We don't want it to get
the exact same value as the planks and atop, we just want to have it looked like it's part
of the same atmosphere, the same environment,
but at same time it's made out of different
type of award because these are planks in these
ones are kind of like logs that were used
to build this bridge. So finally, I think
we're going to just switch up these blanks as well. And for the ones that are
here, they're quite light. I think we're going
to keep them as quite light because
this is going to look so much nice and
district going to stand out so much
more and worst-case, we can come back to it and
switch to Miranda little bit. But for now, let's just go ahead and switch
these blanks up. So we're just going
to select this blank. I'm going to close down the since material
browser that we have previously and select
the plane that's underneath. Going to click on this
button over here. By simply clicking on this, we're able to go straight into the folder for where this
Material Instance is located. So now we're going to
make a copy out of it. Control C, control
V, make a duplicate, select a wooden
beam that we had. We can see that the names, because it's an
alphabetical order, we have three of them. We're going to select
all three of them and apply our Material Instance that we just made
a copy out of it. I can see that the name has
changed, so that's good. Now we can go into
this Material Instance and change up the tint. We're going to click on it, make it darker quite a bit like so browner even like so.
Let's have a look. I think we need to make it look rough and up it looks
to play with moments. I'm going to increase the contrast for this
one by quite a bit, by just increasing it
a value of 0.8, maybe, maybe 0.61, 0.6, like so. And it's going to give us
some nice results right away. I think that's going
to look quite nice. So yeah, and maybe
just saturation, remove that a little bit. Otherwise it just looks
a little bit too much. And that's all there is to it in order to tweak
all of these values. So it's already
looking quite nice. Maybe we should adjust these
a little bit and make them look a little bit darker in
regards to overall design. Now going back to it. But yeah, okay, Let's
leave it as it is for now. And in the next
lesson we're going to continue building
up our environment. This time we're actually
going to start on creating the house
area over here. So thank you so
much for watching. And I'll see in a bit
16. UV Tiling for the Roof Surface Mataerial: Alright, welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
it off by finishing off some final touches for the adjustment of the
textures for a Bridge. This time we're going
to continue working on Environment and
set up the house, or at least start
setting up the house with different Quixel materials. So let's go ahead
and get started. I'm just going to close down this Material Instance that
I had set up previously. And right away, I think we can start off with the Roof itself. So let's go ahead and do that. So I think we're just going to go back onto omega
scan's folder. And since we don't have
any of the textures we're going to make use are the
Quixel textures that we have. So we're going to open up a folder or the
Quixel Bridge window. That is, we're going to search
for a wood, wooden roof. So we're to search for wood
and then roof like so. Both of these type
then we're going to get a couple of
options to pick from. And if we were to scroll down, we're going to find
couple of choices. So we're going to be
using whether wood, slate roof, this one over here. I think it looks quite nice for the type of scenario that
we're trying to get. And let's go ahead and
make sure we download this one and then add
it onto your project. And then afterwards, once
we get it into our project, we're going to get it into
our mega scan's folder. However, it's not going to be in the same folder as we add our other materials
inside is going to create instead of our 3D assets is
going to create surfaces. That is because the surfaces is setup for this
type of category. So the one that we
had for the Roof, though, I'm just
going to go back and quickly show
you what I mean. So this one over
here is actually set up as a Material
and not an asset. So that's going to
be a little bit different as we'll only have the textures provided to be
used for this environment. So right now for where to
access the surfaces folder, weathered wood, slate roof. We're just going to get
a Material Instances with the Texture set on. So we need to firstly
get ourselves something to put on
these roof tiles on. So I think instead of just
applying it right away under this area on today's entire
gray box that we have, instead of going to
create ourselves a really quick and simple plane. So let's go ahead and click on the quickly add to project, select Shapes and add plane. And we're just going to get
ourselves a real nice plane. And then right away,
if were to just drag and drop it onto a plane, that Material Instance
that we have, we're going to get this result, which is going to
be pretty nice. So now we're just
going to be applying it onto this child, these tilted roofs, and we're going to get
much nicer results. So we're going to drag it
onto the sides like so. And we're going to adjust
the overall angle to fit the overall set of a Roof. We're just going to position it just to be decided
waste like so. And we're going to
actually turn off the snapping to angle like so. And make sure that the average snapping
is turned off as well. We will have more control
for this particular task. And so we're basically
now have it not, maybe not perfectly snapped because there's this tiny gap. But of course we don't need to worry about it too
much because we're going to be overlaying
our air assets with this group as well. So that's much of
an issue right now. What we need to do though, is make sure it covers
the entire roof. So we're beginning
to do is actually we're going to click, are going to the scale
mode and just scale it across our entire rooftop. For now, we don't need to
worry about the stretching. We're going to fix
that in a bit. We just got to make sure
that this entire plane is covering our entire roof. Now if we click our and
we gotta make sure that we scaling it up like
this sideways when it's, has a gizmo built-in as well in regards to
the local position. So this one is automatically set as a local position with
rejection quiet, nice, but if you want to
move it and transform it using just normal
transformation gizmo, we'd have to set this. It gives more coordinate to be from the world space
to the object space. And this way it
allow us to move and slide it across the
Roof just like that. So this is quite useful when we went to position or Roof to be right in the center of
our area. Just like that. I'm actually going to
rotate in just a little bit more like so and have it covered our entire
roof just like that. Actually, we need to
make sure we set it up all the way through
back like so and cover it, read up all the way
just like that. So now we have one
end covered up. We're going to of course,
set the upper end as well. So we're going to click WW, go into the transformation tab, change the Rotate gizmo from
local to the world position. And then while holding Alt, we're going to drag
it sideways outlet. So then we're going to click
E to go to rotation Mode. Make sure that the
snapping is turned on. And we're going to
turn this 180 degrees. So we'll be flipping it
all the way around this. And we're going to get it nice roof tile on
our side as well, which is quite nice. So now we can actually
grab both of these tiles This roof tiles and drag it
to the side just like that. And position the roof
tiles to be on this side. Like so. And I think because
they're more or less the same kind of rooftops, we can actually make
use out of this leg. So we might need to, yeah, we might need to
readjust this a little bit. So that's going to
be actually okay. We need to turn off the
snapping mode, of course. And I'm going to position
this one to be closer. This side of the Roof. It has a bit of a
different angle. I think it's going to make the overall design
for this roof, the upper section much nicer as it helps to break up
some of that Design. I'll actually
delete this end and we'll duplicate it in a second. We just need to make
sure that this one is set up quite nicely. So we just kinda positioning
it in a way that we want, stretching it out as well. And we're going to have
it just like that. Actually, we might need to
do it a little bit more. Let's go ahead and edit
in the right area. Just like that. And think, yeah, let's go
ahead and actually turn on the local and just kinda squish
it onto the Roof like so. And going to lower it down, maybe we should just
make sure that it fills this entire roof area just
like that. This entire plane. Again, we're not
worried about how the tiles are going to
look like Jesse yet. We just need to make sure
that they're positioned right for this plane to be right
at the side of the Roof. And of course we need to duplicate it for the
other end as well. So let's go ahead and do that. We're going to rotate
this 180 degrees. So click E, Make sure to
have the snapping on. And that seemed to have
caused some issues. Just going to click Control Z. I'm not sure why
that was the case. Going to click F to
reposition my camera. And it seems to be doing
the same kind of an issue. So I'm actually
going to deselect this and selected backup and it seems like a made a mistake and duplicated it within
my Blueprint. Again, I can see that I made it like so
going to delete it, make sure I have this
plane 3D selected. Then going to hold Alt, drag it out and make a duplicate out of a
chest like that. I'm not sure why
that was the case. Just going to set it up to the side again and
position the Roof. Be just like that. So yeah, this is already
looking quite nice. I think. You might need to make
couple of extra adjustments. It might actually
be quite alright. Okay, so now that
we're done with the Roof and displacement, Let's go ahead and
actually picks up the way they're being piled. So what are we going to do is
actually I'm going to make a duplicate our the
original Material Instance. And this way we're going to be able to make use out of
it to make some titles. So I'm just going to reapply
onto this section of the Roof as well as the
other end as its backside. So just doing it like so. And this way we're able to get a duplicate out of
this material tiles. And now we're able
to just go into it and make some
adjustments for them. I'll make the different
types of a copy for the other side of the roof
of a part of the Roof. But that's going to be in
a bit as these ones need to have more or less the
same kind of pattern. And because we
stretched out this type of a plane a little bit
more than this one, it might not look quite as good. So we're going to scroll
down all the way to a, actually scroll up a little bit. And it's actually
going to be the very first one in Adjustments tab underneath the global tab is going to be Tiling offset. We're going to make
sure we take this on. We're going to open
this up and we get some options to use. That offset is just going to allow us to move the pattern. So if we want to do that, we can, but it's not needed. Or as moments I'm
just going to leave it as the default is zero value. Now as for the Tiling, we're going to make sure we tell this up because
otherwise it's too large. I think we assist
as the default. We started off with two-by-two and see
how this looks like. It might look quite alright, so I quite like it. Or maybe let's try
1.5, 0.5. Like so. What by five? By 1.5 is
going to look quite nice. And of course, the stretching
is happening sideways, so we need to determine which way that is being
faced up and that is going to be displayed playing
around the width value can see that it is going to
actually be the Tiling X. So that is what we
needed to be changed. And because we stretch it out this way, we
need to increase this. So the value of two, maybe we'll do the trick
or even 2.5 straight out. Yeah, I think 2.5 is looking
quite nice actually. So let's go ahead
and keep it as is. And yeah, let's check the other side as well because
it uses the same Material. Instance is going to give
us the same results. So now we can close this
down after fixing it up. And now we basically are going
to make a duplicate out of the already adjusted
Material Instance just to save up
some of that time. So we're going to
select it Control C, Control V, make a duplicate
effort Material Instance. Apply this directly onto the Roof and see
how it looks like. And by default, it already
is looking quite nice, but we just need to squish
in just a little bit in the Tiling, inner
Tiling x-direction. So 2.5. Let's change that up to
be, let's say three. And maybe that's just enough. I think that's
enough is going to give us the same
kind of a Pattern. And I think I quite like it is. So let's go ahead and keep it. Actually, I'm going to close this down and now let's go ahead and not forget to hit Control and S to save
this entire project. And I think we're going to
keep the overall design, the albedo Adjustments and
whatnot as default ones. I think the original
texture looks quite nice. So yeah, that's going to be,
it's probably this lesson. In the next lesson
we're going to apply more texture surfaces, pink for the main
body of this house. So thanks so much for watching
and I'll see you in a bit.
17. Creating wall textures using UV projections: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by getting ourselves to Roof set
up with the texture. And in this lesson
we're going to continue on setting up the
surface textures, especially for the
base of the house. So let's get into
it and right away, think on the way we're
going to set that up. Actually, I'm just going to
grab both of these cubes. And maybe instead of just
setting up the Planes, we might be able to make use
out of this mesh itself. So let's go ahead and try
making use out of this Mesh and try to maybe get ourselves
a single mesh out of them. I'm going to duplicate it just to put it on the side and
see how they look like. It's going to drag this might need to make a
selection again, a go. It's going to all the duplicated and see how
they look like together. And just by looking at it, that might actually
work out pretty well. You have a bit of a gap here. I'm not sure how that's
going to turn out. We might need to set them up to be a
little bit different. So I'm actually just
going to grab of them, delete it and see how it's going to look like on this end. I think I'll try maybe moving it back just a little bit like so and that's going
to look better. And yeah, let's go ahead and actually accept this
gap a little bit. So the easiest way might be
just to slide it up back leg. So we're just going to make sure that the edge is actually
positioned at the very corner. And we're going to use
a sort of a wood pile or something to
hide the edges then away anyway to break
the entire shape. So I'm actually just going to grab this entire
shape and just kinda hold This stretching bid
and just stretch it out. Of course, the snapping
tool, let's disable that. And now we're just
going to reposition this entire section
just like that. So I think let's go
ahead and do that. Make sure that this edge is
going to look quite nice. Maybe we need to do a
little bit less of that. So I'm just going
to stretch it back down to the side like so. And I think we're going to
get a nice gap over here. And we're going to get
a nice gap over here. I think that's going
to look quite nice. Maybe it's a little
bit too much though. Maybe it's not enough actually, let's shrink it down
even more. Like so. Kinda want to have a bit of a
hanging area for the house. So it will break up
the edges a little bit more for our environment. And I think that's going
to look quite nice, just even more actually. Like so. Let's check this out. Now. Of course, because we're
scaling it from the center, we gotta move it a little
bit to the left as well. And that might actually
look quite nice. I'm thinking that
maybe this hedge needs a little bit of a hanging areas. Well, so what I
might do is I might just squish down this
section instead, just like that and get a nice
hanging overhang, like so. So all in all I think this
will look much nicer. We might need to make a bit
of a hanging area over here. So just going to
kinda squish this up a little bit
as well, like so. And yeah, I think this
turned out quite nice. This just makes sure
that this edge is being, yeah, we need to make sure we fix this up a little
bit now as well. I'm just going to squish it
down and pulled to the side. The corner is going to be positioned to the side
of this over here. So the reason we're doing it, I haven't explained
it properly is because now we can
grab both of these. We're actually going to be
using modelling mode again. And this time we're
just going to combine these two
meshes together. So let's go into
the modelling mode. Let's go through select Mode tab and go into modelling mode. And this time we're
going to drag it down until we find once we have
both of the selected, it's actually much easier to see because some of
them are going to be unselected and since we
can't make use out of them, so which has got to drag it down until we see
the mesh booleans. So with the selected, we're going to make
use out of it. Which allows us to sometimes cut off the Shapes and sometimes it allows us to get some nice
results are of our shapes. So instead of the
operation being a minus B, we're going to make a union. And what this will do is just, it will combine both
these measures together. So we've now hit Accept,
which by the way, should put it into our
autogenerated folder, that is world relative. And now if we hit Accept, it should give us a
Boolean Static Mesh. Now this is just a one mesh. And the reason we're doing it is because we're now able to have a really nice UV projection
onto this entire environment. And this way we'll
be able to cover up our material in a really
nice and simple way. So let's go ahead and
actually do that. So I'm thinking about
just making use of Up projection first
because right away we're actually not going to get the right kind of results. The default UVs, I think right now are going
to be stretched out. And although we could do a similar kind of a
way that we did for the Roofs for this area because right now we're
having a single mesh. It might be a little
bit harder because the ratio of where the
stretched out areas would be, they would have basically
different results. And of course, we
don't want this to have for our textures. We don't want them to look like there's completely
stressed out. So by going all the way
down to the modelling mode, we're going to have a UV tab. And within the UV tab
we're going to project our UVs onto this Static Mesh. So if we select project, we have a couple of options. And the one that we
want is actually going to be a box version. So if we select this, it'll basically project
the best angles and give us the nicest
results for those changes. Because this is such a
basic type of a shape, all of the angles are in 90
degrees is going to give us the best results for
this particular shape. So by having it set as the default with
the default values, I think is going to be
fine if we're having a box that doesn't exactly
fit our entire shape, just make sure to hit within
the action step auto-fill. And that'll just bring it to a like a proper projection
box for our entire set. So now that we have a
setup like that, oh, we gotta do is hit Accept
and also make sure that the material mode
is set to original. If you want to see how the prediction would
turn out to be, we can visualize using
this material mode by clicking on the checkerboard and you'll get this result, which might be quite nice. And actually, that
was a good thing, thing to do because I see
that the checkerboard is not actually completely square. So I'm trying to figure out
what is going on with that. Maybe I'll try playing
around with the values, trying to figure out
why that is the case, maybe, yes, let's go ahead. Go by switching on the
uniform dimensions. It'll give us the right kind of dimensions or this
checkerboard right away, it won't be stretching out. Then as you can see,
the squares within these textures are going
to be set as proper now, so that is going
to be quite nice. We can now finally hit
Accept and that is going to apply the UV coordinates
onto this entire asset, which is going to be
quite nice once we're going to be starting to
apply our texture map. And so I think we can just go back onto the
select Mode just to hide away the toolbar kit and
open up the Quixel Bridge, just like we did previously. And within this, we're
going to search for correct wooden planks. Like so. This will give us a
couple of options to use. And I'm thinking that maybe the best choice would
be to make use. Yet hago, I already
have this downloaded, so this is the one that I used. And this is a real nice
texture for we want to get some additional detail
out of the size of the walls. So I recommend you using this one as I really
liked this one. So yeah, make sure to download this one then
add it onto your project. Once you had a habit added, you can close this down, make sure to go onto
the surface folder and then we'll have a whether slate, sorry, cracked wooden
planks folder. And then once we open up, we
get this Material Instance. And I think we can just use
the default one for now. Just drag it onto the ASA
and see how this looks. Already, is looking quite nice, but it's too large
for this scale. So we're actually going to open this up or rubber
Alice just in case, let's make a
duplicate out of it. So control C, control V. And I'll think, I'll
just leave this as is. Open up the original one. Since we already
have this assigned. I'm just going to love it
this entire window like so the bottom and enable
the Tiling offset. And I'm thinking about just making it by four by four and
seeing how this looks like. And it's actually a
little bit too much. So two-by-two maybe. Yeah. I think two-by-two is going to give us the right
kind of results. It's going to look quite
chunky and quite cracked. But at the same time, it has that really nice
look or the house. And I think that definitely
makes it look quite nice. We might want to increased ambient occlusion
strength though, because right now it looks
quite flat as a texture. So what ambient occlusion
strength does is it simulates cat over
the death within the PBR texture
and it just gives a bit more shadows in the deeper areas and it kinda
works with the normal maps. And in regards to where, for example, the light
is hitting on an object. So by enabling the
ambient occlusion shrink and setting
this to attend, for example, just to
exaggerate with a little bit, we're going to get much
different results. And actually it's a
little bit hard to see. Let's go ahead. It's quite
obvious in this one, so let's just get it
to sell it at ten. And I'm trying to
figure out why it's not being affected in
this one over here. Okay. It's a little bit hard to see, maybe it's because of the
way the sun is hitting. But I think for now
we're going to be done. And in the next lesson we're
actually going to continue working with this
section over here. We're going to
replace these areas. And so, yeah, thanks so much for watching and I'll see
you in the next one.
18. Creating roof attachment: Hello and welcome
back everyone to Unreal Engine Beginners Guide
to building an environment. In the last lesson,
we left it off by getting a base set up with a texture the size of the
walls or are tiny little hut. And right now we're going to continue adding a little bit of an extra touch with side
Roof attached to this area. So let's go ahead
and get started. I think we can start
off by getting a nice foundation Whole
for this section. And I think we just click Add and go to Quixel
Bridge right away. Then we can search for
wood pole and see what we have and actually are
about that It's not a pole, it's going to be a post. Though. He researched for that. We're going to get some
results out of that. So I think there you go. This is the one
that I quite like. It's simple but nice bit
of a wooden texture. And let's go ahead and
make sure we have this downloaded and added
onto our project. So once we have added
onto our project, Let's go ahead and
close down this window and go onto omega
scans, pretty Assets. And this one is going
to be actually, instead of just simply searching
for all of our folders, I find it easier
when we use filters. So in this tab over here, if we were to click on it, we can see a bunch of different filters that
we can make use out of. But this time we're
just going to be using a Static Mesh tab. So if we were to select it, it'll show you everything
within those folders that has Static Mesh, a label. And that'll include all the assets that we
use previously, as well as the wooden posts
that we just downloaded. Let's go ahead and simply drag and drop it into our world. And by default it is
actually quite small. So we made, we need
to make sure we increase that by
quiet a large amount. I think we can just make sure we have this snapping tool for the Scale enabled and
increase it just like that. It actually going back
to the filters tab, if you want to change up the assets and see all
of our assets again, we're going to be
able to do that by simply clicking on
this button over here, which will turn off the filter
for this Static Meshes. Now what's nice about doing
this kind of away when working with filters is that right now because we
use it previously, this Static Mesh tags, tag is always going to be there. So it's actually
going to be nice for when we're working
for our project. And we want to see all
of our Static Meshes. Again, we simply have to click
on this button over here, and that'll just
straight up show us all the static meshes within or mega scan's folder,
which is quite nice. So I'm just going to actually
do save down the folder, click Control and S to save it. And I'm going to reposition
this poll to be to the side. Make it just a
little bit larger. So maybe it's a little
bit too large, actually. Make it smaller. This is going to be quite fine
because we're actually going to add another frame
support on the side. We're going to position it
in a way that would help us to get rid of the
placeholder just like that. Now for the rest of the Roof, we're going to actually make use out of the same place
that we had previously. So we're just going to
grab couple of them. I think something like
wrapping five, we'll do. Now we're going to
hold Alt and make a duplicate by simply dragging it out into the world, like so. And now I'm just
trying to figure out maybe we needed six. Let me just go ahead and try
to position it accordingly and see if that will be enough and horse that's
not going to be enough. So actually we need a
couple of extra ones. So instead of five, we're going to need seven. So I'm just going
to hit Control Z a couple of times, like so. Make sure I go all the way to before when it was duplicated. And I think I'm just going
to grab these couple of XOM and bring it
up just like that. So we're going to
be able to make use out of these planks just like that to have a nice kind
of a texture for the Roof. And I think I think the texture itself is not
going to look quite as nice. So we're going to be changing
that up in a second. We're actually just
going to position the Roof to be rotated
a little bit like so. And I think we're just going to delete this place
holder right away. And the way we want to
have this Roof is actually we don't want to
have any type of gaps in-between those two. So we're going to be squishing all of these up a
little bit like so. And just going to make sure that the cauda don't have gap in the middle and they only just
have a nice kind of a roof. So root actually protect from
the rain coming downwards. So that's going to be
much nicer, I think. And Actually just going to that
them up just like that. And going to move this, our piece like so, and this one like that. And finally this one
over here, like so. Now we have it like that. We can select the whole of them. And what do we can do is
actually quite simple. We can just click our go-to, our scaling and just scale
it up all the way like so. Now this might look a little
bit too stretched out, but let's go ahead
and check that out before making any changes. I think it'll still look
quite nice actually. We're going to keep it as
is. In regards to textures. I think it'll look really nice. So there's got to make sure we attach this to the
side of the Roof. Let's go ahead and do just that. I'm actually going to
move this with the gizmo set as local and just slide
it backwards like so. So we'd have all of these sticking outwards
just like that. I think we'll have some real nice results
by the end of it. We just got to make sure we stick it to the
side of the Roof. And it'll give us some really, really nice parents we work with and actually will need to make some
additional adjustments. But before doing that, you gotta make sure we're actually stickiness to the Roof. Just going to click
Control Z because I missed selected my option. And again, I'm going
to stretch it out even more until we get
this sort of shape. I think that's going
to look quite alright. These blanks that are a
little bit too much of, it's going to squish them
down a little bit like so. But we can actually
make use out of them and have them be just like that. And this is where the
variation comes in from, actually by going into
the local modelling. So we're going to
do it in a bit. But basically we'll
want to cut a slide, some of them up and down
a little bit just to make sure we get some variation
in-between those planks. I think this one we can for now focus on the
front a little bit. We can break off the front of the Roof
just a little bit more and get a nicer variation out of this overall kind of a tile. So I think this one, we can, instead of just scaling it up, we can just bring it back
a little bit like so. Just like that, we're
getting some nice variation. And this one for sure, I think we need to upscale
it just to make sure we keep the original
form or the Roof. I actually even want
to make sure that this is a bit of a wider type of
a plank at the very end, going to give us nicer results and probably want to squish
down this gap like this. I think this is going
to look quite nice. And finally, just going to go
through all of the front to check out this looks maybe
you want the final one to be a little bit
wider as well. That's the nice way
to break them apart. And finally, of course, we need to make sure we have some variation
within this as well, because right now it just
looks a little bit too flat. So what we can do is we
can grab one of them, make sure that the
gizmo is said to the world location position. And then if we were to just bring it down
just a little bit, we can see the type of
difference it makes within our entire roof. So that is actually quite nice. We can even just
rotated a little bit slightly with the
snapping mode turned on. And by doing that, over to select the right one, by doing that just a little bit, we're going to be
able to kinda have it snapping out outside of
this area over here. And I think it's
just going to look so much nicer. We do that. So think I'm just going to
grab the last couple of ones. Do the same idea where we
just slightly rotate them. And in turn, I think it gives us a really nice pipe
of looking roof. And we still have some
Supports to add to this Roof since it's already just kinda
floating by in the air. But I think we're going to do that in the next
lesson and we're going to adjust the color
at the same time as well. So thank you so much for watching and I'll
see you in a bit.
19. Color Correcting for Roof Attachmet Textures: Welcome back around to Unreal Engine Beginners Guide
to building an environment. And our last lesson, we
left it off by getting the roof tile set up with
using these planks as well as a basic support
using this type of a post. And that we're going
to actually attach them altogether using
some wood pieces. So let's go ahead and
get right into it. I think for this
one, we can make use of a wooden beam perhaps. I think the wooden beam is going to work
really nice for us. So let's go ahead and use
that right off the bat. And we're just going
to position it in a way that's going to
be placed sideways. But of course we need to
make sure that we have the snapping tool
enabled. This way. We're going to be able to
nicely positioned it sideways just like that and
drag it to the side. And I think we can
just put it in a halfway through. A way. I think that's going
to look quite nice. Of course we gotta
extended to make sure we have it
sideways, like so. And snapping tool can
probably be turned off for this one operation
or the scaling. And I think we can
have a just like that. I think that's going
to look quite nice. It also has a bit of a
different angle on this one. And I'm trying to figure
out if it's actually going to look well or not. But before doing that, I
think the overall kind of a word that we
have for this N is a little bit too thin. So we're going to
click our and extend our scale based on the X
and the thing zed value. I think that's what
it is. I think we're going to extend it. Oh, it's going to
be Z and Y value. So this bar over here, we're
just going to extend it. So basically we're not
going to extend it sideways into its
height anymore. And all in all, that's
going to look quite nice. We can even just put it
straight into her house, the side of the wall. And that will make
it look really nice. I reckon. With this. I think we can actually make a selection
for all of those like so. And hit Control G just to make sure we have them
a nicely grouped up. And said control G, I'm
actually going to go and change my Scalability
from high to low. Again, if you're not seeing this sort of a
menu and just make sure you go onto the upper-right corner
to the Settings tab, then a Engine
Scalability settings. And in here you'll basically
get the same menu. And once you start
playing around with it, you should be able to
get the same kind of a button in here as well. So I'll just go ahead and
use the Scalability set as low real quick and just position my entire object like so. And I think we should get these planks to go
underneath this Roof. I think it'll look
much nicer that way. So I'm actually just
going to position them to be right underneath
that roof like so. And maybe you want to drag
it inwards, chest like that. And All-in-all, that
might look quite nice, although right now these piles aren't looking like they're going to be passing
through this. So I'm actually going to click our and extend them
by quite a bit. In this area. Because they're grouped up, they're behaving a little bit weird when I'm scaling them up. So I'm just going to use
this kind of a Mode. And right now I think this
is going to look quite nice. Okay? I think we should get this a little
bit to the back though, maybe a little bit higher up. And this is going
to look quite nice. Okay? So I'm thinking that although this is looking
really nice as is, we should probably
get some support or going over in this area as well. And I think we can make use out of the same
planks that we had. Or the bottom of
this area over here. I'm just going to select this, bring it to reside and position it in the
right kind of way. And actually just going to get the default material
that we had previously. So I'm going to go in the bottom-right corner
with this selected. Open up the content browser for this bacterial by clicking
this button over here and just reattach the
default material that we had previously by dragging and
dropping right onto the mesh. So this was the default
color that we had. Since it's not going to
work quite as well if we had the previous a Bridge
material for this area. I think I can just
squish it down a little bit to the side like so. Squish it. In regards
to its height. Maybe that's already
looking quite nice. But I don't quite like the
way this is being pulled out. I think I'm just going
to bring it through back like so maybe maybe let's go ahead
and play around with it a little bit until we get the right
type of settings. And basically we just
want to make sure that this is kind of underneath
this one over here. So it's going to give us
the right type of results. And actually, let's go
ahead and make sure to raise it up just a
little bit as well. Trying to make sure
that this doesn't go beyond this blank over here. But I just want to
make sure that we're leaving some gaps over
here on this end. And this will just make
sure it looks quite nice. Or maybe we can
even just put it to the side trying to
think what would look more realistic in regards to how this house
is being built. And by default, if we
were to just leave it as is because I had this
setup like this, it's going to be sticking out. So maybe I'll just bring
it all the way down. Yeah, I think this is going
to look quite alright in regards to how this
is being set up. Going to bring it
even back. Even more. Yeah, I think this is
going to look quite nice. Going to turn off the
Scalability from low to go back to high, just to see how the colors
are going to look like. I think this is the
moment where we actually need this switch up the
colors a little bit. So let's go ahead and do that. Actually. Going to select
this entire area. Going to actually make sure that we ungroup
them all because otherwise we can make use
of the materials like this. So going to hold Control, Shift and a G to ungroup them. And now we should
be able to, yeah, I think now we should be able to just select them all like so one by one. And once we have
them all selected Material because they're
using the same material, it's going to be this one. I'm going to
actually make sure I open up this within
the content browser. And actually I think I'll just, the default one was
the second one, the Material Instance that
we created a second one. So I'm going to select
this click control C, control V, and make a
duplicate out of that. So now we have a fourth
Material Instance for that. And we have all of
those boards selected. So all we gotta do is
drag and drop this into the Materials tab
on the right-hand side. This way we'll be able
to change them all up. Now, if we by any chance, had multiple plank selected, the variation of materials. So for example, like
this Flying over here, over here had a different
variation comparison in comparison to
this one over here. Because we wanted
to brighten it up. What we can do is once
we have them selected, click display to Materials. And it'll show you two elements. And just basically make sure
you replace that Material, both these Material
Instances with one of those that we just copied and pasted and created a
new Material Instance. So if you have multiple
material Instances, basically just make sure
you replace both with them. But I just so happened to when
I made a copy out of them, had a one Material Instance which made the process
just a little bit faster. But yeah, going back to
the Material Instance, let's go ahead and
open it up right away and make some
adjustments to it. And I think this one
should be a little bit. I'm going to actually enable albedo tint and
alveolar controls. And right away I
think I'll just lower the saturation by
quite a bit actually, to a value of 0.7, maybe 0.80, 0.8 is going
to be quite alright. Going to darken them
up by quite a bit. 0.5. Really looking quite nice, maybe even lower the
saturation even more. 0.5. Now, 0.60, 0.70, 0.7, we'll do an albedo tint. Lets get some
brownish tint alike. So not too much though. So I'm just going to lower the
saturation to this amount. Just a little bit, is going to give us some really
nice results. So it'll just make sure that we have a more or less
the same kind of color tend route all of
these boards because some of them where
as you can see, just too much variation
in them and in return, we get them to look
way too noisy. So right now we have
this sort of a Setup. And I think right now we can even increase the on
trust or maybe lower it. Let's try lowering this down. Let's see how that
law would look like. Maybe that actually
would look quite nice. It'll change the entire color. So we need to be mindful on
when we're changing this. So I think the contrast can be lowered by quite a bit to 0.8. I will just give us a more of a blend looking
color for this area. I think that's going
to be much nicer. And of course we need to
lower the brightness. But in regards to
the brightness, we can probably use the tint
and just lower it like so. And that'll give us
the will give us a real nice result in
regards to the wood, I think that just makes
it look so much nicer. So as you can see, this
area for the water, for the Bridge has a more
gritty, dirty looking Setup. It has a server, even I could say like a
moss type of a texture, but this one is a
more smooth texture, just makes it look
so much nicer. And it just looks
like it's been dried up by the sun and
just kind of bleach down by the overall whether
of being on top of the Roof. I think all in all, this
will look much better. But of course, we need
to make adjustments to these wood supports as well. Quite a look. They look quite right,
but we need to make sure we just adjust them
just a little bit. I think we need
to darken them up just a little bit to
make them look nicer. We're going to open
up the texture. We're going to make a
duplicate out of it. We're going to attach
this duplicate. And now we're going
to go right into it and adjust the
alveolar controls. I think we can just lower down this brightness by quite a bit. And we can probably
change up the saturation. And the contrast. To know UE5 know 8.1, 0.4. I'm playing around
with the values. Usually the best
way to check how the texture would look like is to check the extreme values on both ends and
see what exactly is being affected
within this parameter. And usually based on the type
of texture you're having, it's going to give us often
like different types of results based on a
coloring of the texture. So right now I think contrast 1.2 is going to look quite nice. I think it actually makes
it look real nice actually. So let's go ahead
and keep it as is. Now. Finally, we gotta make
sure that these beams have the same type of a setup. So we're going to open this up, go and apply a
different texture. So I'm just making
sure we are within this folder selecting
this control C, control V, and probably
apply onto this edge. And now we're going
to darken it up. We can probably make use out of the same settings
we had previously. So I'm going to select this, actually go back
onto its folder. And now we're going to
double-click on this. And what we can do is
we can right-click on the albedo controls like so. Select copy like this. And we basically copy all the values for
the albedo controls. So now we close this down, go back onto the
settings for this one. Open this up, make
sure that this is a duplicate
Material Instance. Open this up like so. We can enable albedo Controls, right-click and hit paste. And this way, it'll basically ensure that it gives
us the same kind of adjustments that we had
previously because it was more or less similar
looking texture to this pole over here. It actually gives us more or less similar caravel
look as well. So that is quite nice. And we can try doing the same for this poll as well actually. So let's go ahead and open
this up. Control C, control V. Make a duplicate, drag
this right onto its Mesh, open it up, adjust,
that'll be the Controls. Right-click paste. And we should, if
we do it properly, that is, it's not, I think it messed it up somehow. I'm going to go back onto the Material Instance
that we had previously. By the way, we can
double-click on this icon over here
and just show up, open up the Material Instance, and I'm going to
right-click Copy, go back onto Material Instance, or we just copied, open it up
and right-click and Paste. Now it works. Okay, perfect. But I think it's a little
bit too dark, but it's one. So I'm actually going to
increase the brightness to 0.7. I think now it looks
quite nice actually. It looks like it's part of the same weathering system
and it just been built in the same span of time and it has the same type of a look as
the upper parts of this wood, which is quite nice. So yeah, I think we're pretty
much done with the Roof, so thank you so
much for watching. And in next lesson we're
actually going to start off by breaking up this
roof a little bit more, although we have some textures
for the size of the Roof, obviously, just plain looking. So yeah, that's what we're going to do
in the next lesson. So thanks so much for watching, and I'll see in a bit
20. Setting up Edges of our Roofs: Hello, Welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. And the last lesson we
left off by getting this roof attachment sorted. And it actually
looks pretty nice. Aldo, looking at it, we have some bits that
are sticking out, but that's going to be
a right as we're going to use some wood beams to kinda highlight the
entire frame of the Roof. But before doing that, though, I would like us to actually
set up the size of these Roofs to have some
nicer look to them. And of course we gotta
make sure we texture them. And so let's go ahead
and right away do that. We're going to make
use out of yet, but never Quixel texture. So let's go into the
Quixel Bridge like so. And we're going to search for
something called wood log. And we should get ourselves
a category lists. So let's go into
categories list and go down until we find
wooden log wall. So if we're not able to find it, because there's a
lot of options. Actually, let's type
in wall as well, and we should be able to
see a lot of options. So let's just make sure we
pick something of this sort. I think this one is the nicest one since it has
so much variation. So let's go ahead
and click on it. Make sure we download
it and afterwards, make sure to add it
onto your project. And once we have it
within our project, we can now close this down. And we should have, if we were to go onto the
mask mega scans surfaces, we should have wooden log wall. So this texture over here. Now we just got to decide the
way we're going to set up for the front bits
of these walls. And I think the best way
would be to actually create ourselves a plane lesson
plan for the front of them. So let's go ahead and do that. We're going to go onto the modelling mode and we
finish shapes this time. We're going to use
a simple rectangle. So by selecting on
it and just placing it right at the front
of our Roofs, like so. Then by clicking once and
hitting complete will be able to get ourselves a
nice rectangle to work with. So if we were to just bring
it out just a little bit by getting it outwards like
so we can see that it is just a simple planar
which is created. And now we're able
to make use out of it and set it up in a way to just make sure we put it for the front
of the building. So before doing that though, we got to make sure readjust
the entire set to be right in the middle and adjusted to the shape
of this building. So we're going to do that. We're going to make use
out of the triad it. Let's go ahead and select that. And of course we can
to make sure that this one is the one
that's selected. Triad it. There you go. And now
we're going to make sure that only the vertices
are selected. So select vertices in selection
for filter is selected. And this way we can select both the vertices
on the top and use this green icon over here to squish them in a
little bit like so. And actually right
away we can actually reposition them to be right
at the very front leg. So and just position it in Alfreda would cover up this
entire section of the Roof. Think we can do that. And I'm just going to make sure I Standard just a
little bit more. And we're only making sure that we switching the
vertices the way we're manipulating
the entire Mesh only on this to plainer
kind of a position. We're not going to bring it
back or forth from this Roof. We're going to do that later on. We just got to make sure
that this entire plane is completely vertical. So we're just going to make sure it's more or less
in the same kind of area, then we're going to bring
get the bottom ones as well. Bring them all the way down. And we're going to scale
them up to the side like so. Now, if by chance your
vertices done online, if they're not completely
in the center, we can also just select
them individually and reposition them
individually like so, which might be something that might be even faster
to be honest to do. So I think that's quite nice. We don't have to be
perfect with them. We're going to use
some wood planks to cover up the sides later on, but for now that's
going to be good. Let's go ahead and click Accept. And we got ourselves a nice
plane for the middle section. Of course, as you can see, even with that unfold material, there are some squares that
are just misaligned and the UVs for this material is not going to be
applied quiet as well. So what do we need to do is
we're going to make sure we change up the projection
for the UV coordinates. And the easiest way for us to do that if we scroll
all the way down, is by simply making use
out of the automatic UVs. If we simply click on it and the default settings are
going to be quite nice. It is a simple plane, is basically just going to be a simple box protection to
the front of this area. If we hit Accept,
we're going to get much nicer results right away. So that is going
to be quiet nice. Of course, that is only
for the front section. We need to get back and
front for this other areas. Well, actually let's try
and make use out of this. Maybe it might be quite nice just going to
make a duplicate, rotated 90 degrees and put
it to the side like so. The video got cut
off in this section. But all I did was in this area was just make use out of
the Automatic UV unwrapped. And that just gave
us some nice UVs. So just in the same way as
we did for the house itself, we just make use out
of the same tool. And that gives us some nice way to start
off architectures. And then all we do is just apply the Material Instance,
the size of the Roofs, and then we can continue on and adjust certain values
from within it. We're going to make
sure they align. So 3.5, That's going
to look quite nice. We can now close this down and I think they look quite nice. We can also even make some adjustments to
the way they look. You can play around
with a little bit of intensity for it. And actually if we scroll down, we have something
called normal strength. Which is actually
if we increase it, we'd get more intense
of bumps out of these. But I think in this case, actually want to decrease them and flatten them
out a little bit. I think they look much better in that regard for what
we're trying to achieve. So by setting it up
to a value of 0.8, I think they look much better. So let's go ahead
and keep it as is. Or actually, let's
go ahead and keep it to a point at pi over value. I think they're going to
look much nicer as a result. Go ahead and close this
down and actually, sorry, let's go ahead and open it
up real quick and go tell beetle controls and lower the
saturation to evaluate 0.8. Just a little bit. I think
that's going to look much better as the overall result
for this type of texture. And now we can
finally close this down and that's going to be it. So in the next lesson, we're going to continue
on working this Roof and break off some Edges using
some of the word ends. And in general, we're
just going to make the Roof look really nice. So thanks so much for watching
and I'll see you in a bit.
21. modeling default meshes: Hello and welcome back around
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left off by setting a little bit more off this Roof and getting
some texture in for it. And now we're going to let up some Supports for this roof. So before doing that though, I'm going to turn off
my modelling mode. So I'm just going to go
onto the upper left corner, go to Select mode like so. And I think I might actually just lower the content
browser as well, since we don't need it
this much at this moment. And right now what we're
going to do is actually, I think we're going to
start off by getting ourselves the things
that we're going to use. So within Omega scan's folder, within the 3D Assets group, we're going to go and get
ourselves a wooden beam, just trying to think which
one would look the best. In this case, maybe
it's this one. That might look quite nice. Yeah. Okay. We're going to start with
the wooden beam that we had. And that's going to
look quite nice for the Base sides as it's going
to help us to break it down. It doesn't have too much of an intense detail
in comparison, for example, to this
beam over here. And it's just a nice simplistic
sort of looking mesh. So we're going to actually
make use out of that. We're going to drag it
to the side like so. Make sure we have
it selected Paris. And then we're just going
to drag it like so. Now we're going to
actually position it will recite of the Roof. And I think we'll start on by having it set up
vertically or actually, sorry, let's start by doing in the horizontal lines instead. Think that's going to be
much easier to start it off. So let's go ahead and
have it selected, rotated 90 degrees with snapping
tool enabled, of course. And we're going to
position it to our site. Now think by default, this beam is a little
bit too thick for us. So we're going to click are. And we're going to, I think we're going to, yeah, we're just going
to squish it down. So let's go ahead and
have it selected and then have this gizmo be
used like that. By just dragging this down. We're going to get this
sort of a beam which I think is going to be quite nice. All we need to do now is
stretch it out a little bit. Not too much though. I think that's going
to be quite alright. Now we're just going to attach
it to the side of a roof. So in regards to how
we want to attach, it, really depends on the way we want our Roofs
to be broken down, but because we have some Tiling of the texture
coming from the top and our main camera
is going to be more or less focus from
a higher perspective. We want to make sure we break
apart some of those edges. So we want to make
sure that we live a better a gap in
this area over here. I think that'll do the trick. Maybe a little bit lower down. And that might look
a little bit better, even something like
that. That'll work. So now we just want to make sure we stretch it out all
the way through end. And let's go ahead and do that. It's going to stretch it
just a little bit more like so riverside and
see how this looks. So we're not worried about the end too much
because we're going to be having another applying
going diagonally as well. So we don't need to
worry about it too much. I think we just stretch it out
a little bit more even so. And that might do the trick. I think that's
going to look good. Now let's make sure we do it
on the other side as well. Which is going to grab
this entire plank, duplicate it, put it
on the side like so. Then rotate this
around 90 degrees. And we're just going
to grab it back. Seems like it's been rotated
all the way to end, like so. And just position are
over beam in our side. Force. We need to
raise this up a little bit this time
and to make sure we don't have any of the ends thinking through
what this type of Roof, what is attached to that
we have at the front. And they actually helps us
out quite a bit because this beam ends up sitting on top of the other beam,
which is quite nice. It's the way it
would be built if we added it in real life. So for example, if the
beams or to support this, we'd have it
something like that. And I'm trying to figure
out why it's doing it in a weird kind of way. I'm going to deselect
it and select it back. Now, tried to expand
it and it seems like I'm having a bit
of an issue while hearing this up and I'm
just going to look at my older and I see like both of these are
within the same object. So I mess it up while making
a duplicate out-of-date. Just going to go ahead and select the Static Mesh, like so. And then just going to delete it because we don't
want this to happen. So we're going to delete
it just like that, make a duplicate out of it. And hopefully again,
I messed it up. Seems like it gets selected
the Static Mesh components. I'm just going to deselect it
and select the bean bag up. And now the selection is
going to be set within the instance itself and
not Static Mesh Component So now when we make a duplicate, we can see that it just makes a duplicate within our outliner. So that's quite alright. So if you're having
the same kind of an issue everyone's heard of, I'll just make sure you deselect it unselected back
onto the mesh. And that should fix
an issue. Right now. I'm just going to raise it up a little bit just
like I did previously. To the side like so. And of course we need to stretch it a little
bit outwards like so. Now on this end, we might not want
it to be a sharp. We can switch
stretching out so much. We're going to get this
angle to be quiet extreme, but I think that might be okay, worst-case, we can always
rotate it around when we're building the diagonal
edges for this roof. So think for now we're just
going to leave it as is. And now, of course we need
to do the other end as well. So let's go ahead and do that. Who's going to
grab this one over here and just holding Alt, put it on our end, like so. You can just attach
it just like that. And I think in this case, because we're having
such a long Roof, we're just going to actually shrink this entire beam down. So when I see the scale
for this area and it's already being double the size and we're getting some
stretch side texture. So we don't want this to happen, although this is somewhat of a small Instance and we're now going to
get too close to it. We just need to make
sure we haven't overall shape and overall texture that
we set up properly. So even if we were to stretch
it out across the Roof, we'd probably be able
to get away with it. But just to be on the safe side, we're going to make a
duplicate out of it. And I'm just going to hold Alt, drag it to the
left side like so. And I think it's going
to be a little bit too big at this moment, so I'm just going to position it so it'll be next
to one another. Grab both of them and shrink
them both down like that. And that's going to, maybe we need a little
bit more actually. Or we could just show
it to the side like so. That might do the trick. Now, looking at it though, this roof seems like
it has a bit of a gap, is actually quite an
easy fix right now. So I'm just going
to grab this one and it's going to
stretch it out. I don't think there's going
to be much of an issue, even if you do it just a
little bit because it's such a small gap that we don't even have to
worry about it. Or actually better yet, if we go to modelling mode, is going to modelling
mode like so. Going to triangle edit, making sure that
the vertices are selected and the edges and
faces are de-selected. Then I'm just going
to grab this side and simply drag it out like so. And usually that
might cause an issue because we have a duplicate
on the other side, but because this other side is going into the Roof itself, that's not going to
be an issue for us. So we gotta do is hit Accept and that'll fix an issue
or it shouldn't be. But we cannot modify this
mesh because it's actually a, I'm just going to try doing
that again, actually. Going to make sure
we have it selected, it a triangulated and
see what happens. Except yes, we cannot modify a built-in Engine
Asset of basic shapes. So what is happening
right now is because we set this mesh up
as a basic Instance. We're going to have
this sort of an issue. I think the easiest way will
be in order to fix that, we're just going to go
within our Details tab, just going to lower
this down a little bit. So going to have this mesh selected and find
the Static Mesh that should be within
this Details tab. So the plane over here. Now we're going to go ahead and simply go browse to play in, in content browser,
which should pop us in within Engine content
basic shapes folder. And if we're not seeing
this just in case, go into the Settings tab for
the content browser like so. Make sure you have
show Engine content and show plugins enabled. With having those two, you're able to now go into the folders for the
default Engine content. And usually I'll warn
you right away though, that you don't want to change anything within these
folders and instead, you just want to make
duplicates out of them. So right now if I were to
select this plane like so, click control C, then go back
into my content browser. And we're just going to go click all the content and generate it. And we can just go and paste it into next to our
average Static meshes. So now that we have it like so we can have a plane and just replace this plane with the
one that we have it selected. And now it's going to show
us that it is located within our font folder that we have oral Oliver Static
Meshes generated. Now, once we have it like so, we can go to triangle edit
and grab these edges like so. Move them to decide. Seemed like I said,
made me selection. So it's just going to cancel it. Make a selection for the
square, for the plane. Then make a selection for all of these
vertices that aside and drag it entirely
like so dredge. And because we replaced this Static Mesh
with our own one, we're going to hit Accept. And the upper one that was duplicate is not
going to be changed. And that is because we
basically changed up the way that Material
Instance is being used. So right now, this is the plane that is being
used by this side, while the other side is
having a different plane, the original one that
they'd had previously. So that is one way of fixing the Roof and one way
of adjusting it. Even if we don't use a default Static shape
that we had previously, we can always just
switch that out with our own custom Static shape and then make adjustments
to it that way. Anyway, I'm just gonna go and turn off the modelling mode like so and finished after
Boris for this Roof. Think I'm just going to make
a selection out of these to expand just a little bit more and just going
to drag it out to recite like so actually just going to turn off the
Scalability too low. I think I'm having some
performance issues at the moment ago. So I'm just going to
stretch it out a little bit to the side, like so. Maybe a little bit more. I think that's going
to be alright. Now of course we need to do
it for the other end as well. So I'm just going
to hold Alt and drag it to the edge, like so. Make sure we turn this
around 90 degrees. And political side,
since it's also quite a long type of Roof, I think that's going
to be alright. It's got to make sure we
have it set properly. This has to be a little
bit lower down, like so. That's going to
be quite alright. Enrich, going to place
it right on the side. And actually it looks a bit and we might need to
have pre beams over here. So I'm just going to hold Alt, make a duplicate out of it. But it to the side like so. Grab all three of them and
squish them down a little bit. And I think that's going to
look quite nice All-in-all. We're just going to
make sure we are all the ends. Just like that. And I think that's going
to look quite nice. So even though we're
having some gaps, because there's
so nicely set up, we're going to have it may look like they're just different
chunks of wood and it has actually going to
add a little bit of an extra detail towards our house, towards
their little hut. So yeah, that's going
to look quite right. We're going to end
our lesson now. And in the next
one we're going to continue with the
Roof and set up some diagonal beams to grow across our Roofs
section over here. So thanks so much for
watching and I'll see you in
22. decorating roof frame: Alright, welcome
back everyone to Unreal Engine Beginners Guide
to building an environment. In the last lesson,
we left off by setting some of the
planks and adjusting roof a little bit on the back end
over here by changing up the lane Static Mesh and making sure that we're able
to use modelling mode for it. And right now we're
actually just going to continue on working with this Roof and set up
some diagonal beams to it. Right now I'm just trying
to think on what kind of beam we can actually
use for this area. And we might want to just
make sure that we use a better type of a
diagonal wood texture. So I think instead of just using the plain ones
that we had previously, we're going to go back onto
our mega scan's folder, onto different 3D Assets group. And we might be able
to make use out of maybe this one over here. It's going to drag it out to
see how this looks like or actually just open it up
might be even easier. And just look at it. I think it's actually the same one that
we had previously. I don't exactly want
to use this one. Maybe this one over here, or this one over here. That might actually
look quite nice. But it looks a little
bit too simple. I might want to just make use out of the same
one that we had four here or our docs. I think this looks
really nice in general. I'm just worried that it
might look a little bit too worn out the
edges of the Roof. So actually, I don't think we
are going to be using that. Let's go back onto
the wooden beams and see how it looks like
with the default ones, the ones that we had previously. But these ones over here, if we were to just
simply drag them out and make them a
little bit larger, like so, just to see how
they would look like, they might actually look quite nice once we're done with them. And actually we're going
to try using them for now. And worst-case, we can always
just replace them later on. So we're now we're just going to put them up to
recite like so. And just drag it out. In this kind of a way to turn off the ad snap
to make sure we have some control over the rotation because obviously
we want to make sure we align it to the edge of
the Roof just like that. Then I have to be
exactly perfect, but it would be nice if we get the right kind of alignment. So our pink, we just need to
increase where our order is. And it's already
looking pretty nice, but the bottom section is a bit thicker than the top ones. I'm just going to rotate
it just a little bit more. We're not worried about
the height just yet, just going to make sure
that the alignment really nicely together. And I think that's
going to do it. Now. It's going to lower
this overall height, or actually we're just
going to leave it as is. And I think that's going
to look much nicer. It's going to break
up the entire shape of the Silhouette of this house. And we might even
just get away with an increasing this overall Wave. So we can just hide
this bit over here. This way, just, it just goes
into this blank, like so. So now once we have this
kind of a Static Mesh, we can actually play around with the way we have them set up. For example, if you want to have a different beam and just see
how that would look like, we can actually do. So it's actually quite
simple to do for to go to a, well, that's not go
to a wooden posts. If we're to go to a
worn wouldn't be in, for example, if we
want to change this. With that, we can
just simply drag and drop it into the
Static Mesh like so. And that should change it up. And although the
mesh itself doesn't have the exactly the
same kind of scale, it would have its
position properly set up as well as the alignment. So even though it's not quite as thick as
we had previously, because obviously
a different mesh, it will have a different type of properties and whatnot,
but more or less, it will be placed
in the same area, so it's quite easy to set
them up and fix up the mesh. So whatever we want
to, for example, see how it would look like and
visualize the entire beam. We can always do so by just playing around with the Static Mesh and just replacing it. So for example, if
I wanted to try out this beam, place it in here. We can do so and resemble with obviously need to make it a little bit thicker. And probably why didn't the sub. And that might give us a
better understanding on how the beam would sit within
the edge of our rooftop. I think we're just going to go back to the
default one actually. We might just have it
looking much nicer. So the one that I'm using was basically just a
duplicate out of this and we're just
making it thicker. And I think that in turn will
look quite nice altogether. All-in-all. I quite like the way this
is turning out to be. But yeah, by just
playing around with different variations and
just replacing them, we can get some really
nice results and just can visualize how the
Roof would look like. So once we have one beam out, we can just hold Alt and simply drag the
riverside. Switch it up. I think this time we need
to use the edge snapping. So could make sure that We're actually rotating
this 90 degrees, like so. So sorry, 180 degrees. We just flipped it
all the way around. And of course it's not
going to look quite as nice because we're now going to have two edges kind of
merging with one another. So in order to parse
effects that we're, we're actually going
to do is we're just going to grab one of them. And I think we just move it
forward just a little bit. It's a little bit too much. We want to make sure
that it is set like in a position of our previous beam, of this, like this over here, which is going to make
sure that the border that was going for this beam is actually going to not overlap
or give us any of the gaps. And now we're getting
some nice results. But I think we should probably lower this
down a little bit. Actually, we're having a bit of a gap or actually we're
going to leave it as is, and we're going to get ourselves a real nice wouldn't
be in the middle. And I think that'll fix
it up altogether in regards to how it would look
like or this house 1 h, we're actually going
to leave it as is. And maybe just, maybe we might want to extend
them just a little bit. So I'm actually going
to grab both of them. And because they're
using the same kind of position and by default, the scaling is set
with local gizmo. We can just extend them like so, and they should be extended
in both of them together. So I think that's quite nice though we might need to
move them up a little bit. So I'm going to
click W, then make sure that we're
having a local Gizmo. So this one over here, by switching this around, making sure it's set the right one, we can now grab them both or actually just do
them one-by-one. And maybe that would
be even better. And we're going to do just
a little bit like so. You gotta figure out what is the right height and a thing. Here's the thing
we're going to need yet another decoration
on the top. Just by default, it
looks quite plane. So what we're going to do
is actually we're going to grab another asset
from Quixel library. So let's go ahead and quickly
add a Quixel Bridge window. And then we're going
to search for, let's try something
like wood and wood. And we're going to see
what we get and 3D assets. And we're just going to actually
use this one over here. I quite like this one, modular handrail and post kit. And it has a really nice
sort of a totem look. And I think that's going to look real nice on top of our Roofs. So let's go ahead and Dolan's that and add it
onto our project. Once they have it out. In our freely Assets folder, we're going to grab ourselves
a should be over here. We're going to actually turn
off the Static Mesh Filter. If you're not having
it, make sure you just have it enabled
through here. But once you have it enabled, you're going to be able
to have this button. And then you should
be able to see within our 3D Assets folder all
of your Static meshes. So we're just going
to grab this one over here where it on
the ground like so. And actually think, I'll check how the wireframe
looks like for it first. It does look quite
dense, may be perfect. We're going to use
that too much, so I don't think we need
to set it up as a Nanite. The, our Meshes though, they look quite low topology, so we're actually quite fine. In regards to optimization. I think we don't need to
do that, but worst-case, we can always come
back to the rest of the meshes and simply change a, change them up to be Nanite. So going back to lead, we basically don't want
to use the Nanite. We want to keep it as
minimum as possible. And that just saves up on our performance because it
really just do it too much. We're going to obviously
make our computer just to use unnecessary
calculations. But anyways, go
ahead and back to placing this
declaration onto area. I reckon the easiest way
would be if we were just grab one of the beams
that we had previously. And right now what's going to right-click on a transformation. Hit Copy, That's going to copy all of the
values within here. We're going to go
back onto decoration and then right-click on 3D
rotation and hit Paste. And that should give us the
right kind of alignment. Although right now it
is set in a way that's actually quite
opposite of that hand. We're actually just
going downwards, so we obviously don't want that. So the easiest way
would be you fix it. And we're just going to
enable the snapping tool and rotate this by an
hundred and 80 degrees. And that way which
is going to flip it completely around to go
the other way like so. And we're going to
still keep that kind of Alignments since
we're just going to, again flip it just 18 degrees and I'm just
going to go the other way. And now we're just
going to position our declaration like
so to the side. We're going to make it smaller because that's a
little bit too big. And what's going to bake it
just big enough sort of be covering the entire beam thing. That's going to
be quite alright. Maybe we need to bring
it up a little bit. So I think the
easiest way if we had the transformation setup
with the local position Well, by changing this around, we're going to just bring
it up a little bit. That might look quite nice. Maybe I'll just make it
just a little bit bigger, just in case you want to
make sure I select that, make it big enough, big enough to just
cover this entire beam. I think that's
looking quite nice. Course, the color right
now doesn't match, but we're going to
fix that in a moment. We're going to adjust
the entire color just like we did with
the board's previously. But for now, let's just focus on putting this on the
upper end as well. So we're just going to grab
it. Click W are actually II. Make sure we have
set the gizmo with the world local transformation. Then we're going to actually before that we're
going to hit W, hold Alt, drag it out like so. Now we're going to hit E, makes sure that it's
snapping tool is enabled. Rotators 180 degrees and we're going to have it
plays an opposite way. Of course, this beam is a
little bit set to the side, so we need to readjust our entire mesh like
so, just like that. And we're just going to bring
it back until we get it, set the right position. So that is going to
look quite nice. So we're going to
get a real nice kind of a setup for the
side of the Roof. So I think that's going
to look pretty good. Okay, so now we need
to make sure we have something similar on the other
end as well for the Roof. We're going to grab all of
these and we're going to hold, we're going to click
W, hold Alt and drag it to the side like
so to make a duplicate. Going to click E,
going to rotate this around 90 degrees like
so, moved to the bag. And of course now
going to be aligning because they are a little bit
different types of Roofs. So we need to fix
that up a little bit. I think there's going to the easiest way to do
that would be to just grab one beam and
decoration and then rotate them around with
the snapping turned off, of course, because we need to make sure we align it properly. So we're going to grab
both of them like so rotated like some I think. I'm just going to check
how it looks like. Maybe I'm just going to click G also to make sure we don't
see any gizmos while checking when to go onto the highest Scalability just so you could say Lighting. And yeah, I think that looks
a little bit too excessive. We are okay with having
some decoration over here. It brings the entire
shape of the house, but having both with them just makes it look a little bit
too much in my opinion. I think personally,
I'm just going to take get rid of
the declarations, going to grab over
them, delete them, and set these both beams
to be placed properly. So right now, it's going to grab one of
the beams like so, and just going to drag
it or actually erode. First of all, re-scale
this a little bit, drag it downwards like so. Now we just got to figure
out how we're going to do it with the end of the Roof. And I think the easiest
way would be to have it set just right above it, like so so it's just
barely stick it out. I think that's going
to look quite nice. But this bit though, you should probably back to the
frontal little bit. So it'd be aligning with
the beam that's next to it. Rotate this to be aligning
as well. Like so. Make sure it's
authoritative properly. Maybe a little bit more, a go. Now we're going to bring this scale down a
little bit like so. That's going to look quite nice. And of course, we're just
going to switch it to local gizmo and bring
this down a little bit. Actually just met a bit smaller. Something like that. Maybe we need to actually
erase this up a little bit. Now that I have a look at it. We want to obviously hide
this beam over on the side. So I think this is going
to look quite nice. Maybe just bring it down
a little bit like so. And yeah, I think this is
going to look pretty good. Maybe we should actually just ovaries down a
little bit as well. So by just tweaking couple
of values were able to get a really nice shape to
the edge of our roof. And I think we're just going to need to get ourselves a
real nice beam on the top. And I'm just going to
cover it up quite nicely. But before that
actually I want to set up this end over here. On the other side. The
diagonal beams are going to grab both of these since they have the
right kind of alignment. And make sure we have the world gizmo turned
on this one over here. And now we're just going to
hold Alt, bring it our end. And this, and I don't
think we should get a lot of the
beam sticking out, so we're just going to grab
one of them, make it smaller. This one doesn't matter too much because we, as we can see, it actually goes
inside of the Roof, which hides the entire
mesh that we just got to focus on the very top
section and bring it out. Words like so. It's been on our hand. We've got to make sure we get it right because we want
to make sure we have it just barely enough
sticking out and similar manner that we
have the other side. And I think we were to just squish it
down shirts a little bit more like so we're going to get some nice
results out of it like so. So that's pretty good. So now we are left with actually just setting
up the top section. And actually we're going to be adding couple
of extra frames, the beams to the sides
of these rooftops. But I think we're going
to do that later. I kinda want to start
out the very top section because right now it's
just a plain Annabel mesh. So we're going to do
that in the next lesson. So, thanks so much for watching, and I'll
see you in a bit.
23. aligning rooftop beams: Hello, hello, Welcome back everyone to Unreal Engine five, Beginners Guide to
build an environment. In the last lesson, we left
off by setting some of the frame for diagonal
beams and decorating them. And in this lesson
we're going to continue on width to roof and setting up something on
atop of these areas. So I think the best
beam that we could use is actually going to be the one that we had previously. But this section over here, we're just going to
make a duplicate out of this one over
here right away. And actually I'm going to
go back onto the material. So I'm just going to click to browse the content with
the Material Instance. And I'm just going to place the original material that we had previously
made a copy out of. So for now we're just going
to get a default sidewalk, sort of a color and
array. Right away. We're just going to place
it in the right position. So we're just going to
see what it looks like, its own sort of a texture. So we're going to enable
the snapping to a rotation. And we'll set it up
is 90 degrees and position our entire beam to
be to the side of the house. Now, I'm trying to figure
out if it's a good idea to have entire beam that
in the very top, or we should have
a couple of them. So for example, there's a lot of options that we
could use for this one. We could either
have a larger one that just covers the entire leg. So or we could have a
couple of smaller ones. So both are viable options and we could even check them out how to look like and see
if they look any good. For example, if we were to
grab both of these legs, so make a duplicate. And that might look quite nice. Because you got to
experimented a little bit, see how it looks
like from the side. And maybe just maybe they're going to look
quite nice All-in-all. But I think We are okay if we just were to use a
normal single beam, I think that's going
to look much better. So in this, in case
where it's going to make this one
quite a bit larger. And actually I'm going to
reset the scale of furnace. So make sure that we have no distortion in
this mesh for now. So Within a transformation
within the scale, we're going to
click on the reset this property to
its default value. So we're going to get
its original ratio without any distortion. So now we're just
going to scale it up in all directions
without distorting. And I think that's going to
be a much better choice. So we're now going to figure
out if we want it to be this way or if you want to
raise it up a little bit, maybe that's going
to look quite nice. But we need to figure
out is if it's actually not too thick because from looking
from this way, it might just be a
little bit too big. So we're going to actually
squish it down by quite a bit. And that's going
to be quite nice. But it down like so I wanted
to have a bit of a gap going overhanging a little
bit from these tiles. I think that's going
to be quite nice. Just going to check
the other side. We might need to make
this one even wider, actually covered a sub it all depends on the type
of roof that we having. An a very top. But in general, we just wanted to make sure recover
the very top like so. We've got some overhanging
from this area, some over hanging from
this area as well. Actually maybe just a
little bit bigger. Like so. That's going to look quite nice. Is looking quite nice.
I quite like that. And think we can now
probably extended. Yeah, but that's
going to if we were to squish it outwards
like Sophie, that's going to
be too distorted. So we're going to go back. We're going to position
a wooden beam like so to recite, get another beam. But it another end like so. And we're going to
actually grab both of them and squish them
down quite a bit. This way we get a lot
of detail leftover and I think it's going
to look quite nice. So we're just going to
make sure reposition them properly the while having
them both grabbed. Actually, we should
probably make sure we don't have this sort of a gap a little bit
too much for us. I think we should
hide it a little bit, is going to be quite alright. Now we're just going
to grab both of these beams and scale
them up properly. So something like that, maybe a little bit too much. And I think if we were to be having some of that beam
to be sticking through, I think that's going
to be quite alright. Are actually are
going to reposition this beam a little
bit to the side. And this one a little
bit to the front. Hey, you go. So now we're sticking some of them through or
actually I'm just going to grab both of them and bring them outwards just
a little bit more. Behalf half of them
will be sticking out. I think that's going to be
much nicer in regards to that. And the other side, we might need to make it just a little bit bigger
so it'd be touching. I wanted to move
this individually. I'm going to do that, just that. And I think that's going
to be quite alright. Okay, that's quite nice. Now we need to do the
upper end as well. So we're just going to
grab both of these beams. Hold Alt, make a
duplicate out of it. Click E, rotated 90 degrees And position them to
decide just like that. Bringing them back,
bring them to the front. That is going to think how I'm going to break
these edges over here. I don't want to make
it stick it out, but at same time we
should definitely habits some overlap over here. Think by looking, we do have
a bit of a gap coming out. I think that's plenty actually. Or maybe just maybe
in experimental actually try bringing
us out even more. Maybe that's going
to look much better. Just going to see how it
looked like from a distance. And maybe, maybe not. That doesn't look quite as nice. I'm just going to
leave it as this. And this is much better in
regards to how, how it looks. Of course, this beam
doesn't look quite as nice. So think I'm going to grab both of these, going
to bring them up. So this one is going to
look like it's up being overlaid on top of our course. We got to squish it down
quite a bit. Those two beams. Or maybe we could stretch
them out for quite like the way that we have
some of the seams visible in-between
those two beams. Maybe it's a little
bit too much though. So I'm going to delete
one of them and just extend this entire
one on this end. And I think that's going
to look much nicer. Just grabbing it,
making sure that we're seeking them through. Like so. Just a little bit more. Just like that. All in all this is going
to look quite nice. So by just tweaking the
values just a little bit, we're going to get
some nice results. In this time, we need to
make sure that we have a little bit driver's side. Or actually, I'm
just going to flip this around because
I see that this side of the mesh doesn't have
a good way to end it. On the other end, as in the diagonal edge,
is slightly tilted. So we're going to make sure that the tilt is going downwards. I think that's going
to look much nicer. Just going to make sure I
reposition this log though. We did a very central like some and of course bring
it down just like that. So looking at it though, we might need to make
it a little bit wider. And maybe this will do. Let's go ahead and just simply
because we raised it up a little bit in order to
hide this end of the beam. You gotta make sure we
fit it in properly. Screen to extend it even more. Bring it up words.
Actually going to turn off the local gizmo and set it
up to the world position. And now, just a little
bit more of a tweaking, making sure it's small enough. But we're going to have this
beam sticking through it. Something that's going
to be much nicer. Something like that. In as much, much better. Think. We just wanted to
be going like this though. But that's going to leave a gap. So in this case, we can probably, yeah, we can probably just
leave it as is. And I think that's going
to look quite nice. Like so. Or alternatively, we
can actually just hide this entire end and see
how that will look like. And maybe that's a bit nicer. But I don't like the flow the
way it interacts with this. So actually I'm
going to keep this at the very top of this log. I think that's going to
look nicer on a null. Now. They just look a little
bit too straight, but we're going to fix that
up in the next lesson. And we're going to
actually do use some deformation to get some nicer results out
of this entire roof. So yeah, thank you so
much for watching. And I'll see in a bit
24. deforming rooftop beams: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide building
an environment. In the last lesson, we
left off by setting some of the framework
for the top of our Roof. And in this lesson
we're going to continue working with could actually set up a nice pattern. Otherwise, it looks from the
side a little bit too flat. So we're going to go
ahead and fix that first. So the easiest way to
fix that is by selecting it and using a Modeling
Mode to deform the mesh. So we're going to go onto the
modeling toolkit like so. And actually, if we were to just simply adjust the
same Static Mesh, we're going to get an issue
where we'll be adjusting entire Static Mesh
for all of our assets that use this apology. So we obviously don't
want this to happen. As an example though,
I will show you what I mean in a bit, but right away, we're just going to go scroll down and underneath
to deform tab, we get ourselves a
bunch of options. And the one that we're getting
to be using is lettuce. So what led us allows us to
do is basically it creates a grid around the mesh that
allows us to manipulate it. And T4 are entire mesh. So it's sort of like having a framework that actually
bands an entire mesh. So the way to use it is firstly, we have a resolution for us is set within its Details tab. So we got x-axis, y-axis, and Z axis resolution. So if I were to change
this one, for example, I think it's going to be the
one that's affecting the, It's actually not
one that I wanted. I'm just going to click
the Reset to Default. And we'll try to
increase this one. So by clicking and
holding on the value, we're able to
increase the amount. And as you can see, we get a
bunch more dots around it. And basically because there's
a third dimensional shape, we get a resolution and X, Y and Z values. And the zed value is happens
to be going across the beam. And for now though, I think we just wanted to
set it up to be quite low, so maybe something like that. Let's go ahead and
actually say it as Bree, even we can go as low as three if we were to
click and hold and then drag it across our screen like
so to make a selection for all of those thoughts, then we're going to
get a nice selection. And once we do that, we get ourselves a gizmo. And with this gizmo
we're able to move this up and down and manipulate
our entire mesh. So what I usually like to do is manipulate the entire mesh to set it up in a
way that I want. But before doing that though, I'd like us to firstly show what I mean by
having the same mesh. So I'm just going to
hit Cancel actually, and now make sure not to
do the same thing as I do. But if I were to get this up and apply this
application eyes, you'll notice we had a bunch of different methods
for our Static Mesh. And because all of them are
using the same Static Mesh. So in the same way that we did
for this side of the Roof, where we had to make a
duplicate out of the plane. We have to make a
duplicate out of this Static Mesh in order to
avoid these kind of issue. So I'm going to hit Control
and Z to undo my step. Luckily, we're able to undo this entire deformation process. So right now what
do we need to do is we need to make a
duplicate out of it. It's actually relatively simple. Are we going to do is go
up underneath the Create. We're going to hit
Mesh duplicate. And we're going to make
sure it's from input, delete inputs, and then
we're going to hit Accept. So it's going to make a
duplicate out of Static Mesh. And it's just going to
delete it in this area. So that's going
to be quite nice. Now we're going to scroll all
the way down to the deform, hit lattice and we're
going to adjust it. Or actually, let's go
ahead and keep it as five. I think that's going
to be much nicer. We have much more
control over this. And we're going to bend
slightly inwards like so. Painting is going
to be quite nice. So just a little bit,
we're able to get a lot of nice results out of it. So I playing around
with the overall shape, we're going to get
a nice indent. I think that's going to
look so much better. So we've now hit Accept. We're only going to be affecting this entire shape and the rest of it is now going
to be affected by it. But just by doing a little bit of adjustment and
tweaking what a shape, we're going to get a much, much nicer shape for the Roof. Let's go ahead and
make use out of, out of this entire functionality for this section as well. This time however, we have
to beams and ideally, I'd like us to deform
them both at once. So the way we're going
to do it is firstly, we're going to
select both of them. And then we're going
to scroll up until we get the polymorphic model AB. And we're going to go
into the Create tab, just like we did
previously this time. Why do we have both
them selected? One of the highlighted
ones is going to be something called Mesh merge. So if we were to click
on it where it's going to merge both of these assets and create a
new Static Mesh out of it. So now if we were to just simply keep the default
property values, so output type from input and
then we're going to delete The original Meshes afterwards, then afterwards we're
just going to hit accept, you accept operation and
we're going to get ourselves a new Static Mesh that's going to be
both of them combined. Basically. It doesn't
necessarily have to be identical mesh we can
combine multiple Meshes, doesn't matter what kind
of we're combining. And it'll just give
us a new Static Mesh to work with that rehab. So what we can do is we can
go all the way down back to our lettuce and
it's going to treat this entire mesh as
a single object. So now we can just
grab these two Assets are actually before doing that, I'd like us to change
the resolution. We need to make
sure we change up the resolution beforehand
because otherwise, if I were to make even a
smallest of the Adjustments, those resolution Values
are going to disappear. So we need to hit Cancel
then and then reselect, go back onto lettuce
and then we'll be able to make adjustments to the
resolution afterwards. So I think zed value is the one. But no, not this time. This time it's not the
zed value is going to be the y-direction because
this spacing differently. And I think we're going
to get the nicer results. So we're going to use a Y
axis resolution for this one. We're going to grab
these and kind of start playing around
with the overall values. So because we're
making a selection, obviously the other side is
going to be selected as well. So that's quite nice. We don't need to worry about
it too much right away. It seems like my
gizmo disappeared. So I'm going to click
G to C where it went. I'm not sure what happened. I think there you go out with just de-selected
and selected a backup and that seemed
to have fixed an issue. So let's just make
sure we select each one of those
lights individually and readjust the way our roof
looks like. This one. I'm going to keep it as is. So N bits, I think I'm
going to keep your eyes and just want to make sure
that these ones are the front, have a much lower value. Like so. I'm going to bring this up
actually, or maybe down. Well, not quite sure
how I want it to be. There you go. I think
this is much nicer. And this N bit can actually even drag it a little
bit to the end, like so. And I think this is going
to look quite nice. So now we can hit
Accept and see how it looks like without
the framework. And I think we can now leave
the modelling mode is, is. And just like that, by tweaking some of the
values is going to give us so much nicer office Silhouette for the roof tile, but
a top of the Roof. So just like that, by adjusting the values, we're getting some nice results. I think though we
need to add couple of additional frames to the edges. So we're going to grab the
wooden beams that we had previously hold Alt
drag outwards like so. And we're going to set
it up to be going and hide the scene in this
section over here. So we're going to rotate
this beam like so. Actually I think because
it's complete diagonal, we're going to click Control
Z to go back onto rotation. And we're going to
switch up the snapping to our angle and set it
from ten degrees to 15. So by using 15 degrees
of a snap mode, we're now able to go 45 degrees, which is completely diagonal. And by doing this, I think it should be going
right in the middle. That's quite nice. And of course we can
now turn this off, click E and make sure we
have it rotated properly. And actually going
to click Control Z, because we need to firstly, make sure that we have
local gizmo turned on. Otherwise, it's not going to be rotating in a way that we want. Because right now we're
having our object diagonally. We gotta make sure
we set it up right. And maybe just maybe we need to rotate it a little
bit more actually. Will have to rotate it a
little bit more to reside. You gotta make sure we
align it properly, like so. And bring it up a little bit. You go I think rotated
bit more to the side. Actually, I'm going to
give it us as and just drag it to the
side like so using Transform tool and make sure
we align it, bring it down. And just by playing with
these valleys around, we're able to nicely align
it just by eyeballing it. Though it's quite assemble process actually is
quite nice to do. It's trying to think what
to do about this end. And maybe it might
be just easier to extend it all
the way, like so. And that might look quite nice. We just got to make sure it's at the very top of our planks. I think that's going to
look quite nice actually. We're going to leave it as is. And of course we got
to make sure that the, our hands are filled
in with this as well. So we're going to grab this one. We're going to hit W. This time. We're going to make
sure that the gizmo is set to the world axis. Hold Alt, drag to the
side and then hit E, transform it, move it like so. Bring it upwards. This time it's a
much thinner or gap, so we're getting to squish
it down by quite a bit and position it in the way that we get a real nice result
for this edge as well. We just have to think on
what to do with this end. Maybe it might be just best to It upwards, just like
we did previously. Just got to make sure
that this angle, I think we'll need
to keep it lower. Maybe I'll just play
around a little bit more, Wave an angle itself. And that might fix an issue. I think in general
is just this tube. This beam is a
little bit too long, so I think we'll
just squish it down, go back onto local axis and push it upwards
just like that. I think in general, we're going to get some
nice results, I think. Yeah, I think this
is quite alright. Maybe even more. Probably
it all the way like so. A little bit lower. I think this will do. I think
there's a loop. I like this result. So now we also need to make sure we fix up
some of the other beams. So let's go ahead
and quickly do that. I want to make sure I
have a beam over here. So I'm just going to
hold Alt and bring it, this one to the side like so. And just by doing
that, we're able to fix it up just quite nicely. But I think I think
though we don't even need to delete it or anything or adjusted because we're deciding
it inside of the serv. But we gotta make sure we
hide this one over here. I totally forgot about it. Actually. We're going
to quickly fix that up. We're going to grab the
front of this Roof, bring it back all the way. Actually, sorry,
while holding Alt, we're going to bring it back to make sure it's a duplicate. So and then we're going to
rotate it 19180 degrees. Actually I'm, we'll go back
to the common denominator, denominator or the snapping and turn on the snapping mode. It's set as 180 degrees. So we'd be flipping all the way back and then just
going to reposition it. So even though most of
that is Roof is set within the inside of this mesh is though is
only going to be okay. All we need to do is
make sure to hide this a bit on edge, like so. And actually, I might want to bring this
one back as well. Like so then that's
going to be much better. Yeah, it's definitely
much better. Okay, so now all we
need to do is actually, I'm trying to think if we
need additional support, frames are way to
break down the edges. I didn't like the way
this is turning out. So I think we're going to
just grab this beam like so, hold Alt side and play around a little bit with how this is going to look like over here. So All-in-all, I think
this looks much nicer, is, is you just need a
final beam over here, Cairo to fix this edge up, I think as well. So we're going to
do that actually. Just going to grab one
of the planks from here. Alt, make a duplicate out of it. Then grab it to the end and
position it just like that. Of course, this is going to
be a little bit too much, so we're going to have to
squish it down by quite a bit. Like so. We're going to get much, much nicer results out of it. That's like that. So oh, and less than, forget these ends as well. So I'm just going to
grab another one, going to hold Alt, bring
it to the side like so. And just like that we're
able to make a quick fix. Arvin, maybe I'll bring
it a little bit to the bag just like that
and lower it down. And yeah, this is
looking quite nice. Gotta make sure we do it
on the upper edge as well. It's bringing it to 90 degrees but didn't get to
the side like so. Bringing it all the way back, maybe lowering down a
little bit so the bottom is not going to look
quite as nasty. So yeah, it looks
like a nice frame. Okay. So all in all, I think this is turning out
to be quite nice. Of course, we need to readjust the colors first
and make sure that the overall roof
looks quite nice in regards to the
rest of the house, but we're getting to play
around with that a little bit more in the future in
the next lesson actually. So thank you so
much for watching and I'll see you in a bit.
25. Adjusting color on multiple material variables: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to build
again environment. In the last lesson, we
left it off by setting our roof to be the way it is. And actually before moving on, I'd like to rotate this one
around because it doesn't seem to have a nice kind
of a texture color. So I'm just going
to grab this one, have my snapping tool, rotate this 90 degrees, maybe that will do or
even a little bit more. But just want to make sure we
have some matching colors. If the one, this one over here. And I think that's
going to be much nicer as a result, and
it was going back. Now we're going to set up
some color corrections. So Materials, what is rooftop? So let's go ahead and
get right into it. And the white, we're
going to do it as actually quite simple, but I'd like us to grab
everything at once. And I think the
easiest way would be to prove not per perspective, both from a side view and we're going to be grabbing
all of the materials, all of the assets that wants, and then we'll be adjusting the Material Instances students. So the way we're going to
do it is actually we're going to click on the top
right button over here. And we're going to get ourselves all of the views like so. Then within the
perspective view, we're just going to grab one
of the assets for the Roof. It doesn't matter
which one it is, where it's going to
grab one of them. And then we're going to, let's say we're going to go to the right side and we're
going to just right-click, just slightly tap it. And then this one is going
to be selected as a window. And afterwards all
we gotta do is click F and that'll just reposition all of our view
to be set to this window. Now we can actually even maximize this entire
view like so. And we're going to zoom in
using our middle mouse wheel. So just scrolling it up like so. And using right-click,
tapping and holding we can slightly and our camera around. But anyways, what we'll want
to do is we'll just want to click and hold or left mouse button on the
upper-left corner, then drag or walks across and make a selection
just like that. Of course everything is
going to be selected. So we're going to hold control. And we're going to make a
box at the very bottom. Going to click F. Seems like I made
a mistake and that now gave me a slightly
different perspective view. I think I wrote there
my camera by accident. So it's an easy fix. All we gotta do is click
on the upper left corner and change back from left
to right for example. And that should give us
a nice sort of a result. Or actually, I'm going to check, maybe I think for sure
Theta the entire world, some screen to click
Control Z and undo it. It seems like I was
a bit of a mistake, but he had the best
ways to just grab the upper bits like so. And then while holding shift, we're actually going to
drag our box Across. Sorry. It was like I totally forgot. One step handout
would be firstly, if we were to maximize back onto our view and redo the selection, we're going to make a selection. And the reason it was
messing up was because we by default had a translation
set to rotation, the gizmo itself, we'll
set the rotation and I was automatically trying to
rotate all of our assets. So instead, what
we need to do is actually use a selection mode. So by clicking Q were able
to open up this entire view. And this will just make
sure that we're now using a rotation or transformation
on any of the sort. So by clicking Q and now
holding control were able to drag a box across the bottom
section of the Roof like so. And by dragging it like so we're able to make
a the selection. And actually we're
just going to deselect the smaller roof area
over here as well. Since that was, if we
were to go back onto our perspective mode like so that was this roof over here. So anyway, all that
we're left with Within a selection is the entire
upper section of the Roof. Now, if we scroll down
under the materials, we can click Display
seven Materials. And we should be seeing all of the materials just like that. So right now there's
one that says none. And I think that's the
base of the shape. I think we can leave
it as is though and work with the
rest of the assets. So right now, we're
going to start off by, I think, by playing
around with our beams. So we're going to start
off with the wooden beam, the one that's at
the very front. We're going to click Browse, get the wooden beam
Material Instance, and we're going to select it, click control C, control V to
make a duplicate out of it. And we're going to actually
replace this element like so. We're going to click Control
Z and it seems like me. And Miss click, just going
to display Materials. And now with this one, I'm going to just make a
replacement just like that. But it seems like
every time I do that, it just lowers
down the material. So all we gotta do is make sure that we click Display
Materials again, and that should give
you the right results. So now that I can see
that the underscore free at the very end of the
name is the same as this one. We're not going above
our by renaming them because that would
be just an extra Time wasted. So we're
going to just keep it is, is that we're going
to double-click on this Material Instance and just turn on the albedo
is to start it off. I think we can just
play around with the value and see which
ones It's being affected. And so these ones are
the ones that are being affected, which
is pretty nice. Just going to click Cancel and
play around with the tint. I think we're going to darken
it up a little bit like so. Click Okay. Then we're going to
enable albedo controls. And for these ones, we're going to increase the
contrast. I reckon. I think the contrast
is going to make it much, much nicer. But then we need to lower the saturation
or maybe increase it. We're going to try
increasing it forbid. But yes, that's that's not
going to help us out much. So we're going to lower the
saturation to something of a value of 0.9 to
get this result. And I'm going to click G to make sure I hide all
of my highlights. In this way I can
see the color as is. And already this is
looking pretty nice. We might need to increase the brightness a little
bit because of the sun, they'd be a little bit
more bleached out. And I want to have more or less the same type of a lightness as
the roof tiles. Maybe a little bit darker
though just to make sure cardiac highlights the
overall Edges of the Roofs. So maybe something like 1.5. I think that'll do the trick. We can switch on the albedo controls just to see how it
looks like before and after. And a pink in general, this looks much better. I'm just going to
go around just to see how the other
end looks like. And yeah, I think this is
looking much, much better. Oh, we gotta do his now, which up the upper ones as well, as well as the
declarations, of course. Now we're going to close this
down and go down the list. So we changed the
ones at the front. I think for now we're
going to keep it as as the roof tiles as
well are quite nice. So we're keeping
them as is, as well. And the next one is going to be if we were to go
into the folders, see, that is going to be the
decorative statues of pink. By default, they already
are looking quite nice. Maybe want to lower the
saturation a little bit. So I'm actually going to
click control C control V, make a duplicate out
of this and then drag it into its area. And now just make
sure we again unhide the entire elements and see that by hovering over the material,
you can see the full name. So I just want to make
sure that the end, it has the same underscore, underscore two, because
when we duplicate it, we just have that added
up automatically. It seems like it does. We're now going to be
able to open it up. And I think we're just
going to yapping. We're just going to change
the albedo controls and maybe brighten it up. 1.5 seems much
better right away. I think I quite like this. And actually maybe want to make a little bit
more of a tend towards the brownish color or lower the saturation
for these beams. I think I'll go back
to the beam cell, change your saturation
a little bit. I don't quite like how bright, how colorful they are. So we'll take this off, go back to the previous one, which was this one over here. Go into it and change the
saturation to a value of 0.8. Just a little bit lowering
down a finger-like this much better and
lower down to an extreme, something like 0.5, just
to see how this looks. Just a bit too much. 0.6, maybe seven. Yes, we'll go with
the value of 0.7. And just like that,
we're able to get a real nice kind of
result between those two. So that's quite nice. Now of course, we're still left with the beams over
here on the top. And I think these
ones are going to be this one over here,
just going to click on it. The scene that seems
to be the one. Just going to make a
duplicate Control C Control V and attach it onto the element. And just making sure that
it attached it properly. It seems to be the case. So underscore free,
underscore free. That seems to look alright. We're going to open it up. We're going to just play around
with the albedo controls, I think make the contrast
quite a bit larger, actually. Quite liked contrast saturation
can go lower Though. 0.8. To trick quite like this. Maybe a little bit. We'll try darken this up. When seven. Just like that. I think this looks much, much better in regards to
how the Roof looks like. Then we actually we want to
raise this up a little bit. Or even I think, yeah, because we changed
up this information. We have some Roof going inward. So I'm going to actually even extend this by a
little bit like so. And bring it a little bit to
this side, just like that. It is makes sure that the
Roof is going on top. And this end, it
looks quite as well, quite fine as well.
This end though. I'm not sure if I
liked this one. You might need to adjust it
a little bit just like that. I think that's happening. That's going to look
much nicer like so. And we're going to
leave it as is. And I reckon that's
all it takes to make some adjustments overall
color of the Roof. And actually before I forget, it seemed like I missed
out this beam over here. I added a couple of beams of
here just to break the edge. So I'll do the same thing
on this end as well, going to make it just
a quick Duplicate. Rotate this by 90 degrees and put it in the
right position. Just like that. Since I seem to have forgotten
about it a little bit. That's okay. It's an easy fix. Just like that. We're able to fix it real quick. Quintile over designer,
maybe a little bit like so. And I think that looks much, much nicer. Bring it up. Yeah. This looks pretty good. Okay. So yeah, I think
that's going to be it for this lesson in next one, I think will make
couple of adjustments, a little bit of extra
adjustments for the Roof, especially for this
diagonal beams since I don't quite like
how straight the ER. And I think it will add a
little bit of an extra detail, but that's again, going
to be in the next lesson. So thanks so much for watching
and I'll see you in a bit.
26. Setting up The Supports for our Hut: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
build an environment. In the last lesson,
we left it off by setting some of the Color
Corrections for a Textures. And in this lesson
we're going to continue on by slowly making some additional adjustments for the Roof just to make it
look a little bit better. So we're going to start off by a pink tweaking some
of those poles. And the way we're going to
do it is we're going to go onto modelling mode, just
like we did previously. We're going to use deformation,
the lattice deformation. So let's scroll down
until we find it like so. And actually, before doing that, let's not forget to
make a mesh duplicates. So with this selected, we're going to create
a mesh Duplicate. Click Accept. And we should have ourselves
a new Static Mesh, which is going to be
this one over here. So I think first of all, we're going to make it a little
bit easier for ourselves. And actually, now,
before doing that, we're going to make an
individual deformation. I think that's going
to be faster this way. So I will show you
what I mean in a bit. We're going to split
apart a little bit of the process and just
make some bit of additional reshape the
Silhouette to look a little bit more
interesting for all of those beams all at once. So to start off though, we're going to change
this a little bit. So we're going to
have it selected, go to letters and adjust
this a little bit. So I think we can just
grab these ones over here. I've dragged it down
a little bit like so. I think that might
be quite alright. I think that's all it
takes for this one. Maybe make some adjustments
for these ones as well, just a little bit, just so good, Have a nice transition. Just going to make the
selection, selected backup. There you go. And just like that, I think that's
going to be great. We can now hit Accept. And just like that, I think it'll, it'll look
much better this way. So now what we
have to do though, is we have to set it up. The other Static Mesh
is on the other end. So it's actually going to
be relatively easy to do. All we gotta do is make sure we have this Static
Mesh selected. So I'm just going to make
sure that we have it selected like so Within
are generated folder, we're going to select
the rest of the beams, since they are using the
identical Static Mesh, like so. And we should be
able to just replace this Static Mesh with the
one that we just created. And just like that,
we're going to be able to get
some nice results. Our first stamps are over beams. I think we forgot to
select this one over here, so I'm just going to go
ahead and make a selection and that just has a
different rotation. So I need to make sure
that we have it rotated. But the rest of them though,
have a real nice band. And I think it just
helps us to make the overall look for
this look real nice. I'm just going to
rotate this like so. Maybe a little bit more. And I don't quite like
the way this is looking, so I think I'll just rotate
it all the way like so. And this had a definitely
had a dark patch. So I think I'll just
grab both of them. Or maybe I want to see how it would look
like on the other end. So I'll just grab this one
over here, see how it looks. Or because we adjusted it. Right now it has a
real nice Setup. Definitely does
look a little bit darker, a little bit too dark. I'm trying to figure out
why that is the case. I think it's because
of its position, of its setup that we
want to look quite nice, quite like the way
they turn out to be. So the only difference, the only issue with these two. So we're going to go
into the Select mode. We're going to select
both of them like so. And I think we can just go
and make a new material is since go-to materials make a copy control C control
V, make a fourth one. And now we're going
to put it in here, open it up and change the
brightness by little bit. If you tried to set it up is2, then that's going to
make it much nicer. The saturation though is
a little bit too low, so think we can
change it to nine. And that should give
us some nice results. Maybe even Contrast, adjust the contrast a
little bit like so. That's actually not giving us
the right look that I want. I'll actually lower the
contrast by quite a bit. And maybe, just maybe
this looks quite alright. But now the brightness is
not quite as nice looking. So they ago we have some
nice, nice default texture. This looks quite nice. So I think this is turning
out to be quite nice. We can now close
this down and just check how the supports look
like within our Roofs. So we have some nice supports
that cover aldehyde, some of the seams,
which is pretty nice. We also need to make
sure that we have it done over here as well. And the bottom areas like so we have some extension on
this roof over here. And when we look at this
Roof from the side, we can see it to be
just hanging for no apparent reason. So
we gotta fix that up. And it's actually
relatively simple I think we're just going to use these posts that we
have set up previously. So we're going to hold Alt, drag this outwards like so, and set them up just like that. And of course it's not
going to be tall enough. But if we were to simply
just scale them up, that's also going to
be scaling the bait. And I want to make sure that the base that we're
having is going to be placed more or less in
the same kind of matters. So the easiest way for us
to fix that would probably be if we'd get
ourselves what are the beams that we have
from over here perhaps? Or just get yeah, I think we're just going to
grab this beam over here, make a duplicate
out of it like so. I'm just going to
reset its rotation. So we'd get it to
be going upwards. It's going to be quite nice. Maybe it's a little bit,
yeah, It's the vendor one. So we're not going
to be using that. I think we're just going to
grab one of the other ones, like this one on the side. I think we can just
make use out of that. We're going to grab this one. Reset, it's not location, sorry, going to click
Control Z to undo it, reset its rotation and scale. And that should give us the
default setup for this plank. And I think by simply just
attaching this to the top, it's going to look quite nice. But of course we need
to make sure that the same is set up properly. Before that though,
let's make sure that we're having it
set in its place. So something like that versus gotta be a little bit bigger, like so. Something like that. Maybe we wanted to make it just small enough so we'll be going into the pillar itself. So let's go ahead
and just slightly readjust this entirely like so. And make it a
little bit thinner. Just like that. So it sits right
in the middle and is covered up by
this, our pilot. So I think that's quite
nice. But of course, the scene looks a
little bit awkward, so we're going to be
fixed in that up. The easiest way I reckon
that we can do so is if we were to grab
one of the planks, Let's say this one, I
quite like this one. And we're going to just
make a duplicate out of it. I'd like to get the
original color, so I'm just going
to scroll down, get to the Materials, click on Browse to
apply the default one, which I think was actually
this one over here. I'm just going to get a nice That's actually a
little bit too bright. Maybe I'll just try playing around with one of the values. And this, this last
one that we had, the underscore for,
the one that we did, the most recent one
gives us a nice result. And it just makes it look
like it's part of this. So we can do is actually we're going to make it into a square. We're going to squish
this entire thing. And just like that, we're going to get a slab, which we can now just put it
in between those two beams. And it's going to give us a
really, really nice result. Of course it's a little
bit too big right now, which is going to squish
it down and maybe stretch lot a little bit
more just to make it into more or less a
square type of slab. We're going to increase
this a little bit. And just like that, we're able to make
additional sort of a way to hide a seam and it just gives us some
nice detail out of it. Which going to drag this upwards just a little bit like so. And just like that, I think
this looks quite nice. But maybe just maybe this
is a little bit too thin. I don't like the way this is. This looks so I'm just going to make it a little
bit wider like so. But of course now the beam
is trying to get past it. So we might get away with
just go in and above it. I'm just worried the
I'm worried about roof tile not covering
up this entire beam. So think yeah, I think I'm just going to stretch
it down even more. And that might look alright. I was worried that it's going to squish down an
entire texture, but I think that
looks quite nice. So yeah, this looks
quite alright. I'm just going to grab them
all like so click Control G. So it's going to
be its own selection. Now hold Alt and drag
this across to our end. And that way we're able to
make a real nice hanging area. And if we look from
side is just adds additional detail to
our entire house, to our entire hut. And just looking at it, going back to these blanks, I still don't like
the way they look. I'm just going to make sure
adjust the value properly. So just bear with
me for a second and I'll adjust the
brightness even a little bit more just
to make sure it fits the overall theme
a little bit more. And set this down to 0.7. And this looks
quite a bit shiny. So might just check how
the shininess looks. I think it's the Reflection
that that is at fault. So the easiest way to check that would probably
be if we were to go from lead to something like
a buffer visualizations. And through here we're able to kind of visualize each Water, the Texture materials
on our meshes. So the one we're looking for is going to be the roughness. If we were to click
on it, we'll see the roughness values and
actually is quite rough. So I'm trying to figure
out what is up with this beam and going
back to the lead mode. Because basically
what it shows us, the higher the value, the more white the value
is for our material, the less of a Reflection
we're going to get. So that is quite nice. Again, this beam doesn't seem
to look quite as nice TO. So trying to figure out
what's going on with that. Maybe it's because of
the normal strength. I'll play around with
this a little bit and see what this is
going to give us. And just playing
around with this. Maybe we're going to get
some different results. Course. We're only
want to set it to hide the default values.
One, I believe. So. This guy decided
to 2.5 Excel. I'm going to set this to 0.5. I think that just fixes
the issue of pink, the Normals, we're just
too intense for this. And that is because we stretch them out a
little bit too much. Maybe that is why
it was causing it, the rest of the blanks TO
seem to be quite alright. But this one had a bit of a
different kind of a shine. And I hope that right now
it looks quite alright. Yeah, it looks quite
alright from a distance, I think this looks really nice. So we're going to keep it as is. Although right now it
looks a little bit to blend because we obviously took down the bump level
of the normal, which kinda fakes the
detail on our logs. So we're going to
actually go into the material and switch
up the contrast. The contrast. We're going to set
this up as 1.5, is going to darken it up. So we're going to brighten
it up in contrast. And that is going to give us, I think, nicer
results in general. It's going to give us
similar results to this one. I think it's going to
look much, much nicer. This end though I don't quite like the way this
has such a huge gap. So it will actually
extend this by quite a bit and
put it up like so. I think this is going to look maybe a little
bit too much. Want to make sure that
these are visible. And just like that. Yeah, I think this
is much better. Just got to make sure that
ever end is stuck properly. And yeah, there you go. We now have ourselves some
nice setup for the Roof. So yeah, thank you so much for watching and I'll
see you in a bit.
27. Building Foundation: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In our last lesson, we
left off by Sorting out to roof for our wooden hut. And in this lesson we're going
to continue working on it. And this time we're going to our placing
some of Foundation to break off some of the edges
that are near the terrain, the bottom until the terrain. So let's go ahead
and get into it and what that will need
to go into the Quixel. So let's go ahead
and open that up. Quixel Bridge, like so. And I think we can just
search for stone loss. So we can also add a wall. So Stone mod wall. Using these three key searches, we can probably find
the ones that we want. So there you go.
We're going to find ourselves the Marcy Stonewall. And if we were to click on it, we're going to make
use out of that. So let's go ahead and make
sure we don't learn this. And within it, we're going
to find the related assets. There are two variations, but we'll only need one of them. And that is going to
be this one over here. So let's go ahead and make
sure we don't want them. And there's a third
variation though, but I think we can get away with just
using two Variations. So let's go ahead and just
use these two over here. So once we have them downloaded, let's go ahead and add them both onto your project like so. And then afterwards,
Let's go ahead and close this down and
make use out of them. So right away within
the 3D assets, we're going to get ourselves
to mossy Stonewall. The first one and
the second one, both of them the Variations. And we're going to just
simply start off by bringing them into the world
and see how they look like. So by default, one might look like it's a
different color, but that is because it's set up in a way that there is
most only in one end. So as we can see that
there's most of a year, for example, but there
isn't as much over here. So what do we need
to do is actually I think we're just
going to start off by selecting one of them
and just rotating them by 180 degrees, like so. That way we'll have
more sun both ends because when we're going
to be placing them up, we'll want to make sure
that the most is being placed on the sides
of the house. And that'll make sure
that'll just mean that we can't make use
out of this and of the wall because it's not as Mostly it's not going to fit quite as nice with
the rest of the ends. So let's go ahead and just straight up, make
use out of these. And actually I think
before doing that, Let's go ahead and make
sure we select both of them and change up the scale. I think they're
going to be a little bit too small by default. So we're going to change
up the scale from one and set it up
to 1.25. Maybe. That might look much nicer in regards to how the
house will look like. Or we might even try
using 1.5 instead. I'm just going to bring them next to the house to
see how they look like. Let's just make sure
that we're placing it into the terrain itself. And after having a look at it, we might actually be able
to get away with this. I think that would look
quite nice All-in-all. So let's go ahead
and make use out of this kind of a scale as a 1.5. So we have one longer
and shorter end of the most histone wall and with a short
amount and we're just going to make use out of it and place it at the end
of a shorter wall leg. So of course, by default, this might be a little
bit too much, too long. So we're going to click our and slowly squish it
down just like that. So let's just make sure we know overdo it because otherwise, if we just squish it too much, it will look too unnatural as
a type of a rock formation. So we don't want to make
use out of that too much. And we just want to make it look organic like it's
been placed like nice type of stones that
aren't squished down. So I think by doing it just a little bit is going
to look quite right. But we do want to meet, leave some gaps of on the ends. That way we'll be able to
build off the sides as well. We also want to make
sure that we place it on the side of the house and
not too much into it. A wise, we're not going to have a real nice results for
breaking off the edges. So this way, if we
place it just on a side like so
we're going to get some nice results for a house. So now that we have
the first house, the first wall done, we're going to move on and actually we're going to switch
it on over here as well. That's going to be
another short wall. Or actually we might even
use a short wall over here. I'm currently thinking
if that's a good idea, we might need to just make
use out of a longer wall. So let's try using a longer wall over here and see how this goes. Plus, because it's a
different variation, we're going to get a
different kind of result. And so the pattern is not
going to be repeated as much. We're going to get a much more organic over
result if we just break off the Variations using
different types of meshes. So I think we can just place
this into the house like so. And that might look quite nice. Then we can just bring
this outwards like so Holding Alt and making a
duplicate out of it and then slightly rotating it like so and bringing
it outwards. So because this is quite
a high dense mesh, we're going to get some
real nice results for how they interact with one
another and the same. So going to be really
nice place together. So if we were to go to
the wireframe mode, we can see the type of
density within our Mesh, which actually is quite nice. I'm just going to go
back interlude mode and see the results. And for this one
we might need to, Let's go ahead and grab the short one and
slowly lower it down. I think we want to keep more
or less the same sort of a height or even a
little bit shorter. Actually. Trying to think which
way would look best. Because we're just trying to get some really nice
seems inner corner. And actually it might want to bring this outwards
just a little bit more. Are we going to leave it as
is for now and figure out how we're going to attach
them on the end thing. We might even want to bring
this inwards even more. So we'd have a real
nice edge over here. That's going to work quite nice. Now we're just going to
set it up like so for now. And we're going to have a
nice door on this edge. So for now, let's
not worry about it too much about this edge and continue placing these types of bone walls around it as
a base of the House. And the other end is quite long. So let's go ahead and grab
the longer area like so, hold Alt and make a
duplicate arrow it. And of course, because this is an emoji and we're going
to rotate this around, of course, while doing
those kind of a thing, because we're only
using one end. We might be worried a little bit about the repetitiveness of the entire mesh because
we're only using this one and we can't have
a lot of iterations, but by just simply using
to assets to meshes, we might get away with it, especially since this is quite a noisy type of a mesh as a lot of
detail within it. So it's quite hard
to see the pattern within it and it is in turn, not quite as noticeable
when we have multiple of the assets that
one next to each other. So we're going to
make a duplicate again next to one
another, like so. We're going to
grab both of them, click our and then squish
them together like so. Because otherwise, I think
that would have been a little bit too long of
a side of the wall. And I think in turn, if we make it like so, we're going to get some
really nice results. So just like that, we're able
to get some nice results. Pink. We're going to get
this along wall as well in a similar
kind of manner. So I'm going to grab both
of them actually holding Alt and making a duplicate, rotated 90 degrees, look W and
place them just like that. So I think is going to give
us some really nice results. Let's just make sure that we're having them placed normally and that's not going to affect the size of
the walls too much. So we're going to squish it
down a little bit like so. And I'm just going
to grab both of them and position them
just a little bit like so. Now this might be going
on top of one another. So I'm just going to
grab both of them, kinda drag it to
the side like so. And because actually
drag it even more just like that
or to the front, I don't quite like the
way this is interacting. So I'm actually going to
raise this amber quite a bit. And I think, yeah, let's
go ahead and leave this shorter end
at a very thumb. This way, we get some really nice interactions with one another in
some real nice seams. So I think now we have this N category which got to make sure we get the
other end sorted as well. And That's why I think we're only going to be changing
up the scale for this and only we wouldn't be touching the
other end of the same. And I think we're
just going to click our scale it down just
a little bit like so. We might even just drag it
downwards just a little bit. And I think that's not going
to be quite as noticeable. But in turn, we're going to get some nice same result over here. So I think I quite
liked that a lot. And of course, let's
not forget to add Stonewall over in
this end as well. So we're going to grab, actually let's go ahead
and grab a shorter one and place it on
this end as well. And if it's not long enough, we might just get away with stretching it
out to the side. And I think that will
work out quite nicely. Of course, we've got to place
it into the wall just like that and stretch it out
to see if it all workout. So just doing it like so
the scale is 1.5 free, a theme that's totally okay since the rest of
them are 1.5 as well, within stretch it out too much. But looking at the same, I don't quite like
the way it looks. This end is quite nice, but this end is not
a might just get away with moving into the
end a little bit like so. And a chicken the other end. And I quite like the
way this turned out. So yeah, let's go ahead
and leave it as is. And then in the
next lesson we're going to continue breaking off the edges and getting a more natural look
out of this hut. And we're going to
get some beams, wouldn't beams on the
size of the walls. So yeah, thanks so much for watching and I'll
see you in a bit.
28. deforming wood supports using warp tools: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
Building in environment. And the last lesson we
left off by getting some of the stone foundation
for the building. And now we're going to continue working on the
edges to break off those seams and make sure that they're not
completely just straight. So we're actually
going to start off by getting one of the 3D assets
that we had previously. And we're going to make
use of the wooden post, this one over here, or actually we're going
to make use out of the L. Let's go ahead and make use out
of this wooden post. We're just going to drag it into the world to see how
this looks like. And right away it, although it looks quite nice, it's not going to help us break off the edges
by quite a lot. Because by default, this beam
already is quite straight, so we're just going
to need to deforming. And actually, as an example, I'll just place this at the edge of the wall just to
show you what I mean. Just by placing it on the side, like so we're actually going to extend this by
quite a little bit. Just like that. I think that's going
to look quite nice. So as I said before, by default, it's
just too straight. And if it was high, hand-built type of
Ohad and wouldn't look quite as refined. And I think that doesn't help us to break off the edge
of the height is just, again, too much of a
straight for this angle. So we're going to fix that
up by making some tweaks, some slight adjustments
to this Static Mesh. So straightaway, we're going to go into Select mode and change this from select Mode to
a modelling mode like so. And I think to start off, we're going to make sure
we have it selected this beam that we had
placed it in our world. We're going to make a duplicate out of this mesh, like so. So we can make some
deformations without affecting any of the
Meshes that we have. And we're going to make
sure we have it from input and then delete
the input itself. So it's just going to replace us this Static Mesh with a new one. So now we're going to
hit Accept and we're going to get ourselves
a new Static Mesh. So that's quite nice. Now we're going to be
able to make use out of it to make a bunch of
information within it. So the other type of deformation
that we have other than letters is if we scroll down
within our modelling mode, is going to be something called just scroll down
a little bit more. It's going to be
something called warp. And if you click on it,
we're going to get a line that crosses R, cross R mesh. Let's just go as one
from one end to forever. And I think by default it was that there's
something like this. And because it saves out
your options all the time, we're going to get
different types of results. I think the operation as well. What's a bit different?
There you go, you should be able to
get something like this. And by default, the operation
is going to be set as band. Now what this will
do is it'll bend your entire object based on
this deformation previous. So as you can see, there's a yellow sort
of a line that goes across our Mesh and it has
upper bound and lower bound. And this will just mean that whenever the bounds and
for this deformation, it'll stop effecting
the mesh and in turn and just continue
on the band as is. So for example, or to change this to 90
degrees of a band, you can see that
the bend is what a yellow line is set in 90
degrees and whenever it ends, it just continues
on with the mesh. So if I were to make this, for example, much smaller, like so the angle
itself for the band, although it is much smaller, it's still going to be
90 degrees over here. Then it just simply,
we'll continue the mesh is with Fire trying to make a further type
of deformation. But what we want to
do is we've got to make sure the upper bound and a lower bound are
both set in a way that would affect
the entire mesh. So right now I'm just placing
it at the very top of the mesh lake so it can
be a little bit higher. We can even see the
type of a line, the same line that goes across. This goes to the type of a mesh with Fire
did being deformed. And we can even make
use out of this in the same way that we're using the upper bound Details tab. And it's basically
positioned is to be right above our mesh. So just like that. And of course the bottom line
works in a similar manner. We get ourselves this line in which we're able
to make use out of and place it right at the
very bottom of our mesh. So this way the entire
thing will we bend within 90 degrees
radius, like so. We can make it a little
bit bigger just like that. And also we get ourselves
another line over here, which is basically
just a bend degrees. So this one will affect how
much we're bending our line. But usually whenever I'm
working with this deformation, I'm just using these
numbers over here. So if we were to change
this to something like 45 degrees will get a much, much softer tap for Ben. And of course this is
a little bit too much, so we're going to be
changing that up. But before doing that though, we're going to get it
to an IRA degrees. So good Talk about a little bit about the directional bend
that we're having. So right now, by default, it should give us
something like this. But if you want to change
the direction of the band, we can do so using
the gizmo itself. And from what I can tell, there is no way to do it from the Details tab that we're
having on the left corner. So we got to make
sure we make use out of this one over here. Before making
adjustments though, I'm just going to click
Control Z to go default. We should need to make
use out of the snapping. So if we have this enabled, we should be able to if it
has a proper snapping on, which doesn't seem to work. So let's try turning this on. This might give us the
nice kind of results. Doesn't seem to want me to make use of a snapping
to Angles degrees. So I'm just going to actually
click, Cancel real quick, de-selected, selected back
on and go onto the warping. And now if I were to try, it will also give me
the same results. So I'm trying to figure
out why that is the case. And sometimes it
doesn't seem to want to work with the snapping
to angle grid. But I know for the fact that
it does sometimes work. But anyways, moving on, we basically have a
couple of other options. Something like, for
example, locked bottom, which if we're to enable this, it'll start the
entire band process from the bottom of our mesh. And then we also have
Show Original Mesh, which will basically show
this entire goes to Mesh, which you should have
it on by default, I recommend you having it
just so we could preview how the original
deformation looked like without it being actually bent. So then afterwards we
have draw visualization. This is what helps you get these lines over here
at the very end. And then finally,
we have something called a line to
normal within a gizmo, which by default you
should have it off. It just aligns the access to your Normals and it's usually better to
just keep this off. We also have shifted center, which will just
simply replace this gives more if we were to
slightly move it upwards, for example, we can click shift to center to reposition
a backwards. So our entire mesh will have
it placed within the center. Now of course, this entire
band can also be adjusted in a way that would
deform our entire mesh. So for example, if I
were to rotate this, for example,
something like this. Although it's a little
bit hard to see, we're going to get a bit of
a bend at the very bottom and it will shrink
down at the very top, but quite a bit as
it's trying to bend it based on this
type of curvature. But of course, because
our entire Mesh, it's somewhat of a video
of thin type of a mesh. We're going to get a slightly
different type of results. I'm just going to click Control
Z to undo my curvature. And basically the type of
curvature that we want this time is just
slightly position, it's sideways like SO3 corner of the angle, just like that. And of course this is a little bit too much weight to match as a matter of fact. So we're going to
change the bend degrees and we're going to
lower this down to, I'd say maybe ten degrees,
maybe even lower. We're going to go to
five degrees actually, just so we can have a slight curvature that
bends out this entire mesh. So I think that's going
to look much, much nicer. And now we're going
to hit Accept. We're going to get ourselves
a slightly tweaked mesh. And if I click G2 high, the way the highlights, we're going to see the type of a mesh that
we're going to get. So yeah, in turn we're going to get some really nice kind of a Silhouette podocyte
of this beam in turn. I think it's quite nice. And also we can, even, if we prefer, we can even
just have it, set it. If we were to flip this around
by 180 degrees like so, we can have this beam to
be going outwards instead. But personally, I prefer
to have it go inwards that just sharpens up the
entire beam and makes the, makes it hard to have a bit more of a character in my eyes. So I think we're going
to leave it as is. And now if word is selected
and go back to the warp tool. So we have a couple
of other operations. And the upper one that I'd like us to use is going
to be a twist. And what toys we'll
do is basically it'll twist the entire mesh like so. We've gotta make sure we
have a slight bit more of a variation within
this wooden beam. Of course, this by default, is a little bit too much, but basically in short, the twist deformation
that we can find within an warp tool has pretty much the similar kind
of options that we had in the band operation in which
we have the top and bottom, which affects how are
Mesh is being banned. And we also have the
preview on how it all bend, basically our entire mesh. So we're going to
make use out of it. And again, we're going to set it to a really small values, something like a value of five. I think we'll do And because we applied a band information versus
the band deformation, we're going to be twisting
it with the bend within it. And in turn, it'll just give us some really nice kind of a slight deformation
within or wooden beam, but that'll just make it
look way more organic. So we're going to
keep those kind of a Values that we have. We're going to hit Accept and we're going to get
this sort of results. So I think in turn that
makes it look much nicer. Now it's going to place
this entire beam to be at the very edges on
each one of the areas. We're going to click W, hold Alt, and just drag
it across like so. Now, because this beam
is facing inwards, like just a little bit bended, like so towards the
inside of the house. We gotta make sure we get a similar Silhouette
towards this area as well. So we're going to click E and
rotate this by 90 degrees, like so, something like that. So this way, we're going to get a slight bit of a bend
inwards towards the house. I think in turn,
turns out quite nice. Now we're going to grab both
of these beams like so, we're going to click a
W. We're going to hold Alt and drag it to the very end, like so, going to click F
to reposition my camera. And I think we can just click E and rotate it by
180 degrees, like so. Let's way we're
going to get both of the bands the way we
wanted them to be. Now we're just going to drag
them to the side like so. And position both
of them to be at the very ends of our house. Just make sure that we get a real nice gap when
we have the sides. So as you can see, this gap of the beam
isn't too flat. We're making sure we're bringing it outwards like so
just a little bit, but it's also sitting at the
side of those stone walls. So it's not going to give us some nasty artifacts when we're having in a
little bit too much. Why is this not going to look
quite as nice, basically, the way they're
blending in together with one another, the Meshes. So we gotta make sure
we are placing them in words like so I think
that's going to be quite nice. The other end, I think that's quite
nice actually as well. So we're going to
keep them as is. And yeah, that's already
looking pretty good actually, which is going to make
sure we finish this off on those ends as well. So I think I can
just grab this one. Like so, turn this 190 degrees, like so N. Thank you. That's going to be going, having a slight bend
inwards like so. We're going to grab
this one as well, holding Alt, making a duplicate. For this one, I think we should bring it outwards
just a little bit, just so we could highlights
some of those edges a little bit more and maybe bring it down so we could hide the bottom of this wooden
beam with the stone. So just like that, I think yeah, I think we're going to get some really nice
results out of it. And yeah, this way
we're able to hide the seams of the ends of the walls and get some
real nice results. But we need to finish
it off though, by making sure
that we're having, we're having a real nice colors. So we're going to actually
grab one of them. We're going to browse the content browser for the material. Actually,
there you go. We're going to click
this button over here. But this one over here. And we're going to
make a duplicate out of it control C, control V. And we're just going to have all of them selected just like that. All of the wooden beams. Just like so. Just gotta make sure we
have them all selected. And the duplicated we just made, we're going to apply
onto all of them by dragging and dropping
it into Materials tab. In this way, we can now open it up and make some slight
adjustments to it. So I think we're going to open up the albedo controls and we're going to
darken this down. So 0.8, like so. So just by doing that actually
already looks quite nice. We might leave it as is
for now and worst-case, we can just come
back to it later on. But yeah, I think already
just by doing that, we're having some really
realize the results. So yeah, that's going to be it. So thank you so much for watching and I'll
see you in a bit.
29. Cutting out Custom Shapes from Quixel Assets: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to build
again environment. In the last lesson, we
left off by setting some beams to be breaking
off the edges of the walls. And in this lesson
we're going to continue working
with the hut and actually set up ourselves a nice store to be on
the side of the house. So let's go ahead and
get right into it. We're going to actually go from the modelling mode back
onto the selection mode. And I think we can lower this down the column
browsers just a little bit so we can
have a bit more of a view for what we're doing. And think right away, you can just go right
into the Quixel Bridge. So let's go ahead
and open it up. Quixel Bridge like so. And we're going to search
for a wooden door. So wood door, I think
that'll do for the search. We can open up the 3D assets. And sometimes, although the Quixel has a lot of options
for us to choose, we have a lot of things
we can make use out of. We're not going to
find the right, the most perfect
type of an asset. So sometimes we need to make
use out of what we have and make some Custom
adjustments to them in order to get the
right type of results. So for example, right now, we should be looking for
a wooden type of a door that would work within
our type of a wooden hut. But I don't want to have
any of the type of windows, for example, like
this one over here. We don't have any
type of windows. And it's just
completely transparent. And because we're not going to be building
any of the interior, that's just going to give
us a lot of troubles. So instead, we're going to actually get ourselves
a wooden door, but of course,
something like this, for example, we'd have some of the borders that have a
concrete type of a look. And I don't want this to
be standing out too much. So in this case, we're actually going
to make use of a medieval modular
door, this one up here. So let's go ahead and
download it and then afterwards added
onto your project. So we're going to get ourselves this type of door right away. We can just put it
into the world. And I think actually
we're just going to scale it up by quite a bit. So right away we're
just going to scale this by a value 1.5, like so. So it'll be scaled
up by one by five in all directions because
this was locked in. And as you can see, we have a really nice
door on the side, but we have a lot of an extra
type of a mesh on this end. And that kinda breaks
the entire purpose of having a door on
the various sides. So for example, if I were
to place this on the edge, like so, we're going to have a bit of an issue
in regards to that. Because as you can see, this entire Mesh is taken out. So how do we fix that? Well, we have an option within
a modelling mode actually. So let's go into
the modelling mode, back into it, like so. We're going to make use
of something called a. If I were to just find it, something called Mesh
Boolean, but by default, because it's requiring us to make use out of a different
mesh to cut out the shape. We're going to make a different
type of aesthetic mesh. So let's go ahead and quickly
create a new Static Mesh. We're going to go
up actually and just quickly create
a simple box, selecting on it and
then tapping it once within our environment
than hitting complete, we're going to get
ourselves a really nice and simple Static Mesh
forest to make use out of. But if we were to be
placing that on Environment and that'll give us a
different type of rotation. It will be slightly at an angle. So we'll need to
make sure we have the rotation just reset lake. So that'll just make sure that the entire Mesh is perfectly
aligned to decide. So anyways, once we
have our mesh like so, we're going to position
our entire cube. Actually, we're
just going to make it quite a bit larger like so. And we're going to
position it to be at the side of the wall. So we cutting this entire cube will be cutting through
an entire Mesh. And we'll want to make
sure that the top, as well as the bottom, is being overlapped with
this type of a cube. And what will basically want is we'll want to
make sure that this seam that goes across
is being visible. So just like that, once we have it in more or
less this kind of opposition, we're going to make sure
we select the door first. And then while holding shift, we're going to select the cube. And now once we have
those two selected, if we were to scroll down, we'll be seeing that
the mesh Boolean is actually highlighted
right now so we can click on it and right
away we'll get this sort of result where the entire side
of the mesh or this asset, it gets cut out. We just, while we have this own, if we're
not seeing this, we got to make sure
that the operation is set to differentiate a minus B. So the first election,
which was a, is going to take off the chunk
from the averse selection, which was a selection
be this way, we're going to get
this sort of result. Then we're going to have
a couple of options. So to start off, we
have a normal gizmo, which will allow us to move that slightly transparent type of a mesh that we're
having right now. And if we were to move it, we can slightly adjust how this mesh is
interacting with the Asset that we're having. So we're going to position it
slightly sideways like so. And we're going to get
this seem to be visible now because we're using a
primitive kind of a shape, it's going to cut off
and we're going to get some gray areas on the ends. But that is okay for this occasion because
we're going to be placing it on the side
over here and just going to hide it with this seem. So we're just as it is, we're going to leave it as is. We've got a couple
of options though, and in short, they're not quiet. A lot of things to do for us. There are things
like, for example, traffics, holes, and
try collapse Edges. But by default, these
options are going to be working quite
well 95% of time. So let's go ahead
and leave them. As is something
interesting though, within a Displays
option there is something called
passes subtracted. So if we were to increase this, we can see the type
of mesh that we're subtracting from our asset. So that's quite
nice sometimes to make use out of by default, I'll leave it as 0.2 though, because there is a small
outliner and that we can see and that is plenty of
information for us to work with. So yeah, then afterwards we have a couple of things like
show gizmo for example, which allows us to
see the gizmo for us to manipulate
that set object like so I'm just going
to click Control Z to undo my last transformation. And of course we got
output time from input, which will allow us to get this type of an output
as a default Asset. And then we're going to
write it as a new object. And we can just leave
the name as a Boolean, which is going to
be totally okay. Then of course it's
going to generate it Within are automatically
generated folder. And that's pretty much it. That's all we need to know. Of course, we're going to handle the inputs or previous
asset by deleting it. So we're just going to delete this asset that was
placed over here and replace it with
this new boolean. So afterwards,
we're just going to hit Accept and in turn, and we're going to
get this sort of a new asset that was
adjusted for the, from the original one. So now we can just
simply place this within this area over here
quite nicely like so, maybe lower it
down a little bit. We're going to get
this sort of result. I'm just going to
have it like so. Maybe even get this beam a
little bit forwards, like so. Just to hide it a little
bit more of that edge. And I think, yeah, I think
that looks quite alright. I quite liked the
way this turned out. Of course, the bottom stones
are still quite visible, so we're going to be
switching that up. And one of the options
could be to just move it into the into
the house itself. But if it was a bit too long, it would be sticking
out from the upper end. So that wouldn't be an option. Another alternative
would be maybe to squish this
entire asset down, but of course the pattern
would be squished down as well and maybe we don't
want this to happen as well. So a new alternative, just like we did
previously with this door, is going to be to
make use out of the Boolean operation
harbor this time, if we're to be using a
simple primitive shape, we'd be getting some gray
areas on the end of our mesh. So of course, we don't
want this to happen. So what do we can
do is actually we can make use out
of the same mesh. We can click W, hold Alt and make a duplicate
out of it and make use out of this mesh in order to use it within our
Boolean operation. So now we can click are, we're going to make this quite a bit chunkier,
quite a bit larger. We got to make sure that
all of it encompasses the previous mesh and the downside of using
it like this though, if you're having a
bit of a messy mesh, it's going to give
us some artifacts, but we're going to deal
with that in a second. First of all, where
it's going to make it quite large
and we're going to set it up to be taken a
chunk out of this Mesh. And now we're going to
select our original Asset, hold Shift, select
our secondary Asset, the duplicates that we
had, and we're going to make use out of the mesh Boolean just wet like
we did previously. So this way, when we're going
to be using the Boolean, it's going to actually replace
not only the vertices, not only connect the vertices and kind
of cut out a chunk, it's also going to
replace the texture. So if I were to move this a
little bit back-and-forth, you can see the texture over
here to be moving as well. So that is quite nice. And yeah, we're going to make
use out of that basically. But again, the downside
of using this kind of a messy Mesh is that we're having some
artifacts over here, like some floating
Chunks because there is a slight gap within this invisible Mesh
mesh that we're using. And in turn is going to give us some mesh that
doesn't get cut off, but we're going to fix
that in a bin for now. We're just going to make
use out of this kind of functionality and get this
nice sort of a cut over here, I think being and leave it is actually hit Accept like so. Then afterwards, in order to fix all those floating Chunks
right in front of a door. What we're going to do is
actually we're going to make use out of a box like
we did previously. Set it up within the front
legs, so hit complete. And now we're going to position this at
the very front leg, so we're going to
make it large enough and wide enough as well
as tall enough actually. And you're going to put it in the ground just quite a bit. Then we're going to select
our previous stone wall. We're going to hold
Shift, select or cube. And we're going to
make use out of the mesh Boolean
operation again. This time we're
not going to make it used to cut this
side of the wall. So it's going to make sure
we're hitting it close enough to not actually
do any harm to decide. But because we're applying it into the rest
side of this area, we're going to be
cutting off all of those Smaller Chunks over here. So just like that and
we can get rid of them now if we were to accept, we're going to get
yet another asset within using our
Boolean operation. And this time without any
of the artifacts in front, in front of this door. So that is quite nice. Yeah, we can pretty
much leave it as is actually we got a nice chunk
of the wall over here. We might need to
make readjustments with this beam and
with this wall. So for example, I might need to bring this beam a
little bit to the back, maybe like so just
to make sure that it is positioned right
above those stones. So the same, the
bottom of the same for this wooden beam is
going to be well hidden. And that looks quite
alright actually. So let's go ahead
and leave it as is. So, yeah, that's pretty much it. How to use a Boolean
operation in order to make some
customer Adjustments for our Quixel Assets. And in the next lesson
we're going to continue working on the middle section of our house and set up more of the assets in order to
make it look prettier. But yeah, that's going
to be at for now. So thanks so much for watching
and I'll see you in a bit.
30. Introduction to Smaller Props: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In our last lesson, we
left off by playing around some of the
Boolean operations and setting up the door to be at the side of the
House of the hut. And in this lesson
we're going to continue working with
the SAT and actually set up some of the
frontal area a little bit more so it wouldn't just
look quite as empty. So right away we're actually
going to go into Quixel, like so Quixel Bridge. And they started off, I think we should have a sort of a bench to be sitting
around over here. So we're going to search
for a wooden bench, Excel. Let's go into the
3D Assets and see the types of assets we can find. And we have a couple of options, but we want use an
old wooden bench. I think that's going to look
real nice within our Hut. So let's go ahead and select it. And actually I haven't
downloaded already, but we can simply have a faster way of placing our entire
asset within the world. And that is actually
quite easy if I were to click and hold and then drag it and drop it into
the world like so, we'll be able to place our asset within a
world right away. So it'll create a
new folder for us. It'll add it onto
our content browser, of course as well. But basically we will get a bench right into the
level just like that. And if it didn't have, if you didn't have a downloader first, it'll take some time. It'll show up as a simple
white sphere first, but it'll show you is, it is being downloaded and
once it's finished up. So once it finishes
up downloading, you'll be able to get yourself a real nice Asset to
place within your world. So that is quite easy
and simple to do. And you don't have to be
worried as much about the location of where your
Props are located or whatnot. You can just simply
place it from the Quixel Bridge itself. Now without I have the bench
like so I'm going to hit E, going to rotate it 90 degrees. And I'm trying to think
which way I'd prefer. If I'd prefer this
way or the other way, I don't quite like the way this stamp goes
outwards like so. So I'm just going to rotate it 180 degrees, just like that. And I think, yeah, this set, this N is
looking much nicer. I'm going to make
the scale to B15. I think that's going to
be much better, like so. I'm just going to
place it like so. And instead of 1.5, maybe we can just use it 1.25. I think that's
much better as is. So let's go ahead
and keep it as is. And then we can think of other assets that we want to
be placed within this area. So let's go ahead and go
back onto the Quixel Bridge. And this time I
think we can search for some gleich wood barrels. Think some barrels, would
it look quite nice as a way to store something like the fish, for
example, or whatnot. And let's go ahead
and scroll down and see the type of barrels
that we'd like to again. So for example, this barrel
is quite nice. Wooden barrel. I quite like it's
default neutral type of color and it's gritty type of
texture that we're getting. It has a lot of contrast, so I think it'll look real
nice within this area. So all we gotta do is again, just click and hold and then drag it into the world like so. And that is how we're going
to get it into our world. But by default, I think they
might look quite small, referred to just sit, position or camera right above
this Terrain and hit Play. We can see how it will look like in regards
to the character. And yeah, it's just up to nice and just a little
bit above the knees. I think it might need to
be a little bit bigger. So we're going to change
up the scale, 1-1, 0.25. I think that might look
quite a lot better. And now if we're to
walk next to it, yeah, I think at a height of a
terrazzo might look way nicer. So we're going to keep it as is. Now. We're going to hold Alt, make a duplicate, put it
a little bit to the side, like so, maybe bring this even actually a little
bit more teabag. That's going to
look so much nicer. And of course to avoid the
similar kind of pattern, we're going to hit E and rotate
this around more or less. Doesn't have to be an exact
we just got to make sure we don't have that same
repetitive pattern as we have with this. So we're going to hold Alt, make a duplicate and put it on the side over here as well. In this time we're going
to bring this to the bag, going to hold Alt and maybe even get a third barrel over here, rotate it around a
little bit again, just to make sure we avoid having a visible
pattern like so. Just like that,
we're going to get some nice type of results. And we're going to be able to break off some of that Edges, some of that Silhouette,
Water House and All-in-all, this is going to
look quite nice. So yeah, we're going
to keep it as is. Of course, we're not
quite done just yet. I think we should get a sort of a fireplace over
here that's going to light up the entire
area in this section. And that way we'll be able to
bring up some of the nicer. So let's, we'll be able to
highlight this entire hub. Make us, I think in
the end, I'll be, yeah, I think we'll be having a real nice sunset at the side. And this way Because of that,
we'll be working a lot with silhouettes
and we'll have to make sure we just have to highlights some
of the other areas. For example, the inside
of this section, underneath this attached Roof, using just the additional
source of light. So we gotta make sure we set
up an area where we're going to have a source of light in this case is going
to be fireplace. So let's go ahead and go to Quixel Bridge and
search for stone. You can try searching
for so ring. Maybe that would give
us a nice result. And that's not going to
give us a nice results. So let's type in stone. Well, maybe we can. Yeah, let's go ahead and make
use out of all Stonewall. And just like we did previously, we're going to
click and hold and then drag it into the world. And of course, once it downloads and gets you imported the
mesh into your assets, it's going to give you
this sort of result. So we're going to make
use out of the wealth. I think that's going to
give us a real nice result. Of course, the bottom is
a little bit too high, so I think the best way
would be to just simply hide this entire thing integrand a little
bit just like that. We're going to get some
nice result out of it. So just beginning that will
be able to get really nice, kind of a low, maybe lowering down even more into the ground. I think that's going to
give us some nice results. Now if we hit Play, we can
see how it would look like. And maybe it's a
little bit too large. Yeah, I think let's go
ahead and make it smaller. So we're going to click our and just lower down this height. Your value of
something like this. I think that's going
to be much nicer. We're going to have a couple
of locks and a bit of a fire in the middle
and All-in-all, this is going to look
quite nice as a fireplace. So yeah, that's all we're
going to keep it as is. We just got to decide
on the position of the fireplace because
we're going to have a camera in this area. We need to think of
how not to hide it too much because we
don't want it to be covered by this beam over here. We've got to make sure we yeah, we have to make sure we slightly have it
outwards like so. And having underneath the Roof is still going to
look quite as nice. So yeah, this position is
going to be quite alright. We might need to move it slightly in the future when we're working
with the cameras. But I think it looks quite nice. Now we gotta think
of additional Props to use it to break
off these ends. So going into Quixel again and searching for
something like wood logs. Wood logs like. So. We're going to find a couple of results and decide or off, we're going to need some wooden, burned wood in the middle so
we can make use out of it. And just set up our
nice fireplace. If we go and search
for burnt tree log. So for example, if we
were to add burnt, so we're going to get a couple
of assets to work with. And I just grabbed
a couple of them, this one over here and
this one over here. And we're going to
make use out of these two and set them up
within the fireplace. So just by clicking and holding and then dragging it
into the world like so, both of them just like that. We're going to get
this, our result going to close this down. Now of course there are
a little bit too large, so we're going to
grab both of them and make them quite
a bit smaller. Now we're going to just
position them in the way that wouldn't interrupt with
one another and start off, we're going to have
some nice logs like so. And we're going to
turn off the snapping and position this entire thing. Actually, I think we
might need to turn on the local Gizmo just like that. And we'll want to
have some elevation. We don't want it to have a
kind of a flat fireplace. So we're going to
work with this. We're going to hold Alt and drag it a little bit
to the side like so. But on the other end, and I think that's going to give us a kind of a nice result. We might even want to stretch it out a little
bit just so we can get a different variation out of
this would just like that. And by playing around
with the shapes, with the assets that
we have because they already are looking really nice. We just have to
make sure we have a nice silhouette
looking from the side. And that's not
complicated to do, especially since they have
so much detail with them. And actually the wireframe
is quite dense as well. We might want to set up Nanite in the end
for some of them, but for now I think they're
going to be quite alright. I think I'm going to make
another duplicate out of this and set it up sideways. Like so, maybe like that
actually, or like this. We're just going
to work on making sure that they're nicely
attached with one another. And I'm going to actually
shrink this down by quite a bit and put this
on the corner like, so, maybe even like this. Because this is a local axis, we've got to make sure we
don't overdo it and maybe turn off the local axis and go
back to the world position. That might help us out a
little bit in this case. And yeah, I think that's
going to look quite alright. There are a little bit
overlapping with one another, but I don't think
I'm minded too much As we're going to have
a nice fire in here. So that's not going to
be much of an issue. So yeah, I think that's
going to be quite alright. We might want to grab
couple of words. Actually. Think, I'm just going
to lower this down and put it on the
upper end as well, make it a little bit wider. And basically, we're just setting it up in
a way that would look like there's something
underneath it as well. So just like that, we're able to get some extra
detail out-of-date. And I think that
looks much better. It looks like it'll
be much denser here. It has a lot more density
within this fireplace. So we don't have to worry
about it too much about it going into the there,
into the ground. And he's got to focus on our overall shape
of this fireplace. And yeah, I think this already
is looking pretty nice. And also while we're at it, we might consider about reusing the assets that
we had previously. So for example, these ropes
are looking quite nice. And I think that
might actually quite work in breaking
off some of those, just some of those
silhouettes and making it look a little bit more
organic on these barrels. So I'm going to just quickly
grabbed this rope using Alt, holding Alt and then
duplicating it by dragging it out and placing it on
the side of this barrel. I think there's going
to look quite alright. Maybe we want to making
a little bit smaller. Actually. We don't want
to make it too small. And because of course we have some of these assets over here, so they have to be somewhat of a consistent Guide of
a height, a width. So setting it to a
value of 2.3 because they were 2.5 before is
going to be quite alright. Yeah, Just like
that, we're able to get a really,
really nice result. I think that's going
to look quite nice. Course we've got to make sure that they're not levitating. So let's just place them
all the way down, like so. And you're just doing that. We're able to get
some nice results. Might want to. Yeah, I'm going to drag
it sideways a little bit just to get the top of the barrel a little
bit more visible. In turn is going to give
us some real nice results. And asked for this rope. I quite like this
rope not gonna lie. So I'm going to make
use out of it as well. We got to just decide how
it's going to be hanging. And of course, by default is
add a, a different rotation. So we're going to reset
the rotation first, habit set to its default value, rotated this 90
degrees, like so. And I think we're going to put it on the side of this beam. And this way we'll be
able to break off some of those silhouettes
for the wood frame. So I think that's going
to be quite nice. Which gotta decide on how
this is going to be hanged. If it's going to look quite
alright as this or HBC, if we should change
up the angle. So just looking at it actually
looks quite nice actually, I might leave it as is. And just like that,
we're able to get some nice additional
detail on to our area. We just got to decide whether
it would look nicer over here or over here, because we already have
some detail over here. I think getting it a
little bit more to the side might look way better. So we're going to keep it as is, I think a little
bit to the side. Like so. And just like that,
we're going to break off some of that detail, like Hawaii, a
substantial amount. And actually just a quick thing
before before we move on, I think we shouldn't get some of wood logs over here at this end. So we're going to go into
the Quixel Bridge real quick and search
for a wood logs. So if we were to
search for that, so we're going to get a
lot of options actually, let's go ahead and add a
keyword of chopped. Like so. And yes, we're going to
get a much nicer results. So we're going to just
use out of a couple, make use out of the couple
and just grab them like so, drag and drop it into the world. Just a couple of them will do. Then close this down and we
get a couple of logs to use. Now we're just
going to bring them up a little bit,
make them larger, like so I've been, we can use the value
of something like 2.5, like so maybe even free will do. I think three will actually do. So we're going to just rotate
them around by 90 degrees. And we're going to place them
in a small sort of a pile. So let's go ahead and do that. I'm just going to
grab them both with them in like so make sure we get some small
rotation Variations. So I'm going to turn off the
grid snapping to an angle. Just going to play around
with values a little bit, then going to grab it like so, rotate around and
maybe even change the scale a little bit
to be smaller, like so. And we're going to
place it in here. So this way we're going to get a real nice sort of a pile. And I might make use
out of this one and just put it on
this end, like so. This way it'll help us to break
off this end of the wood. Over here. You might rotate it
like this a little bit and add the thing that, that will do the trick. And maybe just like so. And I think this look quite nice or maybe just maybe we might
need to turn this around. Yeah, I think this
end looks way nicer, so let's go ahead and
make use out of that. And yeah, that's
all it takes for us to break off some
of those edges. So we might need to
get this a little bit more different
or this one even. And just make sure we get some nice variation
within the logs. And this way, yeah, we're going to get some
nicer detail for this end. And yeah, so that's going
to be it for this lesson. Thanks so much for watching, and I'll see you in a bit.
31. Working with Decals and its Basics: Hello and welcome back in for
him to Unreal Engine five, beginner's guide to
building an environment. In the last lesson, we left off by setting up some
of the prompts and building our area within the front
section of the heart. And this lesson,
we're going to get more variation out of
this hard this time, instead of using static meshes, we're going to make
use out of decals. So before getting started
and will need to open up a Quicksilver bridge and
search for some of those. And just as I
mentioned previously, a quick salt bridge has
multiple categories. Categories. One of them
was 3D assets category. Another one would be
the textures category, and then the third one would
be a decals categories. So in order for
us to go into it, we can search for something like a third leak,
something like that. And we're going to get
ourselves surfaces, which was the textures
and then decals. Sophie, open this up, we'll get all the
details that we want. Our pink this time
we're going to make use out of actually, the league doesn't
seem to have a lot of, I think we need to have some interesting variations
within this end over here. So we're going to actually
just search for leak like so. And we're going to get
more results out of this. So we're getting to get
ourselves some nicer results. And we basically just
want to highlight some of those bottom areas
of this house. And I think the best house, the best of decals that
we can use is going to be maybe this one over here. Leakage like this. It's a little bit hard to see, but it basically has a very nice dark end
up leak over here. Maybe I'll just scroll through the renders to be
able to see better, but it's, it's
quite hard to see. But all of them especially
are called leakage, like so. But just getting a
real nice decals with a bit of variation is
going to be quite nice. And at the very end, I found myself this
one over here. Once we download it, we can go ahead and add it
onto your project like so. And this time instead of just dragging it like we
did with previous assets, we're just going to for now, I'll show you how to set it up properly from
scratch to begin with. So let's go ahead and do that in case we are now going
to be able to open up aqueous salt bridge
and we want to use it directly from our projects. So once we get it downloaded, once we added onto our project, we're going to get
another folder which is going to
be called D counts. Once we open this up, we're going to find ourselves
to download assets, which is going to be
leakage in this case. Let's open this up and
we're only going to find ourselves texture maps
and a material instance. Now the way we use it directly, we can just apply a straight
into the world like so. Otherwise, it's just
going to give us a crash sometimes I'm not
sure why that is the case, but at is what happens usually. So I'm just going to reset
it real quick and show you a manual way of doing it. So let's open this up, go into the mega
scans decals like so. And I'm not sure why the
crash happens like this. So what we need to
do instead is if we were to add quickly
add to the project, open this button up
and search for decay, like so, we'll get
ourselves a decal actor. Now once we drag it out, we're going to get
ourselves this box. And this box will allow us to make use out of the
detail of material, which if we were to
simply click and drag and drop our material
instance, the one that we had. It's going to apply it directly
onto the decals actor. And it's going to
give us this result. Now by default,
we're going to see an icon with a green box. If you're not seeing
this, by the way, make sure you click a letter G, and that will just allow you
to see this icon over here. So just make sure you
have the game view, set this with icons. And now once we have
it like so we can see that there's an arrow
pointing downwards. This means that
the projection for the decals is going to
be going downwards. And in order for us to apply
it directly onto this wall, will have to change that up. So by clicking E and rotating
this around 90 degrees, I will actually turn on
snapping mode first. And how once we turn it on, turn this directly nine degrees. We're going to get this result, which will basically projected onto all of our meshes directly. And the detail is going
to be placed there. When we need to know though, is when working with decals, We gotta be very careful
on how we're applying them because otherwise they're actually quite
performance service, so we don't want to overdo them. We want to make sure
we keep them to a bare minimum when
working on our projects. Basically, a little bit hard
to say what's the limit? It all depends on the type
of project we're working on. And just make sure that whenever you're running
low on performance, you just not overuse them
to an extreme amount. And I think by just
lowering this down, we can see that it's
being applied on top. What I want though is to break off the edge
at the very bottom. I think that would look way
nicer in regards to how our material would look
like or maybe just maybe it would look quite
right in this area anyways. So yeah. Okay. Well, let's go ahead and
make use out of them. And then very top, I think that's going to
look quite alright. So something to know about them This green box is showing where and how this entire
material is being applied. Let me just quickly deselected. So this entire green
box is showing how it's being projected and right
now because it is so wide, we're being projecting all of the material not only on
this section over here, but also, for example, on the logs over here. And we don't want
this to happen, so we've got to make
sure we actually make this entire
inbox much smaller. So we can do so by
simply scaling it down, by clicking R and
squishing it down like so. So by making it very thin, will have much more control
over where this leak, that leak type of
vehicle is being placed. Now if we click W and
place it in words like so, we can see that it is
being applied very minimalistic on a
very side, like so. And we can also just
position it in a way that would only be
applied onto the floor, onto the main section
of the texture and not on the size
of these polls. So I think that's going
to work quite nicely. We're just going to drag it up a little bit higher up, like so. And yeah, that's going to
look quite nice for our hut. So yeah, that's already
looking pretty good. Now we just got to
figure out what are we going to
do with the size. We might even want to squish
it down because we want to position our entire square
root to be at the very center. So we're going to hit
R and we're going to squish it down
even more like so. And we're going to
position a just like that. Just by doing this basic
kind of adjustment, we're going to get
some nice leakage and we're just going to add a lot more variation
into our house decals. And I think we're just
going to make use out of that and apply it to
the rest of the house. We're going to hold Alt and
make a duplicate out of it. And rotate this by
90 degrees like so, and apply it to the
side of this roof. And I think that's going
to look quite nice. We just got to make sure that we are actually applying it. So the height is going
to be quite right. I'm not sure now if
it's being applied, I'm actually going to go
from lid to unlit mode. And that might help us to
make it easier to see. There you go. It helps us to see
how the detail is being applied in a
much easier way. So for this case, because
this wall is so long, we can either make this
very large like so. Or alternatively,
we could just make a duplicate and set them
up to side-by-side. But I think for now
though it might look quite alright if you
just said about like so. It's got to make sure
that we're setting up in a way that wouldn't
interfere to the sides. So thinking just like that
is going to do the trick. Now let's go back from the unlit mode and see how this looks like
n just like that. We're going to get some
nice results for the ends. And I'm going to make
a duplicate out of it and set them up over here on this roof and
as well, just like that, setting it up, turning
it by 180 degrees, we're going to place it in this, our error as well because this one is a little
bit too large, I'm going to squish it
down just like that. Oh ****, all the way into
the wall just like that. And see how this
would look like. Yeah, just Pope positioning
it a little bit like so we're able to get
some nice results. Now I'm just thinking
that maybe we shouldn't squish it down a
little bit more. But it inwards like so. And yes, we will be able to
break off the wall nicely, the ends of the wall. And that's all it basically
takes for us to break off the walls using the decals. We might consider putting
another one over here. Actually. I think let's
go ahead and do that. Actually, while we're at it, we're going to hold Alt, make a duplicate,
drag this 90 degrees, or actually just
going to delete it then grab the one
that we already extended like this one
over here and hold Alt, make a duplicate by
dragging it around. Fairness nights degrees
and position it like so. This way we're able to get some really nice
and quick results using decals or the detail. Just like that.
We've got to make sure that being placed properly. Like so. And yeah, that's all it takes with the decals to add some
additional details. So, yeah, in the next lesson we're actually going to
look a little bit more into details on how to add additional detail
onto our house. So yeah, that's going to be
in the next lesson though. So thank you so
much for watching and we'll see you in a bit.
32. Working With Decal Variations: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to build
again environment. In the last lesson, we
left it off by starting on using some Decals to
get more additional, extra information for
the sides of the walls. And in this lesson,
we're going to continue on using Decals in order to set off more of the detail this time for the
top of our Roofs. So let's go ahead
and get started. We're going to go onto the
Quixel Bridge like so. And we're going to search for something
called pine branch. So if I were to just actually
we could just search for branch like
so and add Decal. And we should be able to find ourselves some nice
Decals to use. The ones that we
want is we want to get some nice derbies, nice wood twigs and
just apply it on top of the broken off roof. And just that way we'll be able to kinda hide this
overall pattern as well as just get more
overall Detail for the top. So I think we just need to find ourselves some nice branches. And yes, there you go. We're going to find ourselves
pine branch patches. I think that's going
to be the best, the nicest one you use. So let's go ahead
and download it. And afterwards, we can do, instead of just setting
up ourselves a decal, we can simply drag and drop
it interval just like that. And it should automatically
set everything up and it shouldn't give us any
crash by default. But again, if we
look at the Decals, if we look at the pine branch, it's just going
to give us a nice Material Instance like so. So, yeah, although it is faster, I previously I showed you
how to set up a decal from scratch and just apply it
on to a Decal projection. But yeah, that's pretty much
the same thing right now. We're just going to have a same kind of appliance
onto the Roof part. And if you click
G, we're going to see the way it's
being projected. And by default, usually
if we set it up like so, you can see that although it
looks quite nice over here, where it starts going off
vertically for the Meshes, it's going to start
stretching off. And the best way to
avoid those kind of stretches is by setting up to
projection to be diagonal. So if we were to just click
E and just rotate this bile, say something like 30 degrees. We'll see that we're getting
some additional information, some additional detail for
the size of these parts. So that is going to be a much nicer way for
us to work with. We just got to make sure
that we're setting it up. We're not going to get any of the tree bits going
for the side. So if we were to go a
little bit too low, we can see it actually
goes prediction goes past it and goes on to
the size of the wall. So we don't wanna we wanna
make sure that doesn't happen. So I think I'm going to apply
this as low as possible, but our amine as high as possible while still
keeping some distance. There is going to be
some artifacts over here on this end from this side, but we don't have
to worry about it since most of the view is going to be from top place
when it's being lit. We're not going to see a lot of information over here anyway. So that is actually quite nice. I think we can leave this as, as we're now going to make
a duplicate out of it actually and set it
up in another way. So we're actually just going to position it in
another side, like so. And of course we're going to set it up
diagonally, like so. And we're going to make sure that we're not
touching the sides of the declarations of the borders for the world, for the beams. So something like this, I think is going to
look quite nice. We can leave it as is, and we can also set up
the other sides as well. So holding Alt, going to
rotate this around, like so. Payment's going to
look quite nice. And of course, we're going to
set it up to be positioned. Quite nice because it's not touching. We're not
seeing the result. But just like that,
we're going to get such so much more detail
out of our Roofs. And of course, if we
want to make it smaller, we can do so by just
making it smaller like so. Putting it back onto the Roof. And we're going to get some
nicer smaller branches. Work with. Maybe I'll just stretch
it out just a little bit so we can get additional
detail just like that. I think that's going
to look quite nice. And actually I don't
want to this edge, this border to any
type of the branches. I'm just going to raise
it up just a little bit, or even actually rotate
this by ten degrees. And this way, when we're
applying it, as you can see, they're slightly,
they starts fading out a little bit
at the very end. That way we're not going to get a lot of information over here. Maybe I'll just, I might
need to actually raise this up by quite a bit and
place it just like that. And maybe that'll give us
some nice information. I think that's much
nicer actually. So let's go ahead
and keep it as is. And then simply apply this onto the side of the
wall just like that. Just by placing it on the side, just by having it a little
bit of an extra detail and just by getting some
rotation Setup, we're going to get some real
nice results out of it. So for example,
now, if I want to get more variation out of this, all I gotta do is make
a duplicate out of it. Because of course it's going
to have the same pattern. We can do is just, we can rotate this
around and for example, set it up as 180
degrees like so. And then we can also change
the way it's being protected. So I picking this up and
setting this 90 degrees, like so we're going to
get this sort of results. So that's actually quite
nice in regards to how to break off certain
patterns as well. And basically it just like that, we're going to get some really nice textures
for the world. So, yeah. Before moving on though, one more thing to talk
about when working with Decals is the way
they're being optimized. And we have something called
within or Details tab, something called a
fade screen size. So if we were to change this
something of a larger value, something like 0.5 for example, or even 0.8 will see that some of the Decals
start disappearing. And the reason for it, the ones that have the
different size screen fade is if we were to get
really close to them, we'll see them reappearing
and that is how they're optimized
basically by default, I think there set as 0.01. And that means that by, if it even occupies
a 1% of the screen, the Decals, they're going
to appear into our view. But for example, if I
were to set this as 0.5, and that'll basically mean
that they have to occupy 50% or half the screen in
order for them to be visible. So once I get close enough
where they actually start occupying that space, they're going to
start appearing. So that's something
worth knowing, especially if you're working with stable shots that go a bit more into the distance and you wonder why
they're not visible. The typos, Decals
that you had before. So maybe you need, you'd need to change this up. Or for example, if you're
having some performance issues, you might want to
increase this value. And that'll help you and
fix up the performance. Yeah, that's going to
be it for this lesson. In the next one, we're going
to start using Decals in order to create some
declarations for our house, some actual proper
declarations and fake some of the detail instead
of just adding some additional
texture information. But yeah, that's going to
be in the next lesson. So thank you so
much for watching and I will see you in a bit.
33. Creating Detail Using Decal: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we made
use out of Decals in order to get some additional
detail for our Textures. And this time we're actually
going to end off using a declaration Decals that will help us get more detail
for the size of the walls. So we're going to make use
out of the Quixel Bridge, just like we did previously. Let's go ahead and open that up. And this time we're going
to get ourselves a wooden actually we're going to find
a wooden door decal like so. And although this time
we're getting we're getting to create a type of a window for the sides of the heart are actually
going to make use out of a door
Decals because I find it to be quiet,
an interesting match. So we're going to bind ourselves and old wooden door decal,
this one over here. And once we have $1 at it, let's go ahead and
simply drag this into our world like so. Then closes down. Now we're going to hit E and rotate this around
by 90 degrees. And actually we're
going to make it, you make use out of it
on this side over here. So we're going to rotate this, Let's say, let me just rotate
this 90 degrees as well. So going to hit G. So we could see this entire box rotate this 90 degrees and
put it on the side over here. And we'll want to make sure we make it a little
bit smaller like so. Just like that,
we're able to get a really nice looking of
a detail within our Hut. And just looking from the side, like from this angle over here, it might look quite alright. But if we were to have our camera a little
bit more to the side, it is obviously
going to look flag, since the downside
of a decal is, of course, the fact
that they're just being details projected on the sides of our
assets so they don't have any of the
mesh information. And we'll want to fix that. So the easiest way
to fix that is to actually blend them
in with our meshes. And if we were to go on to Quixel Bridge and search
for a wooden frame. Wood frame, like so. Then of course, we'll make
use out of 3D assets. And we'll be using
damaged frame, picture frame actually for
this once it's applied it to be having quite
a lot of nice detail. So let's go ahead and
download it and just simply drag and drop it
into your world like so. And we're going to
hit close this down. Now, the first issue that
we're having right now, actually, I'll just make it a little bit bigger
since it's so small. The first issue that
we're having is the decal is projected on top
of this frame as well. And obviously, if we wanted
to be kinda go on top of it, we're going to have
some issues with it. So the first thing
that we're going to do is we're going to make sure that the Decal is not being applied on
top of this frame. And the best way to do it, the easiest one is if we were
to go on to the Details tab and search for decal with the
frame of course selected, we're going to find ourselves
receives Decals option. And if you were
to take this off, we're going to
basically not allow Decals to be applied on
this type of an object. The downside of this though, is that we don't have
a lot of control. And when we have this
option ticked off, what it'll do is
basically it'll take off any of the Decals
from this mesh. So we won't be able to make
use out of any of the Decals. We won't be able to
apply any type of additional information
from those Decals on top of this mesh. So not only from this frame, not only from this window decal, but also something from the leakage from example
from this Decal over here, we won't be able to have
any information from it. That is something
to keep in mind. Now, one more time
working with this. If we have a look at it, we have a frame that's
slightly too thin. And if we wanted
to, for example, make a frame quite a bit wider to have this entire
window fit in. Obviously, we're going
to be stretching it out. But what will happen is the sides of these frames are
also going to be stretched out and the ratio for the top of the borders in comparison to the side ones are going to be just completely different and we don't want
this to happen. So what we'll do
instead is we'll make use out of deformation
or this mesh. So let's go ahead and go into the more modelling mode like so. We're going to have it selected, then make sure that
it is duplicated. So we're going to
use Mesh duplicates. So when we're using a
deformer is not going to affect the
original Static Mesh. Let's go ahead and hit Accept. Now that we have it
like so, of course, because we create
a new Static Mesh, we're going to make sure
we have receive Decals Turned off like so. And then afterwards now that we have ourselves a new mesh, we're going to go down until
we get ourselves to let us, we're going to make
use out of it. Actually, I'm going
to hit Cancel, going to make this a little
bit larger, like so. So it's going to fit in the
entire frame just like that. Now. Going to move it to
the side as well, actually just like that. Maybe a little bit down
or actually even larger. Want to make sure that
both the bottom editor are actually being nicely
covered up just like that. So now what are we going to
do is we're going to use letters and we'll
make sure that we only grabbing it one
side is like this. Now for where to move
this to the side like so. We'll notice that it
is being deformed, but the sides of them
are not changing. They're not actually being deformed because we're
grabbing both of these end. Once in the middle, the
areas in the middle of the mesh in the middle is
not going to be deformed. So the only thing
that is going to be deformed is going to be
these ends over here. And actually, I think
that instead of having a frame that
goes across these ends, we're going to just have a frame that goes right in the middle, just like in this
area over here. And because we're using
a former right now, we're going to have a decal
being applied on top of this. That is because when
we're using a deformer, by default, they're just going
to have received Decals. But once we have it turned off, we're going to have
a much nicer result. So right now we'll
just make sure that we position our frame to be
somewhat in the middle. I think that's going to be good. Actually. We might
leave it as is. And now one more thing that
we should be concerned about is I'll just make sure a habit slowly dragged
out to the side. Thing that's going to be better. One more thing that we
should be concerned though, is when we're having it deformed
using letters like this, is that although the sides of the frame is not
going to be affected, what will be affected is going
to be the areas that atop. So right now, because we're only using this area to stretch it out, stretch
everything out. The entire texture map is going to be quite a
bit stretched out. So in order for
us to avoid that, what we need to do is
we need to make sure we can mitigate that
entire stretching. And we can do so by grabbing
this middle section over here and then dragging it to
the middle ground like so. This way we'll just make
sure that this area is kind of not a stretched
out as it was before of Y. If I were to, for example,
move it like this, you can see that this
entire texture map is moving with this
entire deformation. So by placing this
in the middle, we're just making sure that
it is slightly negated. And once we hit accept, we're going to see
it better as we have the decal being
applied underneath it. So now just doing it like
so where are you able to get a much nicer
result out of it? And yeah, we're just going to make use out of this
and get a nice frame. We can make a duplicate
out of this holding Alt and just sticking
them together. And in return,
we're going to get a really real nice sort of a window look
through the sides. So by just doing that, we're going to get nice results. I'm just going to actually grab this decal a little bit
more through backlinks. So just so we could
see the Decals itself and it wouldn't be sticking out inside of the wall. And now another thing what
we need to do as actually, well, once we're done
with this front, we're going to grab
all of the frames as well as the decal and now
hit Control C, Control V. To make sure we
have a duplicated. We're going to bring it to
the average side like so. Now we'll be talking a
little bit more about the priorities of the decal. So I'll actually position these frames with the Decals a little bit to the front legs. So, and actually let's go ahead
and delete it real quick. I want to check out how it
looks like for the scale. If we were to hit Play, if that is actually
going to look alright. And I think that's a
little bit too big. So let's go ahead and
grab both the Decals and the frames and click and make it just a
little bit smaller. I think that's going
to be good enough. Let's put it in
the side, like so. That's going to be looking good. Now we hit Play and see how this looks like an
ACE for the windows. I think they're going
to look quite nice. So okay, now we have it like so let's go ahead and
click control C, control V to make a
duplicate out of it. Bring it all the
way through back and rotate this 180 degrees. Now we're going to
have it plays nicely with in our back
section as well. Now, the downside of this Decals right now is because
we're having some leaks at the very top, and it might be interfering
with these Decals as well. So for example, if I were to
set them up in this area, we can see that leaks are kinda trying to overlay one another. Those Decals are
trying to kinda go and they're not quite sure which one should be laid out on
top of one another. So what we need to do is we need to have the
Decals selected. And there's something called
Within a Details tab, something called sort order. Now, the higher the number is, the more of a priority it gets over the projection
of the decal. For example, by default, the sort order is set as
zero for all of them. And if I were to simply
drag this up, for example, and set this to a negative
value minus one that is, which is going to
be lower than zero. It will automatically prioritize those leaks to be going
above those Decals. So that is something crucial to know when you're
working with Decals, especially when you want to make sure that they're
certain details. Certain Decals are growing on top of certain other Detail. So right now we're just
going to set this Decals, this particular Decals
for the window to be at a value of one. And this way, well, we're just making
sure that they're not being overlaid by
any other decal. So now that we have it like
this and we're happy with it, we can hold Alt and just
drag this out to the side. And we're going to get some nice windows position like so. So thing we can just
have it as this. And this is going to look
quite nice actually. Let's go ahead and
keep it as is. And I'm thinking if we need some additional windows
over here or not. But it might, it
might be looking quite alright if you
just keep it as this. So let's go ahead and
I think let's keep it as is and move on. So I think we're
pretty much done. We for a hard, we're now
going to be focusing on the environment itself and
Sorting out the terrain. So that's going to
be it from a lesson. Thank you so much for watching and I will see you in a bit.
34. Setting up Material Function: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
it out by finishing off our Hut within
Unreal Engine scene. And in this lesson
we're going to continue on working with this environment
and actually set up Material to be used
for this landscape. So let's go ahead
and get into it. Firstly though,
I'll just go ahead and go from Modeling
Mode to select. Now. So we'd get rid of this
toolbar on the left side. And I'll actually make this content browser
just a little bit smaller so we can see
a little bit more. And now the first thing we'll
want to do is actually get ourselves the materials
that we're going to be using for this landscape. So let's go ahead and do that. First, we're going to go
open up a Quixel Bridge and we'll start off by getting ourselves a tundra
Matsui materials. So UNDRIP Marcy, If we
were to search for that, we should be able to get
ourselves to one that we want. So this is the one that we're
going to be looking for, the tundra masi ground. And we'll want to make sure
we don't want this one. And of course we
will need to add it onto a project like so. And then the other one that
we're going to need is going to be a rocky
ground as well. So let's go ahead and make
sure we download it and add it onto a project
just like that. Then finally, the last
one that we'll want to use is going to be tundra soil. So forward to just
search for tundra soil. And it believes it's going to be It's going to be
a tundra riverbed. So let's go ahead and
make use out of this one. Let's go ahead and
dial on it and add it onto a project just
like we did before. So now that we got ourselves free materials that
we're going to be using within our landscape. Let's go ahead and
close this down. And within the mega
scan's folder, underneath the mega,
underneath the surfaces. Once we open it up,
we'll be able to find ourselves the materials
that we just downloaded, which is going to be
the rocky ground. And then tundra Masie and finally tundra riverbed
of these free like so. We will firstly make use out of them in order to
create ourselves a material that
automatically applies a Landscape type of a texture on top of
our entire terrain. So let's go ahead and
create that first. Before doing that though
it has go and get out of the mega scan's folder. I think we'll start off
by getting ourselves a new folder created just so we could have it a little
bit more organized. So let's open up the content
folder just like so, and create ourselves
a new folder. And we can call this one
something like landscape, for example, might be
a little bit better. Let's open this up. And now we'll be using this
folder in order to create ourselves all the necessary
materials within it. So for sorrow, though, I think it'd be best
if we'd get ourselves another counter browser which would be able to go in-between, back-and-forth between
the mega scan's folder and this one over here. So the easiest way for us
to do that is if we open up the Windows tab and then content
browser hover over that, we'll be able to get a
cell's content browser to, which will give us a
second conduct browser. Now if we simply just
have it used up like so, we'd be using up a lot of our space within our
Unreal Engine windows. So we don't want this to happen. So instead of what
we're going to do is click and hold and drag it into the
content browser, the first one that we had. So now we'll have two windows that we
can switch in-between. And the second window, we're going to have it in the surfaces of the
mega scan's folder, which is just going
to help us to go in-between back-and-forth
of those two. And now, before
creating a material, I'd like us to create
a Material Function. And that is going to help
us have our Material, the Landscape Material, a
little bit more organized. And it'll have an
extra adjustments that will be able
to make use out of. So let's go ahead and do that. Actually, we're going
to right-click and then we'll find ourselves
Material over here. But instead of a material will want to create a
Material Function. So we're going to scroll down
underneath the materials. We're going to find ourselves
a Material Function. Let's go ahead and click on it, and then we'll get ourselves a Material Function
just like that. So this Material Function is, we're going to set it
up as a ground tundra, ground masi so we can just
call it ground mossy, like so. And we can leave it as is. Now, if we open it up, we're going to get ourselves
a Material Function graph, which looks kinda similar to
a Material graph as well. So with this will be able to set up our material in
the right kind of a way. For starters though,
we'll want to go on to our content browser fourth
mega scans surfaces. And we'll start off by
setting up a masi ground. So let's open this
up and we have a nice Material
Instance within it. I think we can just, yeah, we can't exactly
just drag it out. Instead of what we'll need to do is grab the textures like so, and drag it out like this. Now we have all of
the texture maps Within our material functions. So let's go ahead and set
them up properly first. So we'll have albedo
first than normal. And then finally, our DP, the one that has
all the Texture, all the other
texture maps packed. And so for us to make
use out of these, we're going to set up
a material attributes, so it's relatively easy to do. We're going to just simply right-click and
search for material, attribute, material
attributes like so. And we'll want to make
a material attributes. So this one over here, and this will give us nice Material attribute to work with. We can just maximize
this window just to help us work with a little
bit more of a detail. Now, decided off Base Color. Of course it's going
to be the base color. So we're going to connect this to the color texture
map like so. And we have a lot
of other options, but they're not
necessarily needed. There are just options that
we can make use arrows. So again, we just need to make sure
we connect them properly. So next one is going
to be a normal map. Normal map, of
course is going to be connected to the normal map. Then finally, we
have a third one, which is a tundra Morsi
ground underscore or D P. So 0 stands for
ambient occlusion. And because the red channel is going to be the
first one in order, that is what it actually
represents within its naming. So Ambient Occlusion. Lets go ahead and connect
this to a and occlusion. Occlusion is one over here. Then the second one, R
stands for roughness. So that is going to
be a green channel. Let's go ahead and connect
it to a roughness like so. And finally, Blue, which is
a height value information, and we don't actually
need it to be using it within our textures,
within our landscapes. So we're going to
leave it as is. So finally, what
we need to do is just connected to
the output result. And just like that, we'll
be able to see our texture within this preview over
here on the top left corner. But by default, if we were to click control and
that's by default, the texture within Landscape would usually looked too small. So we need to make sure we have a right type of
resolution for it. The way we're going to do
it is actually we're just going to change up
the UV coordinates. And that is relatively
easy to do. All we need to do is firstly get texture coordinates
by default. And that is, if we were to right-click and search
for texture coordinates, or instead actually let's go ahead and search
for coordinates. And there you go,
texture coordinates. Let's go ahead and open this up. Then we'll need to multiply
it by a certain value. And we're going to hold em and tap on the screen
to get a multiplier, which we're going to
connect it to a lake. So then afterwards, we'll need to make sure reconnect
something to your B value. And that is going to
be a float integer, something that will be
able to change it up. So I sample parameter value for a float value is going to be
sufficient for this case. By holding S and
tapping on the screen, we get ourselves a float value, which right away
we'll be able to change the name of
and by changing the name to something like we can call it ground
Scale, like so. Now we can connect this to be. And if you want to
change the name, we can alternatively use a
Parameters name over here. And that'll just
be allowing us to change the name
whichever you want. But having it as a grand scale
is what we need for now. And default value is usually
if we were to set it to R1, is going to give us a nice default texture
coordinate of value. But again, because the
scale is usually too large, we need to lower
down by quite a bit. And I find it that
for landscapes, the default value of a is 0.25 works really well for whenever we want to make those
kind of textures. So let's go ahead
and use this kind of a value as a default value. And later on, if we
need to change it or adjust the values that
we can do so anyway. So right now we're going
to connect this to UVs for every single textures to
make sure that they're consistent within
there UV coordinates. And once we do that, we can hit Control and S to save it up. And we're going to get ourselves some nice resource later on. But for now though, that is all we need to do our, of our Material Function. And we're pretty much done
with this Material Function. But of course we need to set up our other Material functions, and that is actually what we're going to do in the next lesson. So for now, thanks so much for watching and I will
see you in a bit.
35. Setting up Automatic Landscape Material Base: Hello and welcome
back everyone to Unreal Engine Pi Beginners Guide to building an environment. In the last lesson, we set up our very own first
Material Function, which we're going to be able to apply it onto a landscape. But right now, we're
not quite done just yet because we
still need to set up our other materials to be
used within landscape mode. So we're going to
hit close for now. And now we basically have within our first
content browser, within the Landscape
Material folder, we have a Material Function
just like this one. So this is pretty nice. But we of course need to set up our other materials as well. So we still have a rocky ground as well as a word to
just close this down, as well as a tundra riverbed,
this one over here. So let's start off
with a rocky ground. Let's set this one up,
a Material Function. And so the easiest
way for us to do that would be if we were to go back
onto the landscape folder, we can simply hit Control C and Control V to make a duplicate out of this
Material Function. Of course, by default, the name will be the same
except it has underscore two. But we're going to change that. If we're to hit F2, we can rename or Material
Function and this time we can call it Ground Rock. So I think we can
just leave it as ground Rock and it'll be
set as Material Function. Now, all we gotta
do is change up some values within its
Material Function. So let's go ahead
and open this up and we'll be changing
couple of texture maps. First, I'm actually going to make this window a
little bit smaller like so, just double-click access
the content browser like we did previously. And we have a
couple of textures. But instead of just
adding them up into, right away into the
Material Function, which is going to be replacing the texture samples
that we already have. So let's open up. Let's click on the Texture sample for the
Albedo map for the base color. And we're going to, Within the left side,
within its details, find ourselves the texture
that is assigned to it. So all we gotta do
is we gotta make sure we changed it up. So we can either a, select the ground Rock albedo and then simply click on
this button over here, which will automatically
change up the texture. Or alternatively, we can simply drag and drop it into
the texture map. So whichever way you prefer, we just need to
replace it like so. And then afterwards,
we're going to select the neural map and replace
the normal map as well. So just like that, we're going to be replacing
the normal map for this one. Finally, we're going to
replace the pack texture maps. Well, Let's go
ahead and do that. We basically get ourselves a nice rock formation or
the Material Function. Now, we'll also need to
make sure we changed the parameter name because right now it is
called ground Scale. And I think instead
of ground Scale, we can call it ground
rocky scale, like so. So I'm just changing
up the parameter name because when we're using
multiple material functions, if they have the
same parameter name, they'll be not
working as properly. So we just got to make
sure that we change up the parameters name. And this way we'll be able to make use out of the function Instance and get some further control
towards our landscape. So we're pretty much
done with this one. We can now close
this down like so. Of course, let's make
sure we save this as is. And now we're going to go back onto the Material Function. Now the final one
that we need to do is going to be for the riverbed. So we're going to
select the grandma, see it control C, control
V to make a duplicate. And of course, we're
going to go onto the surfaces folder and we are going to search
for tundra riverbed. So this one will also
have a texture map. So all we need to
do is make sure we reuse them the same
way we did before. So of course, we'll need to
rename the Material Function, the one that we just duplicated. So we can just call it
river BED, like so. And I think we can just yeah, we can just open up
Material Function, make it a little bit
smaller, like so. And of course we're going to be replacing all of
the texture maps. So let's go ahead
and quickly do that. Select the first section
sample, replace the color, replace the normal, and finally replaced the extra
map packed. Like so. We're going to hit
Control and S to save it. And I'll make this
bigger and changed up the multiplier
parameter Scale thing. We can just call it
river beds scale. Like so. I'm just going to
make use out of the capitalist is not necessary, but it just helps to break up the words that just makes
it look a little bit nicer. I tend to not use spacing
in the parameter values. You can use it, but it just
takes up unnecessary space. And usually it's
better to not use that spacing when you're working on Unreal
Engine projects. Actually, let's close
this down and hit Save Now we're going to have
free Material functions. And to start off using
them right away. What I'm gonna do
is I'm going to right-click and create
a material like so. But it's Material
we're going to call it planned escape, mad, like so. And right away we're going to right-click and create
Material Instance. So what this is
Material Instance will do is it'll allow us to make some quick adjustments
within its own parameters. And right now, it's actually going to be
called the same name, except it will have underscore
Instance written on it. And right now if we
double-click on it, we want to have a lot
of parameters to work with because we got
nothing there yet, so we'll have some in a second. But for now, let's go
ahead and just open up the Landscape Material
itself and make some values that will allow us to Texture
Material attributes. So in order to texture
the landscape, we're going to make use
out of the functions. And we'll start off by creating an automatic UV
Landscape Material. And it's quite simple to do. All we gotta do
is firstly select the brown mausoleum ground
Rock and we're just going to drag it into
our material like so. We get ourselves a couple
of nodes to work with. So these are the Material
functions that we just created. I'm just going to make sure I select them and just drag
them to the side like so. Now, we gotta make use out
of them and actually set them up to be used within the Landscape Material
that we just created. But of course we need
to break them up first because we are using
material attributes. We gotta make sure we set them out as just a normal
Material first. So what we're going
to do is we're going to break Material
attributes first. And easiest way to do that is if we were to right-click
and search for break, we'll find ourselves break
Material attributes. Let's go ahead and open this up. And we're going to simply attach this to our ground Masie. And because we're only using base color as well as roughness, Normal, and ambient occlusion. These are the only
ones that we're actually going to
make use out of. So let's go ahead and
do that right away. Actually, before Using that, we're going to set up our material attributes for
the second one as well. So we're going to
select this one. Click control C, control V, make a duplicate out of it, and now attach it to
the attributes node. So now the way we're
going to make use out of it is actually
relatively simple. All we gotta do is make
use out of a angle. We finner terrain
that will allow us to texture the size of a
Terrain in a rocky material. And the rest of the
material will simply be a type of a mossy texture. So I think that's the best way
that we can approach this. And so for us to do that, we'll need to use something
called world aligned blends. So let's go ahead and right
away search for that. World are lined land. So this one over
here, align blend. Let's go ahead and open this
up and we're going to get this sort of a node. So if we were to just
simply use this by default, I don't think it'll
give us a lot of options because we need to make sure we set up the blend
bias and blend sharpness. Otherwise, these hills won't
be able to be texture. So we've gotta make
sure we do that first. For us to do that, we're going
to use a parameter float, just like we did previously. We're going to hold
S, tap on the screen and call the first
one blend bias. Like so attached
us to our value. And the second one is going
to be blend sharpness. So let's hold S and call this
blend sharpness like so. Again, attach it onto our
value just like that. And or the sharpness, we're going to set a
default value of 50, something like that,
or blend bias. We can just set it as
five and later on, we'll be adjusting the values. But for now, these are usually the default values
that you want to use. And that'll just give you a nice enough of a value to work, to start on working with. Now, this is going to be
used as a mask that will tell the Landscape Material where if we want to
use our extensors. And the best way to do that is going to be if we
were to right-click and search for a
loop blurb like so. And we're going to find
ourselves linear interpellate. This is going to give
us this sort of a note, or actually alternatively,
just going to delete it. If we were to hit hold L
and tap on our Material, we're going to get
ourselves the same node. So usually this is faster, but if you prefer
to start on by just searching or linearly
interpolate, that is fine as well. But anyways, moving on, we're now going to
connect the Alpha onto the Alpha
section for the node. And then a is going to be
the base color like so, or the ground mossy Then the B is going to
be the ground Rock. And just by
connecting these two, we're going to get ourselves
a nice result and see how the world alignment blend is actually affecting
our entire texture. Just by setting
this up, we can now set it up onto the
base color like so. And now hit Control and
S to save this out. Once it saves out, we can now close this down
for now and just check how our material is being applied onto the entire terrain. So let's go ahead
and close this down. And now we have ourselves
a material like so. And again, since we created ourselves a
Material Instance, we got ourselves a
Material Instance as well. So instead, we're going to apply Material Instance,
which by the way, since we set up
the parameters for the Material using the
material functions and Material Instance as well. If we were to open this up, we'll see blend
biases as well as the scale for the
UV coordinates. So that's quite nice actually. But we're not going to
use it just now will want to apply the
material first. So let's go ahead and select
the landscape itself. We're going to scroll
all the way down and until we find ourselves
to Landscape Material. And we're going to apply the Landscape Material Instance onto the Landscape Material. Now, once it does, once it's done loading it up, It's going to give us
this sort of result, which is actually the opposite of what we wanted
because right now it's applying the Rocks first and it's not even
giving us any of the slope detail that
would automatically be used up when placing a mask. So we'll be needing to adjust the Landscape
Material Instance. Let's go ahead and open this up. And I'm just going to drag this down a
little bit like so. So we'll need to
make sure we set up the blend bias as well
as the blend sharpness. Let's go ahead and
open both of these up and start off
with the blend bias. I think if we set it up
to a negative value, it should give us a
different type of result. But this doesn't seem to want
to work for some reason. I'm trying to figure out
why that is the case. There you go. Once we put it up, way too high, a value is
going to give us this result. So, yes, we want to make sure we get more or
less this result, but flipped up, upside down. So Blend bias right
now it's set to -23. And I think if we
were just to split, flip this up to 20, it's not actually going to
give us any type of results. So maybe for just to increase, to increase this
to a high value, maybe this would work. Actually. That doesn't seem
to be the case. So I'll switches up to Blender, blender bias of -20
and try to switch up the Blender sharpness instead and see what that would give us. So if we were to switch this
up to a negative value, maybe this will give
us a nice result. Hundred minus hundred doesn't seem to be giving us
anything, to be honest. I'm trying to figure
out what is the case, what is causing us this issue. And is even if we lower
this down to quiet a bit, even let's say 0.01. So we're not going to get
us the right results. And if we were to set
this to negative value, let's say something like this. We can see that we're
already getting some nicer results on the
slopes of our landscape. But this is not a
texture that we want. So actually we're going to flip this around
actually real quick. So let's close this down, go into the material and
quickly flip up these alerts. So a that we want
to use is actually going to be at the
bottom of our texture. I'm actually going to
take this ground masi, both of them like so and
put it down just like that, just so we can visually
see them clearly. And now we're going
to switch a with B. So while holding Control, I'm just going to put it
on the B and then take the base color of our ground
Rock and set it as a. And this way, when
we hit Control and S to save this
entire Material up, if I were to lower this down, we're going to see them
completely switched up. So just by switching
these around, we're going to get us a couple of different types of results. Now if we were to
close this down and play around a little
bit with Material Instance, actually, we're going to
get much different results. So I think we can just
have it sorted like so. And asked for the sharpness. Something like this. Maybe we're just going to have
a small transition. And anyways, just by playing
around with these values, we're going to get a nice
Automatic Landscape that we're now going to be able
to use within our terrain. So we don't have to paint all of those steep hills and change up the rock
formations and whatnot. We're just going to
get some nice results out of it just by doing that. So yeah, in the next
lesson we're going to continue working
on Landscape though, because as, as, as
of this moment, we don't have a lot of
control and it is only set up with the basic
Albedo map for now, though, of course we will
have to fix that up. So yeah, thank you so much for watching and I'll
see you in a bit.
36. Adjusting Automatic Landscape Material: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by setting up a basic Landscape Material that only use the
base color for now. So let's go ahead and
get right into it and continue setting
up the material. Make sure it gives us a nicer result towards
our environments. So let's go into a material
that we had previously. Let's open this up and
right now we only have a base color up
for the material. So it uses a world
aligned blend. And it just blends in
using alert and sets up Basic colors to be landed
in, in-between those two. So now we gotta make
sure that we actually set up the rest of them in
a similar kind of waste. So we're getting to do is
actually we're going to copy and paste a
couple of times. And actually we need
it for a normal map, ambient occlusion and roughness. So we actually need
a third one as well. So in total, we'll have four lobes that we're
going to be using. I'm going to extend the Landscape Material
Editor, but to decide. And now we're going to start off by using a roughness value. So let's go ahead and connected
in a similar kind of way. So roughness is going to go
on to a, or the ground Rock. And ground masi is going
to go its roughness to be. And of course, just
like we did previously, the Alpha that we're
going to use is going to go from world aligned blend. So by connecting this, we're now going to be able
to connect this slurp, a roughness value
just like that. Then the next one, actually, let's start off with
ambient occlusion. So we're going to have
ambient occlusion as a at the very top for the ground
Rock and begin occlusion. Or the B from the ground Matsui. And we're going to
connect both of them the into the ambit occlusion. And of course, let's not forget the Alpha to be connected
from the world aligned blend. So just by doing that, we'll be able to get some
nice PBR Material results. And of course, we
also need to set up the normal value as well. So let's go ahead and do that. But instead of just
using a simple Alpha, will need to make use
out of a normal blend. This value over here. If we were to connect this
to an Alpha for the lab, we'll be able to get
some nicer results. And in turn it'll blend
our values nicer. But for the alert itself, we're just going to
connect a and B, just like we did
previously, just like that. And we're going to connect this entire lobe onto the
normal channel just like that. Now we're going to
hit Control and S and see the difference. Once we collect Control S, it will take some time
to pile everything up. But as you can see, we're going to get some
really nice results. The base of the landscape. So already it is
looking quite nice. Now, we do have some choices for how we're going to adjust at a texture maps themselves. Right now, for example, the default color for the Rocks are a little
bit too washed out to white looking at I
want to darken them up a little bit just to
get some nicer results. So the way we can do that
is we were to go onto the textures where we had
the landscape, the surfaces. And if we were to go
onto the rocky ground, we have a texture map that if we were to double-click on it to open it up within the right
side of its details tab, we're going to get
ourselves to Adjustments. So in a similar way to what we did with the Quixel
Material Instance. This also has the brightness, the saturation, and other
options for us to use. The only difference though,
is that it will make the adjustments directly
onto the texture maps. So we can have
multiple variances, like we did with this one. But fortunately it right now we don't actually
need to do that. We can just brighten it, lower the brightness
of this Texture, and that'll give us
a nicer results. So I think value of 0.5
might give us a nice result. Or actually maybe
something like 0.8. Yeah, I think 0.8 is going to give us some nice
results like this. So let's go ahead and
leave it as is for now. And just by making a small
adjustment like that, we can get some different types of results out of
these texture maps. So although we're now using the Material Instance
that is provided within this area to set
up the Landscape texture. But we can still make
adjustments just by going into the image of a texture map and making the adjustments manually. So that's the way of doing it. Now, going back onto material, onto Material Instance, that'll be have it
set up properly. We of course can make
adjustments to it. So if we were to open up
the Material Instance and get ourselves both for
the parameters set up. So Ground, rocky scale. If we want to make this
larger, for example, we can set a to 0.1
and we're going to get much larger results. But I think by default
it was set as one. And obviously that is way
too small of a scale. Value of 0.25 usually works
really well as the default. Now the question is, if
it's going to look nice, if I make it a
little bit smaller. And value of 0.2, I think I
like it a little bit more. We're going to get much
nicer Detail out of it. So leaving ground, rocky
scale as a value of 0.2 is going to be much
nicer in my opinion. Then ask for ground Scale. If we have a look at
it from a distance, we're going to see a lot of
pattern repeating itself. But AD is going to be fine as later on we're
going to be adding some bit of a
Foliage and that'll just fix up this issue entirely. So for now though, let's go ahead I think
and keep it as is. And we're going to
fix that later on. But we're pretty much done
with the Automatic Landscape. Now we need to set up a
custom material options that we're going to be able
to make use out of and paint in the riverbed ourselves. So that is what we're going
to do the next lesson. So thanks so much for watching, and I will see you in a bit
37. Painting in Custom Terrain Texture Values: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
created ourselves a, an Automatic Landscape
that we're now able to use within our terrain. But it only has two
Materials right now and it automatically applies
them based on the elevation of the terrain. So we're going to be changed them up a little bit and make a more customizable
material which will make use out of the
material paintbrush. So before doing that though, we need to set up a
layer blend first. And we're actually going to now bring the river beta
we had previously. So we're going to set it up a little bit over here
as a second material, as a third Material
Function that is and just like
we did previously, will need to set it up as a
brake material attributes. So let's go ahead and simply, I think it might be best
to just select this one. Click control C, control V
to make a copy out of it. This way it will get ourselves a nice material attributes item. So with this, I think we can actually just bring
this all the way through down, all the way through the end to the bottom of our Material. Okay, So this one, we're going to set up a
little bit differently. And instead of just using an
automatic Kadima masking, we're going to set
it up to be used with a Landscape paint mode. So the way we're going
to do it is will need to make use out
of something called, if you were to right-click, we're going to search for
layer blend of research. For layer blend, we
should be able to find ourselves
Landscape layer blend. So this one over here, by default, it
looks quite simple. You can even connect
anything at the moment. And that is because
when we click on it, will need to add a,
an element to it. So by clicking on this
plus symbol over here, we're able to create an index and by default is going
to look like this. So we'll need to
actually set up to array elements and set
up two indexes like so. And this is just going to give us two layers
that says none. So we'll actually need to make sure we specify the
name for them first. And the way we're going to do it is if we were to open this up, it has something
called layer name, will need to change them up. And the first one we can just
call it a default, like so. And the second one,
which is going to be, if we open this one up, we're going to be calling this
one a river BED, like so. So we have two layers right now, layer default and
layer riverbed. And right now, right away, I think we can
just simply attach them with the base color just
to see how it looks like. And we're going to attach the base color
for the first one. And of course, we're going to change up the base color
for this one as well. So we're going to
just hold Control and drag and drop it from the base color
onto this one over here. Now we're going to attach this on through
Base Color like so. And it should, if we were
to hit Control and S, once, it saves everything at once, if pilots everything up, it should give us
some nice results. And by default it actually is now going to give
us anything at all. And that is because we need
to go from the select mode, we need to go onto
the landscape mode. And then within it will need
to go on to the pain tab. So this is what we're
going to use to paint our entire reign. So right now it doesn't
seem like it wants to work. We should be getting
some target layer. So I'm going to save this
up, close this down, actually reapply this
entire Landscape Material. So the way I'm going to do it is with the Landscape selected. I'm going to make sure I
deselect Landscape Material. I'm going to click
this icon over here. Or actually we can just click
Reset to this property, the default value like so
to make sure we reset it. And now once we reapply the
Material Instance like so, we should get better results. I'm going to click Control S just in case to save this up. Then go back to the landscape
mode and every habit, we now have two layers. Right now, the
default and riverbed, which we're now going to
be able to make use out of in order to paint
this material. So before doing that though, we need to make sure we create a layer info and we all we gotta do is just click on this plus
symbol over here. Click wait, blended
layer, Normal. And we're just going to use the default folder that's just going to create
it over here. So we're just going to
click Save. The same thing. We're going to do it
for the riverbed. We're going to select this
one and click Save like so. Just like that, we're
going to create ourselves a layer, Landscape layer Info, info, actual layer. And now we can go back onto our previous Material,
Landscape Material. So Landscape Material, this one over here to make some
further adjustments. Or before doing that though, I'd like to try out
painting it using this. So I will make the brush
size quite a bit smaller. It more or less has similar
options that we had with the sculpting mode in which we have a brush
size, brush fall off. So it's not to over
overly complicated. So now if we were to select a riverbed like so and
try painting it on. It'll take some time to load
it in within this layer, within this Terrain chunk. But once it does, we're
going to get this result. Now we're not quite
there just yet. We only had set up a base layer, but we already are getting
some nice results out of it, which we can make use out of. So we just need to
make sure we set up, we finish up setting up
the material properly. So let's go back into the
material and complete, complete and finish
up setting it up. So let's go ahead
and hoping this, and now we have a base color will pretty much need to do
the same for the rest, free of the Material attributes. So we're going to click
control C, control V, couple of times, or
three times to be exact. And we're just going to set them up one next each
average just like that. So the next one is
going to be roughness. Let's go ahead and
connect the roughness. So we're going to hold control from the roughness and attach it to
a layer default. And this one, we're
going to set it up is the roughness than
riverbed is going to be set from this break
Materials attribute like so. The next one is going
to be a normal. We're going to hold Control. Break this off from normal, set it is a layer default. Then this one is going
to be layer riverbed. And we're going to
attach it to a, if we were to scroll up a
little bit normal like so. Finally, amine
inclusion, Let's hold Control attached
to layer default. Amide occlusion from a riverbed, attached to lay a riverbed. And we're going to attach
all of it to me occlusion. So now we should
have something like this where we have Ground, Rock, ground, Marcy, all of them broken up with the
material attributes. We have the world aligned blend. And finally, we have a riverbed which goes
through the layer blend. So all of it put together, we have a nice
Automatic Material that we also can
paint within it. So once we can hit Control
and S closes down, we can see the type of
result that we're going to get out of this texture. So already it looks pretty nice. We just gotta make
sure we painted in where the river that is. So we're going to go onto
landscape mode paint. And we'll start off by
deleting the area over here. Actually, we're going
to select back onto the default material and we can just paint
this off like so. Now for this layer BED, we're going to make use
out of the riverbed. And we're just
going to pay it in this entire information
Detail Excel. I think though the
default texture is a little bit too small, so we're going to make that
adjustment in the second. We just need to make sure we get some nice texture
covering the base, the ground of where the
water is going to be. And we don't have to
worry about it too much. We just have to cover the
most part of this water. This way when water is
actually going to be placed, we're going to get
some nice results out of this entire section. Just like that. We're going to be
placing it like so. And of course we
gotta make sure that the N bit is also textured out. If we want it to be faster a thing we can just increase the tools shrink a little bit. We don't have to do too much. 0.5 is more than
enough in my opinion. So that'll just increase the strength fond how
it's being applied, how fast is being applied? And yeah, that's pretty much it. Just going to use
my mouse wheel to increase the speed and see how it looks like
at the very end, while moving my camera, holding right-click WASD and
then middle mouse button. We'll scrolling up and
down to change the speed. The camera movement.
Anyways, I'll set up this area as well. I think I'll use a
much smaller brush. And only this area over here. Maybe even set
this tool strength to 0.1, something like that. And just slightly use
some variation over here. I think I quite like the rocky formation
for this section, so we're going to
leave it as is, then just get some
riverbed Foundation to replace the Grass basically. And I think that's going
to work quite well. I think we can leave
it as is actually. And that's all it takes
to setup the riverbed. So now we're actually
going to go into the Landscape Material Instance because we set up the riverbed We're going to get
ourselves a real bad Scale. So we're going to enable this and set this to
maybe something like 0.1 would like to see how
this would look like. That's actually a
little bit too much. So 0.15. And I think
that looks quite nice. We might try to go a little bit higher just to see
how this looks. That's too much of a
Pattern is visible, so we're going to go as 0.15. I think that looks
quite alright. I quite like the
overall design of this. Of course, we are going
to add some Rocks and whatnot in some areas that ill. That'll help to break
up the entire section. But for now though, I think
that looks quite alright. We might leave this as is. And later on, we're also going to make use out
of this in order to break up some of
the sections within the grass as well
using the riverbed. So although primarily we're
going to use this material to have it within
where the Water is. Where it can also
make use out of this to break apart
somebody's grass areas. So for example, if we
were to set this to a really low value,
something like 0.05. Now increase the brush size. We can slowly add some additional
variation to our range. So by just doing
that, we can get some really nice results. And of course, if we
want to delete it, we just selected back
to default and kind of painted out the sections. Just by doing that,
we're able to get some nice results of course. But let's say we want to
make use out of this and get some really different type
of pattern for this terrain. So we can totally do that if we were to select our brush type from a default simple circular
brush to a Pattern Brush. And by making use out of this will be able to basically get a grunge map and set up a
different type of a pattern. So by changing this to
something called noise, if I were to change this
checkerboard to Tiling noise, something like this, I think
we will do quite well. Now if we were to
increase the scale of the brush and apply this with, let's say point by phi
value, click and hold. And then I wanted to just show you what I mean
by applying this. It doesn't seem to want to
work though for some reason. So I'm trying to figure
out what is the cause. But it doesn't. I'll
try to increase the tool shrink to 1 h. It's because I have
the default selected. I'll just go back through
the riverbed like so. Now if I were to click and hold, we're going to get this result, just going to click
controls then make this Texture scale a
little bit larger. Actually. Write to see the
way it looks like. But just by looking
at this entire thing, we can see the type of a
texture that we're getting. So by adjusting this,
we can see the brush is changing up a little bit
how it looks like as well. For example, if I were
to change this to a value of point to
something or that sort, we're going to get this result. And when I'm
scrolling through it and we can see
that we're getting a little bit different
result where we have the brush placed. Just by doing that, we can get a real nice result
of this entire area. Of course, right now, because we have the strengths
that as quite large amount, we're not going to
get a nice result. But in Santa Barbara
going to do is we're going to first of all, set up to Tool shrink
to a value of 0.1. I think that'll do. Then Start slowly applying
this entire texture. And just by doing
that, we're getting some nice variation
in our terrain. So by clicking and
holding a force, don't want to overdo it. We can click Control
Z to undo it, just tapping and holding it
and slowly brushing across. We get some bits of variation throughout
our entire sections. So that is quite nice. Of course, we did it again. So I'm just going
to click Control Z. Seems like I'm
overdoing in this area, so I'm just going to
slowly tap it like so making sure I'm
not overdoing it. And just like that, we're able to get
some slight bits of Variations for the riverbed. And All in all, I think it just turns
out much nicer. We're able to break
up a little bit of that pattern throughout
our terrain. So yeah, that's all it
takes for us to get some bits of different patterns throughout our entire selection. So that's going to be
it for this lesson. Thank you so much for watching. And then in the next
lesson we're going to continue working
with the Terrain and set up some with the
rock formations to break apart this
overall landscape. So thank you so
much for watching, and I will see you in a bit.
38. Adding Rocks using Foliage Mode: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
finished off setting up texture material that is
used for the Landscape. And it includes
Automatic Landscape masking as well as a Custom
Painting type of work. But now we're going to break up a little bit of this Terrain by making use of some
additional rock formations. So without further ado, let's get right into it. So to start off, I think we should just go into the Quixel Bridge and get ourselves couple of
Rocks to be used. So this time we're going to search for something
called a bolder. And we shouldn't get some nice 3D assets that will
be able to make use out of. I think we can simply get ourselves some
mossy forest boulders. I think that'll
be the best ones. So we're also going to
search for masi as well. So mostly bolder. And these ones over
here are quite nice. We're going to get ourselves
for Variations of them. Let's go ahead and simply
don't love them like so. We're going to download them and add them onto the project. So just for Variations
are pink is going to be quite nice for us
to make use out of. And it'll give us some
really nice results. Anatomy have four variations
that go ahead and close this down and go
into the content browser, mega scans and 3D Assets. And it should be underneath
this section over here. However, we are piling
up a lot of folders. So it might be best for us to simply use a filter
for Static meshes. So let's go ahead and do that. Actually, that would speed up
the process by quite a bit. And then you go, those are the four Rocks
are we going to have? And I'll just place them
in the world just to see how they look like and think they are actually placed
in their place in just on top of 1 h.
So we're just going to move them sideways and
see how they look like. They look quite nice as Rocks are definitely
going to make use out of them and set up
some nice Terrain. Rocky formation. So let's go ahead and do that. For this though, we're going
to use a Foliage Mode. So if we were to
just open this up. So not only is this
for a simple foliage, this is also quite useful for
whenever we want to scatter around all the assets
for out our scene. And this just helps us
to speed up placement, especially when we want to randomize the placement
of the objects. So without further ado, let's get right into it
and just simply have all those for Static Mesh
is for the Rocks selected. And then drag and drop it where it says drop foliage here. So once we do that, I'm actually going to
over-the-counter browser, but quite a bit like so. So we'd have more things
to see to look at. Or actually we can close down the tabs just by doing that. And that'll open up
this entire tablets. So since when we click on it, will get additional
options to work with. And if we have a condom browser, we'd be able to work with it, but we'd be slightly struggling since we'd
have less space. So once we have them like so we have a bunch of
options to work with. But decided off, we're going
to select all of them. And this way, as you can see, where it says Mesh
multiple values. But basically we'll
be able to make change and all of them will
be adjusted accordingly. So right now, if we were to simply tap it on
the landscape like so, we'll get all of them
placed within this area. So right away,
what we can see is that they're actually too
close to one another, so we need to adjust that burst. And I'm going to hit Control
Z to undo this step. And right away within the mesh details that we got
something called density. And if we change this to
something like ten for example, and see how this
would look like. We're going to get a much
more manageable result. So that's quite nice. But I think this is
a little too little. I'm just going to drag it across and see how
this would look like. Or maybe that's quite alright. Actually, we do need to have more variation
within Rocks though. So let's get some of
those Adjustments first. For starters, we got a radius distance between
Foliage Instances. So right now it is set as zero. If we were to set it
as one, for example, we'd be able to make sure
that they're interacting. They're not placed in
on top of Water number. So actually if we were to Control Z and set this to
something like pi for example, we can see that then are
being placed in one another. And I think they're actually
still being too closed up. But for now we're just
going to leave it as is. And the next step that
we need to change up is going to be the scale. So right now, Scale
is set as uniform. If we were to change, this, will be able to have it
squished Rocks in both ways, but we don't need to
have too much variation. We don't need to over-complicate
this entire thing. So instead what we're going
to do is we're just going to change the scale for this
one, minimum and maximum. If we're to change this
to something like 8.1, 0.5, Let's say we're going
to get rocks that are Different scales and this
will just help us to get different
variation out of them. And then afterwards,
what we need to worry about is something
called offset. So of course we don't want
to Rocks to be floating. But what Z offset does
is basically raises or lowers down the assets
placed using this. So for example, if I
set this to 10.10, we're going to get some
floating Rocks and, or actually set it
to 100 and hundred. Just to show you an example, we're going to get some
floating Rocks like so. Of course, we don't
want this to happen, so we're not going to use that. And instead we're going
to set it as minus ten and let's say 20, maybe that will do is go
ahead and test this out. And when he is a
little bit too much, so maximum is thin and
minimum we can set it as -20. And I think this is going to give us some
nice results overall, since some of the rocks
are going to be placed inwards and some of them are going to be
slightly sticking out. So that might be right, but maximum might be a
little bit too much Still. So let's go ahead
and change it to five and see how this
would look like. And I think this looks
much, much nicer. So let's go ahead and
keep it as is. Now. The next step is going to be something called aligned to
Normals, average Normals. We don't need to worry
about those for now because we're just
working with Rocks, which is more than to make sure we have some random placements. So what we need
to worry about it is the aligning max angle. Now what this will
do is if we set this to a free 60 value, what will mean that will basically have a different
type of rotation, random rotation
for these frogs in the angles that are placed that because there Rocks
and we can keep it as is. But I personally think because we're having
some moss on them, we should probably limit
this to instead of just having it precincts they
inhabit freely rotated. We're going to change it to a
value of something like 45. I think that'll do the trick. And they'll just be slightly rotated whenever placing them around. So that's quite nice. Now, the next step
that we need to do is going to be the
random your is the one that rotates the object randomly based on
the simple angles. So it's not going to be on X and Y is just
going to be on Z axis, then we're going to be
rotating clockwise or anticlockwise in
just a simple way. So usually for all the Foliage, we keep this as thick tone. Now align max angle is
what's going to allow us to basically place it
on the sides of the cliff. So for example, right now
if I place this over here, you can see it's trying to avoid the slopes as much as it can. There aren't being
placed. So if we were to increase this
aligned max angle, something to say 90 degrees, so it's going to be
going vertically. We'll be able to place it
on the corners, like so. So when working with
something like flowers, this is setting it up to like, let's say 15 would
be quite nice. But because we're right
now we're working with these kind of Rocks. It might not be quite as nice. So actually we're going to
set this up to 45 degrees. And that's going to give
us much nicer results. It's still going to not go
completely in those crevices, but it'll just give
us a nicer results. I think actually instead of 45, we're going to use 55. That's not going to work. Straight 65. And they go, We just
wanted it to be climbing, climbing up slowly
onwards, but not too much. So I think just
using this value is going to work quite well. So let's go ahead and
use this value like so. Then the next step is
going to be random. So random, you're
the one that kinda rotates an object in
clockwise or anticlockwise. If we're looking
at it from a top, there'll be this
way or this way. And usually when
working with Foliage, we need to have as much
organic variation as possible. So having it presented from different angles is usually the way
we want it to be. So having this tiktaalik
is what we want to have. Then the next one is going
to be random pitch angles. So if we look at
it from the side, is going to be rotating it clockwise or anticlockwise when we're looking from a side. So flowers, something
like flowers. Obviously we want them to be
going upwards and whatnot. You want the stem to be
at the bottom always. So we usually don't
change this unless we do minimalistic leave with
something like Rocks. Of course we'll
want to increase it just to get more
variation out of it. With normal Rocks, we'd probably increase this
all the way to maximum, which I believe would
be free to 60 degrees. But with Rocks that it has
most because they're on top, I think we can just get away with something
like 20 degrees. And this way it will get more variation out
of these rocks. But at the same time, we're not going to just
completely twisted around where the mass is going to be at
the very bottom and whatnot. So it's still going
to be consistent with The most kind of a
greenery that it has. So just by placing it like so we're going to get
some nice results. And while working with this, instead of just
clicking Control Z, you can also hold Shift, which will turn from paint
mode to an erase mode. So just holding shift is just going to change it up to this, which if we have a race
Density set as zero, it's going to erase all
of the rocks like so. What you need to know though, is that all of the selected polish is the only ones that
are going to be affected by this eraser. So if I have all of
these de-selected, for example, and I wouldn't be able to even
use this foliage. And if I have one
of them selected, like so, only one of
them selected tectonics. I will only be able to
remove this type of a rock. So while holding Shift, I'm trying to remove these ones over here and I'm
not able to do that because I'm only removing the ones that have
this selected. So that is something
to keep in mind. And actually who make
use out of it properly, you'll have to select the
ones that you want to remove. And once we have
these thick tone, which we can do so by holding Shift and selecting
the first one, then selecting last one, and then they can add on or off. Then afterwards
while holding shift will be able to the slide. All of them. Yeah. And the same thing of course, applies to placing the rocks when having them
ticked on this matter. If you have them selected
right now or not, if they have a tick
on on top of them, will be able to be
placing them together. So, yeah, by just
using this paint, simple paint Foliage Mode, we'll be able to get
some nice variation at Rocks just like that. And we can pretty much place them all over the
place right now. They're being
treated more or less like background
type of Rocks and we'll add some more organic
look to them later on. But split Using that, we're able to get
some nice variation, for example, for the riverside. And of course, it'll give us some nice way
to break off the edges. So that is quite nice. Let's go ahead and make
use out of that and just apply it throughout the
sides of the riverbed. And that'll add some nice touch throughout our entire Terrain.
We're just like that. We're going to
apply it over here. And actually, which is going to apply it all over
the place like so. And just apply it on the sides, mainly the size of our Terrain. And this way, we'll
get some nice, really nice results out of them. And we can probably add some
of them over here as well. And that should
pretty much do it in regards to how we're
having them placed. So we have some basic
background type of Rocks. We might need to add a
couple of them over here. But instead of just holding it, and we're just going
to add like Clusters of them instead, like so. And more or less than
a random position. But we don't want them to be basically scattered
all over the place. And instead, we're
just going to add them up bit by bit,
just like that. So by adding them in Clusters, we're making sure
that they're not just complete noise
for our Terrain. And instead they're
actually having a way of breaking down a
3D environment and its flat looking
shape and giving us a nicer detail for
the overall scene. And yeah, that's what we
pretty much want to do. Just want to place them
at random more or less, but keep them in clusters. And this way we're going to get some nice
results out of them. And yeah, that's all it
takes for us to give us get us some basic rock
formations just like that. And maybe some over
there, some over there. And we don't need to
overthink it just now. We just need to make
sure that it breaks off some of that edge. And that's what we get. Basically that's pretty much it. Afterwards. In the next lesson, we're
going to focus on placing them in a single Foliage manner. And we'll start bringing out the shape that we're getting out of those rock formations. Yeah, that's going to
be in the next lesson. So paying so much for watching, and I will see you in a bit
39. Adding Large Rock Clusters using Single Instances: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left off by setting so the rock formations
to break off a little bit of this
environment on with some randomly position Rocks. And this time we're going
to continue working on this and actually start placing
some of the more customers. Laced Rocks are terrain
just to make it look a little bit different
and bring out a more organic look
towards a terrain. So let's go ahead and
get right into it. You started off. We're going to continue working. Instead of using a paint tool, we're going to make use out of a single instance Foliage tool. So by clicking on this, we're going to be able to now placed each of the
assets individually. But before doing that, we
need to make sure that this is stick tone for
a single instance Mode. And instead of all
selected will want to make sure that it cycles
through to select it. This way whenever
replacing each time it cycles for all of those
selections that we have. And each time it'll
give us a new type of rock that is quite nice. Over this time, we need to
make sure that we're getting a little bit larger
type of Rocks instead. So the scale that we're going
to use is minimum going to be 1.6 and the largest
one is going to be 2.2. And let's try this
scale values over here. I think there's still quite small in regards to what
we're trying to do. So I think was going, let's go ahead and click
Control Z to undo this. And scale for this might be better if we were to
set it to 2.2, 0.5. Let's go ahead and
try these out. And still that doesn't give
us the right color scale. So maybe we should try a
different type of scale, or maybe some of the
Rocks just aren't giving us the right type
of information. So I'm thinking that we
can just set them up, sort them out individually. It's going to click Control Z to undo every single
one of the Rocks. Now I'm going to select all of those rocks and unpick them all, and select the first one, see how big this Rock
turns out to be. And this is actually
quite small. So actually, I just
realized that the scale, I didn't have them all selected, so I wasn't changing
all of the scale. So what we need to do is you need to just click on 3D zed, have them all selected. And we're going to take on them all and make sure that we have the first one
selected hold Shift, and select the other
one, the final one. Now, for the scale, we're going to have a multiple
values written on here. So we're just going
to reset the values to its property into
his default values. This way we're able
to change these up. So 1.5 and 2.5, Let's try these values out. And this might give
us some nice results, or maybe it's a
little bit too large. In certain cases. I
think I'm going to use a value of 1.8 and 2.2. And that's going to give us
something in-between and a thing actually that It's
still a little bit too small. So we're going to use a
value of 2.3 and 2.6. Like so this, it'll give us some real nice rock
formations like so. Let's go ahead and
make use out of that. And now we're just going to
place them all in this area. We can also use a single
to erase some of Rocks. So while holding Shift, I'm going to erase
this one, for example. And it doesn't seem to
be doing quite as well. I think it's because some of
them are able to be removed, but some of them is just a
little bit harder to remove. So what do we need to do
is we just got to find the right place for them
to be removed from. Or alternatively, we can
go back to paint mode. And with a brush size set to somewhat of a
small size like so, we can remove some of those
rocks just like that. So for example, we can ruin
with this area like so. Go on to Single Mode and add a couple of those Rocks
just in this area like so. And this will help us to
break up solos areas. I'm just wondering now, there's one rock that is extremely large
and I don't quite like the way this is turning
out to be soft pink. If I were to deselect this
all and just use this one. Yeah, I think there's just
one rock that is comically large and that's a little
bit too big for us. Even the rest of the Rocks
should might be this size. So actually we're
going to select all the Rocks except
for the second one. Have them tick ton, and
set this to a value of 2.3 as well as 2.8 like so. And now we should get, yeah, we're going to get
much larger rocks in comparison to
the rest of them. So that is going
to be much nicer. I'm just going to go
through pain mode, hold Shift and remove the rocks that were
having over here. So we're just going
to make sure we play some of them nicely in
this area over here. So just have a couple elected.
Great couple of weeks. So I think that's quite nice. Now for this area, we might
as well do something similar. I'll paint, remove some of
the areas for the Rocks, click on Single and place them in manually just like that. So let's way we're able to
have some nice control over the rocks on where we want to place them while
still keeping that randomness and
organic type of a look. So we don't have to be worried
too much about how we're going to rotate those rocks and how we're going
to place them. But yeah, just splitting that and going back and
forth in-between those were able to get some nicer control over how
the rocks are being placed. So I think this area should also have some rocks
over here, like so. Some of them are hard to place because some of them
a little bit too small. And I think this one is a little bit is the one that
is a little bit too small. I will actually try them out. Write a final one
out. And by default, it actually is quite large. Some not sure why
that is the case. Maybe it's the third one. This one over here. It seems to be quite alright, so I'm trying to figure out
which Rock was this from, and maybe it was the
first one. Actually. I'm just going to check that
out and he has it seems like it is quite
small as a rock. So let's go ahead
and fix that up. Change the scale from
this to 2.8 and 3.2 like so a point to 2.8, like so. Now we're going to try it
out and let seems like much better type of Iraq to use. So let's go ahead and make sure we have them
all ticked on now and play around with the rock formations
for a little bit. Just like that,
we're able to get some nicer Variations
out of a Rocks. And we're just playing
around now with Larger formations and trying to set up the way they're
going to look like. Again, this is a
little bit too small. We might actually just
grab all of them. So and get them to be
even larger actually. Is there still
quite a bit small? We're not able to get some of more the distinguished
kind of Shapes. I think instead,
what we're going to do is we're going to grab
all of them, just like that. Reset the scale and set it
to a value of 4.5, like so. And this way, There you go, we're getting some nice
and rock formations. And we're just going to
be placing them next to the rocks that we already
have. Just like that. This boulder though is
a little bit too much. So f3 and f4 is the way I think that
we're going to go form. So this is looking quite nice. I want to have some of the rock formations
over here as well. I think we're going to
add some of them over here, just like that. And we're going to get some
nicer rock formations. So generally placing in groups of two or three
for the larger Rocks, I think that's going
to work quite nice. And just like that, we're able to get some nicer rock formations
that a little bit stands out more than regards to when we
look at the terrain. So all in all that is
going to look much nicer for the
overall aesthetics. And that might be overlapping. So while holding Shift, I'm just going to remove this. And this is also going
to be removed like so. So because we're working
with Single which got a de-selected while
holding shift in the center of the rock. And it would usually just
remove that like so. And think that's looking
quite nice like this. Which has got to make sure
that the overall terrain again is broken
off quite nicely. And just having it like this
is actually quite nice. I quite like this
overall formation. Thinking if this is a little
bit too much, maybe it is. So I'm just going
to redo this step and get ourselves a
different type of rock. Like so. I think this is actually quite nice looking from inside a quiet like the way this is being hanged from the side
of this boulder. Maybe add another
rock over here. Actually a little bit too much. I quite liked the
way this turnout, so I'll leave it as is. And what these areas we might want to add some of the rocks
over here actually as well. So yeah, some of the
rock Foundation. But this is going to
be quite alright. So since it is a place
for the Waterfall, we need to hide it a little bit. This area, this section. So just having it like so I think is going to
be quiet array. This was a little bit too
big of a rock, so maybe, maybe something
like this or this. Or actually it's
something like this is going to look quite nice,
actually quite liked it. So I'm just going to
fill in this gap over here was a little bit
too much going to click Control Z and
just play around with deformation until you
get the desired results. Maybe this is a
little bit too much. So I'm just placing
in this whole, just making sure that this is quite a dark area I'll Excel. And All-in-all, I think this
looks quite nice actually. So just want to have an
additional rock over here. Like so. And just like that, we're going to get a nice
rock formation over here. And so yeah, it's just
about placing the Rocks. And if we don't get a
nice kinda placement, we can just click Control
Z and undo the step. And that'll just give us a different option whenever
we placed type of rock. So I'm thinking that we might
need Plant nevertheless, and actually because we're
working on Large Rock, so we worked on the
medium Rocks as a background shape formation
just to break off the edges. Then we work on Large rocks. And afterwards we add
some smaller pebbles in order to kind of
blend in the terrain, width, the rock
formations themselves. So just by doing that, we'll be able to get some
nicer type of results. And I'm thinking right
now, I'm just placing some rocks in order to get
some nicer formations. And yeah, that's all it takes to get some nicer results
or the overall shapes. I'm just trying to
make sure that they're not blending in with
one an hour too much, not getting too close. Otherwise, we're going
to look quite as nice and this one doesn't
seem to want to be removed. I'm going to go onto
the paintbrush with a bit of a higher brush size
Engine holding shift, just going to remove
these rocks around it. Just like that. We're able to get
rid of them like so. And I've thing that's alright. Yeah, that's all we need to do. We just go gonna have to add maybe a couple of
extra Rocks over here, maybe a rock over here as well. And maybe Iraq over a distance. Just like that. And I think
we're pretty much done, maybe just some rocks over there and some over
there as well. And yeah, that's going to
be it for this lesson. In the next one,
we're going to add some other smaller
pebbles next to those rocks and kind of
really blend them in terrain. So thanks so much for watching
and I'll see you in a bit.
40. Working with Smaller Chunks of Rocks: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
it off by setting some of the larger Rocks to be
placed within our landscape. And we actually got ourselves some other more noticeable
Chunks This entire terrain. So in this lesson we're
going to continue working with the Rocks
and they're Clusters. And actually started
setting up a little bit of a smaller Variations
Within this terrain. So let's go ahead and
get started right away. We're going to select all of
the clusters that we have, all four variations
of the rocks. And we're going to start off
by changing up the scale. So going Scale X, we're going to
reset it to default and set it up to something like point 5.1 or 0.8 even. And we can try playing
around with these. So yeah, there, there you go. They are much smaller in
regards to what we had before. And I think yes,
because of the slope, they're not going to be
placed quite as well. So we're going to go down
a little bit until we find max or angle alignment. And we're going to change
this to something like 85 something extreme that
might give us a NIC result. Or let's try to just go
into something like 200. And actually that's not
giving us any result. I think if we're to go set
it up to a smaller value, even that still doesn't seem
to give us a typo results, Some trying to think
on what is happening. If I have it set at zero,
nothing happens. Mindless. Hundred doesn't work. Something like free 60
all the way through max. Is that going to
give us a result that still doesn't
seem to want to give us any type of result on the
edges of these landscapes. So I'm trying to figure
out what is going on with that and trying to see and understand why we're not
getting any of this placement. So instead, what we're going to change
is not aligned max angle, but we're going to change the ground slope angle and the
maximum set as 45 degrees. If we were to change
it to 80 degrees, we're going to be now be able to place it on the slopes like so. So just like that,
we're going to place it couple of them just to
support some of the rock. Wait, and get some
nicer Variations out of these formations. So just like that, we're going to be able to play some nice of Rocks
like so and get some nicer Variations which
has got to make sure we don't overdo it and keeps some
of those forms opened up. And this one looks singled out. So we're going to get a couple of Rocks just like that place, then I actually am going to turn off more
of the rocks like so. So we're only are left
with three Rocks. This one, I don't quite
like as a smaller bolder. So we're just going to
remove this entirely. I'm going to get some of those Rocks to replace
just like that. So just by playing around
with the forms, again, we're going to get
much nice information and we just make sure that they don't look quite as plane when they are
touching the ground. So they have some
way of breaking up this entire formation
just like that. And this way we're
not able to move it a little bit outwards in regards
to how forms are placed. But at same time
we're able to get some nicer looking organic
shapes out of these rocks. So just like that, again, we're getting some
pebbles Over here. We might need some pebbles
Over here just like that. And some of them over here, maybe some of them by the
river over here as well. So just a couple of
them over like so. And playing around with
the values definitely helps to bring out a more
organic type of look. So right now by default, this would have
been way to bear, way to just opened up. And we can see like a
straight line going across. And we basically
want to hide these away and just place
a couple of Rocks. Definitely helps to remove those straight lines and
make the overall look, overall shape look
way more organic. So it's building
something like this. We're able to get so
much more variation out of this entire formation. Maybe something like this. There you go. You get so much nicer Shapes. And this looks quite bearings. I'm just going to place
couple of Rocks over here. Like so. Maybe some rocks
over here as well. Like so. Just like that we're able to get some nice forums and
our end as well. So two to three Smaller Rocks, maximum at say five. Something like that. Next to bigger boulders
definitely helps to break off the Shapes and gives
off a nicer results. So we're just placing
it in certain corners. And that's all it takes in order to break off
some of those shapes. And just looking
at overall kind of areas for where they're
sticking out too much. For example, over
here we can see that Rock is just being on its own, is not enough variation. So we're just going to
play some of them as well. While working with this, we don't need to overdo it, which got to have some concentrated areas
for where the rocks are. This way we're just making sure that when replacing Foliage, they're not going
to look to bear in. And just by doing this, we're able to get some nicer
results and we're just randomizing somewhat where there actually are being placed. That way we're able to get much nicer results
are of our shapes. So just like that, we're able to get some nicer
Foundation, nicer Rock. So sometimes when it's
being placed because some really nice ways of them
combining with one another. Oftentimes though, they kinda interact when a not
so nice oval way. So I'm just going to
remove them like so and kinda picks it up just
a little bit like so. And again, just by
doing simple motions, were able to get
some nicer results. This might take as long
as it needs to be, or it might be somewhat of a lengthy process
doing it manually. But all in all I
think it pays off in getting us some nicer design, some nicer Shapes for the Rocks. So yeah, that's all
it takes for ASU. Get some nice results. Maybe even place couple of
Rocks over here by the house. We make sure that it
isn't too barren. Otherwise. Maybe some over here as well. Like so couple of
them over here. Just like that. Maybe something like this. And yeah, that's we don't
need to overdo it again. We just got to get couple
of them just like that. And I think I'll
have a tree over here and maybe something
over here as well. And that way we'll
be able to break off some of those themes. And actually this looks way to bear in some screen to add a
couple of Rocks over here. We need some larger
Rocks again actually. So I'm actually going to
increase the scale to be free and five stimuli that are actually going to keep
both of them at five. And this way, we'll have a more consistent scale,
scale for the Rocks. Actually five, maybe
a little bit too big. So I'm just going down to free. Maybe is going to be just right. Let's look at for the
right kind of a shape like so maybe something like this to want to remove the
rock that is placed over here. And I think that'll do so. It doesn't seem to
want to be removed. So I'm just going to go
or use the paint end app. It's slightly using shift. And that seems to
work quite well. So yeah, that's all it takes for us to set up the
rock formations. We don't need to overdo it, but it actually looks
a little bit too much. So we might want to take
the brush and slightly cut off some of the
rock formation. So maybe like a little bit
from here, or actually, let's make sure that all of
them are selected and just slowly remove some of
the formations like so. Otherwise they might look
a little bit too much. So I'd random just clicking some other areas just to break off the entire
formations like so. And another quick
way for what we can do is change up
the erase Density. So by changing this up
to something like 0.5, only half of them are
going to be removed. So for example, if I were to click Shift and just
simply hold it, only half of them from this
area going to be removed. So sometimes when
we want to kind of break off certain
edges like this, we're going to get
much nicer results. Setting it to a lower value
within eraser Density, something to your value
of 0.3 might even give us greater results as it only
removes like 70% of the rocks. So just by having it like so, we're able to break off and get those kinda Clusters of Rocks in a nicer way and
dinner just going to be background type of a noise. So all in all, I think this will do think we have some real
nice good Chunks of Rocks. So yeah, we're getting to
leave it as is for now. And in the next lesson we're
actually going to start working with proper Foliage, with Grass and whatnot. So thanks so much for watching
and I'll see you in a bit.
41. Setting up Tree Foliage Clusters: Hello and welcome back in
Verona to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we set up some of the rock formations
that helps to break off certain
Terrain, Landscape Flow. And right now we're actually going to
continue with the Terrain and continue building
on with this time. I'd say we can continue
building on with certain trees. So let's go ahead and
get right into it. We're going to go onto the Quixel Bridge
and we're going to search for tree like so. Then go on to the 3D assets. We should get ourselves some of the Variations or the trees. So I'm just going to
scroll down a little bit until I find myself
the one that I want, which is going to be some trees at the very bottom so that trees are the ones
that we're going to be using. So instead of just
typing in Tree, if you type in debt as well, that might be a little bit
easier for you to find. And right now there's a lot
of options from the trunks. And it is actually quite nice. But the ones that
we want is actually just going to be dead tree. And I think that's going
to be quite alright. If we're not seeing it. We can actually just go ahead and scroll up on
until we get to the, if we look at the keywords, we can see additional warrants. So for example, we can get
something like tiger biome. So if we get this opened up, we might be able to get
more control over this. That doesn't seem
to be the case. I'm just going to
close this down and try searching for
the tree trunk again. Tree trunk like so. And then scroll
all the way down. We've got some dead
trees over here. So maybe you might be
able to make use of, yeah, let's go ahead and
go onto a elections said. And that might help us to
get the desired trees. So collections and coastline. So we're going to open the
collection varicose line, and this has some nice
variations within them. So right away if we
open the dead tree, the one that we have over here, we're going to have a couple
of extra unrelated assets, but we're going to
download this one right away and then add it
onto our project. Then the next one is going
to be this one as well. Add it onto the project. And I don't think I can
see unrelated asset for this dead tree soul go back onto the tree for the coastline
and click on a second one. And this one is
quite nice as well. So let's go ahead and add it. And so basically we'll have
free Variations of trees, of that tree trunks. So this one over here, then, this one and
this one as well. Let's make sure we
don't own them free, like so, and add them
up to the project. And then afterwards
Let's close this down and see the assets. So freely Assets. Making sure I'm using the
Static Mesh within a filter. And afterwards, we're going to have these free there Tree. So I'm just going to drag it into the world to actually
see how to look like, going to go onto the select
mode and see their looks. And by default, they are
actually looking quite alright. I quite liked the
looks for them. So I think before we
make use out of them, we've been use of
the Foliage Mode. We're actually going to set
them up to be customarily placed within these
areas next to her house. This way we'll be able to have more control over these trees, as well as just help us
to set them up properly. So we're going to start off by getting this
variation up and aside. As you can see, for
example, this brush branch is touching the sides. So we're going to rotate
this a little bit. I'm going to turn off
the snapping angle Mode and we're going to
get this sort of result. Maybe it's a little
bit too much. There you go. So we're going to rotate
it in a way that's not going to touch the edges. They're not going to
overlap with the sides. Now we can actually combine the upper branches like so
and get some nicer results. We can even rotate them a
little bit, for example, and make them look like it's part of the same
kind of an area. So just like that, we're able to place a couple of branches like so and get some nicer results
out of this entire section. And this way we're
just making use out of the trees to break off some of the edges or the small as well, because otherwise it might
look a little bit too bland. And actually I'm just
going to bring this a little bit to the brand. This way. We're covering
this site entirely and we're getting some
nice shadows as well. For this from the
Silhouette soda, I quite like this one. And then I'm going to
grab this branch as well. But it sideways like so. And maybe grab this tree over
here or this one over here, actually put it on the side. And instead of just
having it as is, I'm actually going
to click our and upscale this entire
chunk like so. And then maybe just
maybe I'll also Lady rotated to the side. And that's how
we're going to get some nice variation out
of this tree trunk. Just by making some
couple of rotations, we're going to get
some nicer Variations. And actually I quite
like these ones. And not only we're going to make use out of the default
Static meshes. We're also going to combine
these ones as well, I reckon, and set them up
as our own Tree Variations. So if we were to grab
both of them like so, go to the modelling
mode, like so. And then click on Mesh, Merge. And then it's going to create a new object that's going
to be called combined. Or maybe you can just
change up the name actually Tree On bind a one. And that is going to
delete this from input and make sure it replaces
it with new ones. So if you hit Accept is
going to combine both of these and give us a
Tree combination. So we're going to do actually the same one over here as well. So grabbing well
for them like so. And then going onto
Mesh Merge and then Tree combination O2
as a name from input, as an output type
and delete inputs. Now we're going to hit Accept. And again, it's going to
give us a new variation. So we've got to new
Variations like so. Now I'm thinking
on what we can do. And actually we're
just going to get ourselves this Mesh to be placed within Omega
scan's folder. I think that's going to be
a little bit easier for us. So actually instead
of doing that, we're going to select all of the Meshes we had for
the trace like so. We're going to be
placing them in our area this way we'll have a more better visualization of the trees where we have
those trees, I think. Yeah, let's go ahead and
create a new folder in the previous mega scan's
folder and call this trees. And then we're going
to bring Oliver trees into this folder over here. So we had, if we were to
enable the Static Mesh, we had these free trees. Now Within the left side, we're going to have all
of our folders shown, even though we have this filter and enabled what decided meshes. So we're going to select
all of those trees, scroll down for this list of folders until we find ourselves
to Tree folder like so. And then drag and drop it into the tree folder
just like that, which is going to
move it over here. Then the next one
is that we have is actually going to be
within a content folder. I will turn off
the Static meshes, and it's actually
going to be within the January generated folder. So the tree combinations are going to be
placed over here. So we have two
combinations right now. We're going to
grab both of them. We're going to go onto the
trees folder and we're going to place that in the Tree
section over like so. Now, once we open this up, we're going to have five trees, two of them combined ones, and three of them. The different individual assets. The reason we're doing
it like so because even so when we're working
with Foliage, we're going to be placing the trees are randomly
scattered them around. Actually, I've just
placed them free at once. I'm just going to
click Control Z. The point I wanted to make was, even though we're going
to be placing them individually using
the Foliage Mode, they're going to have some
random tilt and whatnot. And that will help to make
it look more organic. But even so we want one to
have them too close to one. Otherwise, it's quite
easy for them to overlap with one another
within the Foliage Mode. So that is why when we create our own custom Chunks
like this one, for example, we're going to have some variations of those
trees combined already. And that made, makes sure
that none of those branches, for example, are overlapping
with one another. And still we're going to have those nice Clusters of Tree. So that is actually
quite nice one working with Foliage Mode to set up your own kind of Clusters
of Meshes for the Foliage, for the tree trunks and whatnot. Yeah, we're going to do
that in the next lesson. We're going to actually populate our entire scene using
those Tree Foliage. So thank you so
much for watching, and I will see you in a bit.
43. Setting up 3D Plant Foliage from Quixel: Hello and welcome back In
prone to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left off by setting some of the smaller trees
within our environment. And this time we're
actually going to go even smaller using Grass as well. So let's go and
get right into it. We'll start off by going into the Quixel Bridge and getting
yourself some vegetation. So within the home bar, within a search
bar, we're going to serve progress like so. And it's going to
be some foliage. Or actually instead of Grass, we're going to
search for foliage. And that'll give us
an entire category. And we're going to
select 3D plants. That is going to be a category. They'll give us all of the
plants within the Quixel. So we were to click on
it and selected and then simply close
down the Foliage bar, will be able to see all
of the categories for the grass and all of the Foliage ten
Quixel has available. So we'll start off by
getting some of the firms. That is usually a real
nice starting point. Or any type of forest type of a, an environment as it helps
to break off the Foliage and get some more of an interesting shapes and
more interesting Silhouette. So let's go ahead and
get this opened up. And we're just going to get
a common fern type like so. Let's go ahead and Dolan's this. So we're going to
have it downloaded, added onto a project. And right away, not
only will it add it onto our content browser, it will be adding it
onto your Foliage, which we'll get to
it in a second. Well, firstly, need to set up all the rest of
the Foliage first. So let's go ahead
and download them. Now to get back
onto the 3D Plant, we're just going
to be clicking on this button over here
for free replant. And we'll be back in
the Foliage category. So the next step, we're going
to get ourselves a Grass. So let's go ahead
and open this up. And we'll have a lot of
grass for us to choose. But we'll want to
make sure we're using Kikuyu Grass as
well as wild grass. A combination of
those two is going to work really well
within our scene. So let's just make sure we
have both of them added up. Like so. Then we can go back onto the 3D, onto the 3D Grass. Under the 3D plants. And the final type of category, the final type
Foliage that we'll want to placing on our ground, going to be something
a little bit larger. So we're going to
actually scroll down a little bit until we
find a common mug worth. So that is going to be quiet atoll type of
a Foliage that'll help us to break off that
type of grassy sections. So let's go ahead
and bind ourselves. Come on mock worth. If
we're not able to find it, we can just always searched for mug worth, like some work. And we're going to get
this plant over here. So this is the final
Foliage L will need. Let's go ahead and add
it onto your project. Then we can close this down. And we'll see that within the
mega scan's folder we have a number folder
called 3D plants. If you open this
up, we're going to have four types of folders. And by default, it should. If we were to scroll this down, it has actually
added up right away. So what do we need to do is
we need to open a folder up. And within it will need to find ourselves a Foliage folder. So we'll open this folder up. Then I'm going to make the codon browser just a
little bit smaller. And I'm going to grab all of these firms of these variations and place them within the
Foliage type of a Mode. And right away we'll add a map. And right now because
I added them up, it actually went through the folders and
automatically added all the Static Mesh foliage
onto this Foliage Mode area. So as you can see, we have all of these Meshes right away within our
section over here. But if you're not seeing them, we can always just go
through each one of them and simply add them up like so. By simply selecting every
single Static Mesh Foliage, we're going to be
dragging them in and added them up like so. But again, it seems like all of them have been
already added in this area, so we don't need to
worry about it now. And so we can use out
of them straightaway. And actually before doing that, we're going to close
down the content browser and see what is the Foliage going to look
like within our environment. And we'll start off by selecting all of our
other meshes that we had. We're going to untick
them off like so, making sure that all of
them are ticked off. And I'm actually going
to select them all just to see all the tick boxes, our voice, we can't see which ones are ticked on
and which ones are not. Once I'm happy that these
ones are ticked off, we're going to select
the final Grass. We're going to scroll up and we're going to select
the very first one. Then we're going to make a
selection out of it as well. And I think we just placed
them up and see how they would look like
within our environment. It takes a little bit
to load up the shaders. So once we place them up, just give it some time
for them to load. Because we're using
a paint density of 0.05 as the default one, is going to give us a really
low amount of a density. But we're going to fix that
in a bit. Four-sided though. We'll need to fix up the scale of each one of those
sections for the grass. So to start off, we can see that the
firm, for example, is way too small in comparison
to the rest of the grass. So we're going to be
fixing that up first. I'm going to hold Shift and just simply drag it across like so. Drag it across the terrain just to delete
everything like so. Now we're going to start
off by setting up the fern. So we're actually going
to, with all the, all the selection that
like so we're going to deselect everything just to make sure that everything
is deselected. Never going to select
only the firm, makes sure that
they're ticked on. And we're going to place them in the world just to see
how they look like. And now, once we know
the size for them, I'm going to click
actually control Z to undo the Foliage placement. Now we're going to go
into details tab and make a couple of tweaks before actually making use out of them. So first things first course, we'll need to change
up the scale. We can set up the minimum
and maximum to be two. And because we changed up
the minimum right away, the maximum is going to be
also changed too as well. Now once we place them up, this might look a
little bit better. But still I think we can
go a little bit larger, so we're going to go and
set them up to free. Let's see how this
would look like. And here you go. I think that would look much nicer in regards
to different size. We need some size variation. So going to a value
of 2.8 and 3.2. So there'll be a
difference of a value of 0.4 in-between where
to start placing them up. We can see the type of firm
that we're going to get. So think this is
going to be much nicer in regards to
the type of fern. You can make use out of that. So next, we're going to see how the other Grass is
going to look like. We're going to take those off. And we're going to select
ourselves to tall grass. Because this is in
alphabetical order. We're going to see the common
mug worth at the very top. We can hover over them
and see the naming. And basically going to find ourselves the final
McGwire that we have, which is going to be
this one over here. So we're going to
select it as first one. Then we're going to select the final one and we're going to make sure
that they're all TikTok. And now we're going
to just apply it onto the ground and see how
they're going to look like. So by default, I think
they're quite small. So again, we're going to
change up their Scale. We're going to change
the scale to a value of 2.2, 0.5, like so. Now we're going to see
how they look like. And I think this
looks much better. So yeah, we're going to
keep it as is actually, we have some nice variations
of fruits as well. So that's going to
help us break off of the Foliage within our terrain
is actually quite nice. Okay, so we're pretty much done with the this type of Foliage. We're going to continue
moving on NCR, the rest of the
grass looks like. So we're actually going
to take this off. And I know, although
this Grass has multiple variations and we have wild grass as well as
this type of Grass. We're actually going to
just select all of them. Just, we're going
to see where it ends and it's going
to end by the tree. So we're going to hold
Shift, make selection. And of course we're going to start placing them
on the ground. So let's go ahead and make
sure that we have it selected. Like a miss collected. So I'll need to make sure
I do my selection again. And we'll find ourselves
the final Grass. And alternatively, what we can also do is instead of just
going through them like so, we can just go into
the search bar. Within the search bar, we're going to search for Grass. And we're just going to get ourselves everything
that has naming Grass. So that includes the kicker you Grass as well as the
wild grass over here. So that's going to be
everything that we need. We just have to make sure we select them all, have ticked on. And now we're going to test them out and see how
they're going to look like and see if they're
too big or not. Maybe the best
option for us to see the scale would be just to
place it next to the house. And just quick click, Quick Play and see how they would look like
within our feet. So we want to have a
sort of a wild grass, but of course we don't
want it to be too small. Otherwise, it's just not
going to look quite as nice. So I think it looks quite nice. But we gotta make sure that we set up some scale variation. And again, because
I have everything TikTok only photographs,
I can hold, Shift and delete
the Grass without worrying about deleting
something like Rocks over here. So anyways, going
back to the scale, the minimum size for one, I think that's going
to be quite alright. The maximum size, I can
change that up to two. And I think that would
look quite alright. I'm just going to place it up on the ground like so and just see how that
would look like. And yeah, that looks
quite nice actually. So we're going to use a value
of Scale for minimum of one and maximum of two
for the grass itself. Now that we have
it set up like so, we're getting to play with
all the settings at once. So we're going to close down
the search bar, like so. We're going to have everything
selected except for, of course, the trees, the trees that we had before. So all of it is just going to be the most recent Grass
that we just created. And of course we're
going to make a selection for them
all or whoever. Instead of just
making selection, we're going to adjust
couple of settings first. So we're going to make
a selection only. Now because we
changed up the scale is going to have multiple
values over here. But what we need
to do is we've got to make sure that
we adjust couple of settings in certain
areas and bursitis, we're going to make sure that it doesn't have
aligned to normal. The one we're replacing them, they're going to be straight up even though we're going
to place them on a slope. So for example, I'm going
to take this off over here, and that will give
us nice results. And then afterwards,
we're going to make sure that the random
you is ticked on as well. That will make sure that it has some certain random
rotation for the Foliage. Random pitch, we're
going to make a slight tilt for each
one of the bits of grass, but we got to make sure
that we don't overdo it. So just having a value of five will give us a more
organic type of look, but it's not going to
overdo it too much. Ground slope. We can change it from 45 to
something like I'd say 55, just slight increase
that will make sure that when we're placing
them on the slopes, they're not going to
be affected too much, but there'll be
affected just a little bit more than afterwards. We're going to scroll down
and see the placement. So placement, Z
offset placement. We're going to change that
up just a little bit. We're going to put certain bits in the ground just
a little bit more. So minimum, we're
going to place it as minus three, like so. That way, whenever some
Foliage is being placed, some of them will be slightly in the ground a little
bit more and that'll, again make it look like
it's a little bit more of an organic type of look as similar Foliage will not be
grown out, out of it yet. So I think we're
pretty much done. We've setting up the Foliage. So in the next
lesson we're going to start making use out of them and start painting our entire Foliage
within our terrain. So that's going
to be it for now. Thank you so much for watching
and I'll see you in a bit.
44. Adjusting Foliage Color Values: Welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
it off by setting some of the Foliage or
our Foliage Mode. And now we're going
to be able to make use out of it and actually start planning it
within our terrain. So to start off, I'm actually just going to select it all. If were to click on
one of the assets from within the Foliage tab, we can click Control a and make a selection for all
of them at once. And I'm just going
to make sure that all of them are picked on at first and just
firstly delete all of them. But this time I have
to be careful to be going around trees because I don't actually have them the selected
from this section. So I'm just going to make sure I have them delete it
from here because I made a big pain test beforehand. Anyways, going back to it, now, we'll make sure that all
of them are de-selected. So with one of them selected, clicking Control a and taking
them on and off like so. Make sure that everything
is deselected. And we'll start off by
painting in the Grass first. So Within a search bar, we're going to search for Grass. And it'll give us all of
the options for the grass. So we're going to make a
selection like so holding Shift. We're going to make sure
we have it ticked on. We'll start on by
painting in his own and see how this
would look like. We might need to
increase the density. So from 0.05, we're going to
increase the two-point one. And even because the
way it works now, not only does the
pain Density gets affected by how the
Foliage is being placed, also within the options, we have Density itself. So that is how the Foliage is being
affected, where replace it. So for example, if I set this to paint density to be at one, if you place it, we're going to get a very luscious Grass. And that's going to be quite
a bit too much for us. But at same time, if we were to change up the density in here, so if something like then
we're going to get a more, more spread out type of
Grass place route place. So working between those values might be a little bit
of a complex challenge, but usually what I
tend to do is set the paint Density for whenever I'm painting
unfolds as 0.1. And usually for all
the Quixel type of Foliage would get a more
or less of nice results. So right now by just
painting it is around, will get a somewhat over
spread out our Foliage. But at same time it's going to give us just nice enough of a shape for us to have a
real nice type of look. Since, again, when
working with Polish, not only we need to think
about the way it looks, we also need to worry a
little bit about performance since if we're to be painting
this all over this terrain, of course, is going to be
super performance every so. Also when working with Foliage, we can change up the Scalability and set it from high to low. Again, if you're not seeing
this Scalability option, you need to go on to
the Settings tab and change the Scalability over
here and set it too low. This way you'll be able
to paint your Foliage. We find much of a
worrying and in the future we can come
back to it and set up the performance setting
to be a little bit higher. Number way we can take
off the performance, the heavy performance
chugging from our computer is by switching off from the lead Mode to unlit. And this way we'll be turning
off all of the shadows, all of the Lighting data, and will be pretty much
setting everything up without much or worry for how it will affect
our performance. So yeah, I will be using
lead mode for now. And I'll be just placing
every Foliage Within here. For that though, I
think we should test it out on the slopes. We might have it a
little bit too much. Over on this end. We'll be testing it out actually on some of the steeper
slopes over here. So I'm just going to get a
little bit closer, like so. And now we're going to
test it out over here. And actually it
might be a little bit too much in
regards to the slope. So I'm going to scroll down
and change this from 40, from 55 to something like 30. And now we're going
to test it out. Anything that's going to be much better in regards to
where it's being placed, since we're going to actually be using a bit of a larger brush. So something like
700, that'll do. So we're just going
to be placing it all on this area over here. You will try mode
all of the riverbed. And the area next three river itself will be coming
back to it in a bit. Right now we're working
with such large scale so we don't need to
worry about it too much. We'll avoid the house as well, since will get closer
to that in a bit. So we're just going to go all
the way around it like so, and place all the Foliage. And because of the way it's
set up with all of it, this low D for the Foliage. Whenever we get further away, we're going to get a
different type of result. But whenever we get closer, we're going to see
the type of Foliage to be more of a high detail. But when we're going to be
rendering out everything, it's going to be
looking quite nice. So we don't need to
be worried about that as it'll automatically disable the LOD
is for our setup. For now though, we just got to Spain it in a random like so. And we'll be fixing
every Grass in a bit. So we just got to focus on the Grass Lake
so we don't need to be going too far off since when we're looking
at from this distance, for example, we're not going to be seeing it too
much of that area. Maybe we could just
set it up like so a better random,
just like that. And we're going to get some nice patches
of grass like so. And that's going to
look quite alright. Maybe in the areas
next to trace, we don't need to
make it too much. We're going to take it off. And we're just going to be focusing on painting
in the grass, in moral flat areas and avoid those three areas that we had. I'm not sure about the areas
with the Chunks but Rocks, but we can add a little
bit of grassroot as well. And just like that, we're going to paint
everything in and we're going to get a real
nice patches of grass. Just like that. We're going to get some
nice bits of grass. And we can go through
them and see how they will look
like at the moment there are a little
bit too bright. So we might need
to change them up. And that's actually quite
an easy way to change it. Before that though,
we'll change it the Scalability back to high real quick and see
how they would look like with the proper
type of lighting. And if we see that the grass
is a little bit too bright. But we can do is we can
go onto Content Browser, onto omega scan's folder, got the 3D plants go
through Grass once. So this one, for example, exam. And we'll find
ourselves to Texture. Then we'll just simply
lower the texture. But what we need to do is
we gotta make sure that the Texture For the Grass and a texture for the billboard
are both lower down because otherwise the LOD would have
a complete different colors. So why don't we changing the texture Grass, the
brightness for it, for example, if
we change this to something of 0.8, like so. And we were to darken
this down a little bit. Or we can do it a
little bit more to an extreme of 0.1 just to
see how it looks like. So as you can see,
it is much darker, but when we go back and actually goes back to its
bright original values. So we've got to make sure
we set it up properly. And I think we're just
going to darken it up by 0.5 and see how it looks like. This might look quite nice, but we need to do it
a little bit more. I want to actually lower
the saturation as well. So let's go ahead and
lower the saturation. Something like 0.5. Maybe. We're going to see
how this looks like. This looks a little
bit too pale, so we're actually going to
keep the saturation as one. And instead, we're
going to change up the, you overhear words, change it to something
like ten for example, we're going to get a
different type of a tin and astray going to
something like 100. So we're going to get
this. So remember value, and if you go to
a minus hundred, we're going to get more
of a, an orange tint. Or actually it's
not going at all. It doesn't go to a negative
value. Sorry about that. So we need to make sure
we just play around with values and see
how it looks like. So setting it up to a value of 200 is going to give us an extreme sort
of a color like so. I think we can just
play around with this a little bit and see how this would give us
the type of results. 82080. And seems like free 60
is the maximum value. We're going to try a 300. That's going to give us a
sort of orange type overlook, which is quite nice actually. But we need to make sure we lower the saturation
by quite a bit. Something like 0.5. Maybe. That's going to give
us this type of look, but it's a little
bit too bright now. So we're going to lower the
brightness to 0.1, maybe 0.3. I think, I think the ad
that is going to give us those type of
shrub type of a look. I think that looks quite nice. Actually. We're going to keep this as is. We're going to
right-click on the you were going to make sure that this is being set up with the
billboards as well. So we're going to open
up the other texture, the billboard texture like so. And now we have two of them
opened up in this tab. I'm actually just
going to drag it out, out of the tab itself and just expanded a little bit so we
can see it's Values. And so we can just
rewrite them off. And just like that. It's going to have it this
down a little bit like so. So this is going
to be set as 0.3. Rightness curve is
going to be kept. Saturation 0.5. And the EU is going
to be set as 300. And this is the type of
result we're going to get. So now that we're done with it, we can scroll back and
see that they don't actually changed too much
in regards to recolor. And they actually look pretty
nice on how they look like. The other type of
grass, we can have a bit of a different
color as well, but I think we should definitely lower down the
brightness for it. So we're going to go onto a wild grass and we're going to lower down
this color texture. So we're going to
locate a Texture and actually zoom in quite
a bit teary texture itself, like so. Bring this up a little bit. Now we're going to change
up the brightness. We can set it to 0.3. The artist looks like this might look
a little bit too much. So we're going to
change this to 0.4. And just looking at it, this looks alright, quiet, nice. Saturation though, might be
a little bit too, too high. So you to a value of 0.9 might give us some
real nice results. I think that's
actually quite nice. Let's go ahead and use this. Right now we have a variation of two different types of Grass. And actually, let's lower
the saturation even more. Your value of 0.8. Let's
see how this looks like. And maybe even more
actually, 0.7 like. So it blends in a little bit more with the grass that we previously adjusted. So right now, it
looks much nicer. We can close this down and now get some adjustments
finally done. And of course, let's not forget to change up the billboard
texture as well. So I actually am
going to go back onto the previous texture map. Like so I'm going to
hit Control Space to open up the content browser because I have it closed down, open up the billboard texture, and drag it outwards like so. Put it on the side. Just like that. Now we're going to
adjust these values. Setting it to 0.5, 0.4, and saturation to 0.7. And we're going to get
the same type of colors. So now when we're scrolling
back out like so, we're still going to have
a nice type of color. So all in all, it's quite good. Again, we're just going to continue painting this
on a little bit more. And just by setting it
up as basic as that, we're going to get
much nicer results. So we still need
to work on this. We still need to set up
the rest of the grass, but that's going to be
in the next lesson. So thank you so much for watching and I'll
see you in a bit.
45. Working with Larger 3D foliage plants: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we started
off by setting up some of the Grass Foliage
for our landscape. And in this lesson
we're going to continue on working
with this landscape. And this time we're
going to set up some of the more taller grass. So I'm just going to
go into Foliage Mode. I'm going to start
using a common Maguire. So we're going to actually just click on
one of the Foliage, click Control a,
and make sure we unselect every single one
of the Grass like so. Then afterwards we're
going to just type in mug like so and we should get all of the mug worth Grass
Just like that. So we're going to
select all of them. We're going to click the tick
and make sure we use them. And the brush size
and we're going to use is going to be
somewhere like 200. I think that's going to be more than enough for what
we're going to do. We're going to start off
by just simply clicking and applying it into small
patches just like that. And I think I'll just go down with the Scalability,
set it as low. That'll help us with the
performance for now. And we'll work with
this type of grass. So we also got to consider
how it's going to look like with actually the
entire color setting. And if it's going to look too bright in regards
to reduction or whatnot, but I think we can adjust
that in the future if needed. But for now though, I think
that's going to look good. Even though it has a lot
highest type of saturation. It is a type of grass that
just likes to grow everywhere. And we're going to go low to the Scalability and keep
the type of Textures, the type of colors,
and not just them, just like we did with grasp. So for now, we're
going to make sure we set it up at the
front of the forest. Like so not every
type of Tree area, but every other area. We're just going to get
couple of patches next, Rocks as well just to break
off some of that Terrain, some of that Silhouette,
just like that. We're going to set
it up like so. So a couple of tabs is all it needs with the pain
Density set as 0.1. We don't need it. We don't need to overdo it
basically with these ones. And we can just click
once over here. That might be a little bit
too much because you can see some of them
goes into Grass. So while holding
Shift, I'm just going to tap it around
the rock like so. And that's just
going to remove it. All the ones that are
inside of the rock. And we might need
to get some of them over here as well.
Just like that. Nomogram over here, like so. And maybe a couple
of tabs over here. And I want couple of
tabs over here as well. So just like that, we're going to get a
couple of patches. They're just going to bring it, bring the entire biome, entire environment
to look much nicer. Maybe you should get something next to the arrow
next to her house. So I'm just going to tap
it and holding Shift. I'm going to erase the
ones that I don't like. Just like that. We're going to get
some nice results. While working with this though, we might need to take something
of cold Static meshes. So on the left-hand side, we've got something
called static meshes. And what this'll do is
basically it will make sure that it went in
when it gets thick tone. It'll apply the Meshes on top of the Static meshes and not
only just the Landscape. And if we do that
next to the house, we're going to get some Foliage placed on top of
barrels and whatnot, and we don't want
this to happen. So what we're going to
do is we're going to make sure that Static
Mesh is, is ticked off. And this way, we can
see that right now, our entire brush is ignoring all the static
meshes and it's only focusing on the
landscape itself. So this helps us to go
around the house and set up the Foliage in a nicer
kind of pattern happening. This is going to
look quite nice. And for this area, we can also grab place couple
of them like so like that. And I think that's
more than enough actually, it's going
to look quite nice. And, and maybe on our end as well, actually,
let's not forget it. And as omega two
plane over here, it's going to place it at
the front of the trees. We don't need it to overdo
it, overdo it with them. Maybe some of them
in the back as well. Just like that. And that's going to be enough. I think that's
going to be plenty because we still have
the ferns to do. And more or less, they're going to be the
same kind of pattern in regards to they're
going to be clustered up. And one working. One more thing I forgot
to tell is when I'm working with language
along a type of grass, we generally tend to avoid
Clusters of trees and place the longer grass around
the three chunks instead. Because when the Foliage she
usually grows is they grow, they tried to get more Grass in areas where there's more
open fields and whatnot. And of course, you gotta be
in areas with fertile soil. So usually you'd find it around like Tree
areas three chunks. And when there's more
of Planes, for example, you'd find less of all
foliage and whatnot. Usually they'd be just kinda
Smaller Planes as the, the less fertile soil. But we definitely
can add a couple of longer grass over here and
here every once in awhile, just to break off the entire
edge or this type of a I'm environment. But yeah, going
back to the ferns, we're going to now make
sure we take everything off by just taking
on and off like so. Then we're going to remove it from the search
bar, the ferns. And we're going to we're going to search for
parents instead, instead of the mug worth. So we're going to have a
free variation type of fern. We're going to select them and see how they
would look like. And I think by default, you had a quite bright, I don't like the
brightness for them. And actually looking at it now, they might need to be adjusted
in regards to the scale. So I'm just going to place them around just to
see how to look like. Because as you can see,
so short that they're actually going to be overwhelmed with even a
simple type of grass. But actually we're going to be doing some
adjustments in the bid. So that's actually going to be okay when you click
Control Z real quick. Since I just don't want it
to see how they look like. I'm actually going to place
them next to retrace like so. And instead we're going
to adjust the texture. Since if we were to change up the Scalability too high
and see how they look like. We're going to see that
there are way too bright. So we're going to go into this texture maps
into the 3D plants, and we're going to change
up the Common Fund. We're going to change
up the texture and we're going to
make them much darker. So a value of interlopers don't actually
put it to the side even. And the adjustment
to a value of 0.5. Let's see how they look like. Maybe you in 0.2, 0.3, we don't want to
make him too dark. I think that's going
to be quite alright. So just changing a value of
brightness to a value of 0.3. I think that's going to do
ask to work quite well. We're going to go back
into the texture, into the billboard and do
the same kind of adjustment. Brightness. Set a
to 0.3, like so. Close this down. I think we're going to get much nicer results in
regards to different. So now we're just going
to make sure replace them in areas just like
we did previously. We're going to change back
to Scalability too low. And we're going to
be placing them around in next to
the tree Chunks and maybe in areas where there's going to
be some rocks as well, since we want to break
them off a little bit. And actually we're going
to make use out of them and place them around in
the riverbed as well. That's going to help us to break down this entire section, which got to consider where the water plane is going to be and it's going to
be around this area. So that's actually
going to be fine. To place couple of
parents over here, over here, maybe
Chunks over here. And of course, we gotta have
some next River as well. So having couple of firms over here is going
to look quite nice. Like so maybe a
couple over here. And yeah, they really
work nicely when we have some rivers or some of the lake types as they help us to break
off the riverbed ends. And just make sure that we
don't have just straight lines and just make the entire
environment look more organic. So we're going to have
actually a couple of firms over here as well. Maybe a couple of here. I'm just going to
have it a couple of times and maybe get
some ferns next Rock. So when looking at
this environment, you've got to consider as going to look like on our main shot. And I think all in all
that looks wide nice. We might need to add
something over here, maybe like one firm. So I'm going to go from
paint onto the single mode. Make sure that cycle is set,
cycled through selected. And I'm just going to
place one fern over here maybe might give
us a nice result. Of course, just having it by a single firm is not
going to look nice. So we're going to have
a second one as well. And I think couple of them are free of them over here is
going to look quite nice. So yeah, that's all it
takes to place them. Sometimes we just want to individually place
them one-by-one. And that might work much nicer. And while holding shift, of
course we can delete them so it's going to
look quite nice. So that is nice. This area's nice. This,
on the other hand, I don't quite like
I'm just going to add a little bit
more of an extra ferns over here as well. Maybe that might look at, might look quite nice actually. We're getting to keep it as is. So, yeah, we're
pretty much done with the ferns though in the
next step is actually going to be fine-tuning all of those foliage and making
sure There you go. Why do we find ever? And we're going to do
that in the next lesson. So thanks so much for watching, and I'll see you in a bit.
46. Fixing Overlapping Grass and Building Smaller Foliage: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
off by setting up some of the larger Foliage,
which was ferns. We finished up with ferns. And now we're going to
continue working with this entire foliage and
fix some issues up. So first things first, we'll need to set up some of the grass Do not be
overlapping with the parents themselves and it
will have to go manually through them
and just kind of remove some of the
grass that is just colliding with the
larger types of areas. We're going to close down ferns. We're going to make sure
that we have them TikTok, TikTok or rubber, we can
just select one of them. Click Control a, make sure that every single one of
them is selected. Like so. Now we're going to make
sure we take them on and off just to make sure
everything is ticked off. And now what we're going
to do is we're just going to search for Grass Lake. So we're going to make sure
that we select the first one, scroll all the way down, hold Shift, tap on
the final one and make sure we have
them all selected. Now what we're going to do
is we're just going to use paintbrush with a really
small brush size, something like,
I'd say like 100, maybe that will do or even 50. The FA I think 50 is the way. So now we're going to
hold Shift and just tap it around for
where the Foliage is. I'm actually going
into lower down the Scalability
from high to low. Just so we could have more
of a performance and just going to work around
with this type. So holding Shift, we're
going to be able to remove it from these areas and I'm just going to test
it out and they go, seems like it works fine. So we're just going to make
sure that the grass is being removed from where
we had our ferns. And yeah, that's all it takes. Got to look around. I'm actually a camera to Laura. Goes too fast. So while moving, I'm
just going to scroll up or actually scroll down. And that will lower down the speed Diego and had
is much easier to control. So right now I'm
just going to go next to the parents and
while holding shift, just simply tap
around them like so. And that'll remove the Grass
from them just like that. This way we'll just
making sure that the crisis is not
overlapping and maybe the long grass is actually might be overlapping with
certain friends as well. But I think that's
going to be a right Since this one is rather tall. So we're going to leave
it as is, but worst-case, we can just make sure
we have it ticked on as well and just remove them, which we can do so
by just go in and searching for the Grass
which was called mug wards. So let's go ahead
and search for Mug. We're going to make sure we
have them selected as well. And since they're added
to our selection now when we hold shift
and tap it off, we're going to make sure it doesn't overlap
with our ferns. This way. It might be a little
bit nicer to work with, just making sure that
the fern is being kept on its own and doesn't have
any Overlapping Areas. But this one is the right,
this one is alright. I think that's pretty
much it for the fern, for fixing up the
overlapping issues in, but it's bit as well actually, I might be a little bit better. So yeah. Afterwards them with that,
we of course need to set up some Smaller Grass
in this area as well. Since if there's
going to be a hut, of course, people
are going to be walking past it and whatnot. But we still need to have a
certain amount of a Foliage that is grown out in this area. So we're actually going to
be setting them up as well. I'm going to remove the search Foliage bar and we're just going
to select them all. Holding Control a
taken off the box. And now we're going
to search, progress. Select the Grass, the
first one holding Shift, select law, Final one, making
sure that it is ticked on. And now we're going to make sure that the scale is
set to be way smaller. So we're going to set a scale
something like 2.5 and 0.8. We're going to lightly build it up and see
how that looks like. And I think that's
going to look alright. Now we're just going to
make sure that pain Density maybe is a little bit
a little bit larger. We can set it up to point to. I think that's going to
give us much nice results. And we're just going
to pretty much painted around like
barrels and whatnot, maybe an extra
debentures, slide taps. So we're just going
to get Clusters of Grass and that will in turn help us to get a more
natural type of a Silhouette, more natural way of
breaking off the shapes. But at same time we're not
overwhelming this entire area. And that's all it needs from us to get some nicer results. Course. This is going to be a fireplace, so we don't We got to
make sure we don't add any type Grass in this area. Then maybe we can just add it around the house just like that. And I think that's going
to look quite nice if we just stop it
simply like so. We're going to get
Smaller type of grass maybe in this
area as well next to the which is going to
hold Shift to remove it. I didn't quite like it.
We're still going to have some of the smaller Grass. We're going to change the
Scalability real quick, too high, just to see
how it look like. And yeah, I think that
looks quite nice actually. But I don't I don't quite like that is a great type
of grass in this area. So maybe I'm actually
just going to remove it entirely and just set up
the green type of a grass. So let's go ahead and just quickly remove these
Chunks like so. Just like that. And only we're going
to be using a, I think it was wild grass, so we're going to remove this type of grass
whenever we had other one. So we're just going
to find a final one, this one over here, going
to make sure we antigen. And now with this antique, only the wild grass
is going to be left. We can now place it up. And I think this is going to be a much nicer Karla to
go around this area. I think it'll work much better. Let's go ahead and
place it up like so. It'll be next to
the bench a little bit, little bit behind it. It's going to be
basically placing it in the same areas that we had
previously and yapping, that's going to look quite nice. Maybe you can have it some
in the rocks as well. I'm over here as well, maybe just to break off all
the edges just a little bit. And I think that's going
to work quite nice. So yeah, that's all it takes
to build up the grass. Just had to fix the
Overlapping for an issue and get some Smaller grass growing in areas where
they'd be more used as in, there'll be more
walking in those areas. And once we change up the
Scalability too high, we can see how it looks
like with the lighting. And I think this looks
pretty nice actually, so that it's going to
be it from this lesson. Thank you so much for watching. And I will see in a bit
47. Setting up Water Mesh: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left off by finishing off the Foliage
for our environment. And this lesson we're
actually going to continue on working with this
entire landscape and set up a Water Material
to be used for our terrain. But before doing that, we need to actually
set up a mesh, a plane of a mesh
that will be used as a way to get a Water Material
place within the world. So let's go ahead
and get started. And to start off, we're going to get
ourselves a simple plane. We're going to use
modelling mode for that. So let's go ahead and
open up modelling mode. We're going to create a
cell is a simple rectangle. So we're just going to open up a rectangle and just
place it within a world. Just simple as that. They'll click once,
click complete. And now we're going
to get ourselves a simple plain for us to use. So in order for us
to start using this, we're going to just start
off by applying this onto the main part of the
body of our rain. And actually I'm just going
to lower the Scalability down to low since we have
so much Foliage right now, it has taken a heavy toll on the performance
and I'm recording, so It's just going to
be a little bit slower. And so by changing the
Scalability too low, we're going to have a
much faster result. But what we're going to do is simply we're just
going to change this up to be a much larger
type of a Static Mesh. And we're going to make
it as large as we need to be in order to fill
in this entire area. So I think we can make
it even larger actually. So let's go ahead and
do that actually. And just looking at it. We might have Yes, because we placed it in or that we need to reset
a rotation purse. So we're going to go within the bottom-right
corner and hit, reset the rotation
value like so. This way will making sure
that it is completely plain. And we're going to get
much nicer results. So we're going to extend this
as much as we need to be. Like so I think that's
going to be a right. We might need a little
bit more since we want it ended overhear thing. We're going to do that. Let's go ahead and keep
increasing it until, or we could just use a scale and just set it to
your value of 250. I think that's going
to be quite right. There you go. It ends at the very corner. I think that's quite alright. So, yeah, I think that's going
to be looking quite nice. Now in order to avoid having
these issues on the end. As you can see, we have
something she's over here where water is going to be
filling up in these areas. We're going to fix that up
by simply, in this case, I think we could just stretch it in like so and just use a, we're going to use the gizmo. We're going to click
our and just going to pull this back like so. And just doing it this way. We're going to get ourselves
a real nice shape to use. And yes, we're keen to
start off like that. But other ones we're going
to use a different method. But for this one is
more than enough. Eve were just to
stretch this like so. Now, by doing this, we actually are Stretching
the UV coordinates as well. So we're going to be
needing to fix that. But again, let's just
make sure that it is placed nicely in
our area, like so. And I think you get the how much should get it a little bit more to recite. So what we're going
to do is we're going to drag it
all the way through the side just to make sure
it ends nicely on this end. And for this bit, we can probably, let's say, let's try to fix up
the level first. So we need to figure out
what kind of level we need this water to be at
and setting it to low. Obviously, we won't
be able to see it. Setting it up too high. We're going to be
flooding in and tie area. So we want to have
something in the middle. So this is, I think is going to look quite
nice since we have some rocks sticking out. And that's in general
is going to add up to the overall
silhouette after water. So yes, by going back
to this area of thing, what do we can do is just simply pull this back a
little bit like so. That'll fix our issue
and then we'll add some Waterfall
Effects in the end. And that'll help us to get
a nicer type of result. Yeah, it's going
back to the UVs. We're going to select
this entire plane, scroll down within the shapes until we get ourselves
to the UVs area like so. We're going to simply
click out a UVs and think, yes, I think it's
because we don't have it set up the
scale properly. We need to change the scale because right now we
have the Scale Set as to 50 by seven at and that is just going to give us
the default type of log. So even if we were to use
this auto UV unwrapped, it's going to give
us stretch outlook. So we need to go
onto baking first. And that is going to be if we were to
scroll all the way up Or there's a lot of options, so it's a little bit hard to sometimes find
it. There you go. Underneath the transform step
is going to be baked RS. So that is going to help us to bake the rotation as
well as the scale. And if we're to select it, hit Accept This time, the scale for our mesh is
going to be set as 111. And that is exactly
what we want when we're baking out
the UV coordinates. So now, once we click
out UVs and hit Accept, we're going to get perfect type of squares without any
type of stretching, which is exactly the type
of thing that we want. That's going to
be quite alright. Now we're going to set up the rest of the Meshes
for the Waterfall, for the miniature
Waterfall over here. So we're going to get
ourselves yet another mesh. So let's go ahead and
go up a little bit. Select the rectangle. One rectangle, just
terrain like So. Hit complete. And let's make sure
the rotation is set to its default value. So we're going to reset it. So we actually have a nice plane going across like so we're going to rotate
it a little bit. And now we're going to
do is we're going to stretch it out across like so. And I think we should probably stretch
it out a little bit more. So just going to
position it like so. Stretch it out like so, and make sure it covers up the entire section
just like that. So once we have it than in more or less
this kind of shape, we're now going to use
a the former in order to fix up the shape
a little bit more. So we're going to,
before doing that, we need to increase
the amount of vertices that were having
move in this plane. And it's relatively easy to do. All we need to do is we
need to go to the mesh ops and we're going to hit ourselves three mesh
button over here, which is going to rematch our entire plane and
give us more vertices. By default, it should
be set to 5,000. At the moment, it's a
little bit too much, so I think we can set it up to 1,000 instead and see
how this looks like. And I think that's actually
going to be alright for now, since we're going to
need some vertices later on to in some
certain information, data on our water to
get better effects. But that's going to be in
the future though for now, we just need to
focus on the shape. So setting it up to 1,000 and getting this
sort of result for a pattern of the
vertices hitting Accept is going to get
us some nice results. Of course we need to
set them up properly so we're going to scroll down or actually we're just going to find ourselves
to the former tab. We're going to open up the letters and we're
going to make use out of it in order to
shape up our Planes. So let's go ahead
and just select the vertices are at a front. We're going to lower
them down like so. It's going to hit Control Z to make sure that
selection is still there. And we're going to
lower it all the way into the plane section. So all the way through
this area like so. Then we're going to grab
the upper vertices and make sure we have a real nice
sort of look over here. This way. We'll be able to get
a real nice flow for the Water thing that might be a little bit
too much actually. So we're going to
lower this down a little bit and see how
this would look like. Maybe rotate it even and
playing around with the shape, we need to get something like this in order for it to work. A thing that's going
to be quite alright. We're going to stretch
this back in like so we're going to hide this
other end just like that. And I think that's going
to be quite alright. And ask for the
rest of the water. We might need to
play around with the shape a little bit as well. So we just may need
to make sure it conforms to the overall area. And more or less we gotta
keep it in a straight line. So when we're having Motion Within Water is going
to go in one direction. So that's going to be
quite alright thing that's going to be okay. And maybe at the very end, we might need to increase these. And so I'm going to actually
select them like so. Maybe dry them up a
little bit like so. And that might do the trick. I think that's going
to look quite alright. So let's go ahead
and hit Accept. And we're going to
keep it as S. Then finally we need one
more plane over here. So we're going to
do that as well. Let's go ahead and go
all the way to the top. Select rectangle, create a
new plane, hit complete. And we're going to
actually, yeah, we're just going to make it, make use out of this instead. Just simple, plain
setting up like so. And we're going to
stretch it out by quite a bit and actually just put it on
the side just like that. We might need to make some adjustments just
a little bit like so. And I think that's going
to be quite alright. We might need to adjust the overall terrain a little
bit, looking back at it. So I think we're
going to do that as well in regards to this area, this slope and even
this slope over here. This slope over here. We're going to set up
ourselves a different mesh. And that's going to give us a nice Waterfall type of a mesh. So for now we just
need to make sure that the main water bodies
are set up properly. And although this has a slope, we're going to be placing another mesh on top
of it afterwards. Anyways, that's going
to be quite alright. That's for this though. We can keep it as is. And just, I think we can just go back onto the landscape
and fix the body up. Not every ourselves, the Planes, we can play around with the overall terrain
as well a little bit. So if we're to go onto landscape
mode and sculpt terrain, and then we can use flatten and just
flatten out that bit. The size is way too big, so we're going to lower this
down by quite a bit and flatten out this section like sell something that's
going to be much, Much better for us to work with. Just like that. We're going to get a nice
shape for the water into, maybe even lower a
little bit more and just bring these edges like so. So we can get a
nicer of a result or the shape of the water thing that's going to
be quite alright. I don't like this corner, so I'm going to hold it
at the very top and just use the flattening tool to bring it up a
little bit like so. And All-in-all, I think that's
going to be quite alright. Maybe it's a little
bit too much actually. Just going to drag
it down like so. And I think that's, That's
going to be alright. Yeah, I think that's going
to be quite nice actually. So let's go ahead
and keep it as is. And in the next lesson we're going to continue
working with this. And we're going to set up the Meshes for the
waterfalls as well. So thank you so
much for watching. And I will see in a bit
48. Setting up WaterFallPlanes: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
off by setting some of them Water Planes
for the main body. And in this lesson
we're going to continue working with it and set up some of the Water Planes
for the waterfalls as well. So let's get right into it. We're going to create ourselves a nice plane to begin with. We're going to go
into modelling mode, set up ourselves
just like we did previously, a simple rectangle. And we're going to just place
it anywhere in the world. Complete. And let's make sure that we reset
this rotation. Just so good. Work
with it easier. And then we're going to
position it to be on the side of our cliff where the
Waterfall is going to go. We're going to get ourselves
more vertices out of it. So firstly, I think we
should just stretch it out. And I'm just going
to actually lower the volume for the camera, the sensitivity for it. So I'm just going to scroll all the way down while moving. Like so. This way I have more
control over camera. Now we're going to
stretch this out a little bit and we're going to go ahead and re Mesh
our entire section. We're going to set
this up to be 1,000. I think that's going
to be quite alright. We're going to hit Accept. Now we're going to
go ahead and simply position this to be as
a side of a waterfall. So we're going to
place it like so. And I think we could just
straightaway is a lattice with the default settings
set of five by five by five. We can just grab
one end position, this to be at the side of
the Waterfall, like so. Then that's going to be quiet. Alright. Just like that. So the next step is going to be positioned the end
of this Waterfall, which is going to be over here. We're just going to grab
the other vertices like so and position
them in the water. Just like that. We're
going to make sure that we positioned
it not too deep in. Otherwise they're not going
to be quite as nice looking. And we got to make sure that they blend in
nicely with one another. They don't have to be
perfectly aligned, but we just got
to make sure that they're sitting nicely on
top of one and our legs. So I think that's going
to be quite alright. And then arrest the ones
in-between the deformation, which is going to make
sure that they kinda have a nice shape out of
this entire mesh. So we're just going to slightly adjust all of them like so, and get ourselves a
nicer type of a shape. So think something
like this might work. Maybe a little bit
higher up for this. Like so. And just like that, that's going to
be quite alright. Yes, We're just wanted to
make sure we have a sort of a bend for this
entire Waterfall, then goes off and just having it like so I think it's
going to work quite nicely. So let's go ahead
and hit Accept. And we're going to get
ourselves this sort of a mesh. So although this is not entirely connecting it to this end, we can actually raise
this up a little bit, but it doesn't have to
connect it completely as we're going to set
up some particles that will help us to break away the area in
between the Meshes. So that's actually
quite alright. Since we're done with
this, we also got a set up the landscape to hide the
edges as well a little bit. So we're going to be doing that. We're going to go
onto landscape mode. We're going to use,
I think we can just use sculpt mode like so and just raise this entire
section just like that until we can hide
this entire area. So just by hiding
it a little bit, we're going to get much, much nicer results and we don't
have to hide it entirely. We just have to make
sure that we're hiding the front pit where the water is going
to be flowing from. Anything that's going
to be quite alright. So they ago we have a nice sort of a waterfall coming
from this end. So that's going
to be quite nice. We can now continue on
working with this and set ourselves a Waterfall in
this area as well actually. So this time I
think we can just, I think we just simply
make use out of the same kind of a method that we did priestly
Modeling Mode. Going to if the rectangle, placing it in the world,
hitting complete. And now we're going to
reset its rotation and put it in the side of
the edge, like so. Now we're going to be
placing it in this area. And of course we gotta
make sure that it is. We can just start on by
raising it up a little bit, then stretching it out like so. Just a little bit more until
we get this sort of a shape. I think that's going
to be quite alright. So afterwards, we're going to, of course, increase the amount of vertices that we're having. So we're going to 3D
mesh it with 1,000 on. I think that's going
to be quite alright. Like so we're going to hit
Accept and we're going to use a lettuce in order to
change this entire shape. So again, we're
going to start off by getting the end
bits properly set up. We're going to start
off with this. We might need to extend it. So I'm just going to use
this area over here to kinda extended like
so or a thing. I'm just going to
click Control Z and keep the width ISA's. And then later on I'm
just going extended using just a simple
scaling tool. So right now we're just gotta make sure that the
shape is set up nicely. Once we have the front, which is probably set up
the bag actually as well. So we're going to grab the back, like so hard to see, but it's going to be over
in this area over here. If I were to just
grab it like so. Thank you. We just we need
to go into a wireframe mode. This is a little bit better
with the ends Art hago. That helps if our Mesh is
inside of another mesh. Now go back onto the lid Mode. Raise this up a
little bit like so. We're going to turn it around
a little bit sideways. Go back into wireframe
mode, select our end. Like so. Going to rotate it a little bit out of the wireframe mode. And this way, by making
couple of adjustments, we're going to get a much, much nicer type of a shape. This is a little
bit too big though. You might need to
set it up like so. And actually, we're going to bring this entire thing
all the way back. We want to get it a little
bit closer to the water. So we're going to get it
in this section over here. We're actually going
to just set up like so just like that. And yeah, as close as possible
as to the Water Mesh. If we add it over here. And now we just need
to make sure we go back to wireframe and set it up properly because I can see
that there was a mesh, there was a vertices
that I missed. The information that we had, more or less this kind of shape. Now I'm just going
to make sure that we're setting it up properly. What's going to slightly
move it to the side like so. And from the side, that's
going to look quite alright, except, except for this bit, I don't quite like
the way this is. Just going to drag it out
a little bit like so. Make sure this is
dragged out as well. And if we were to go
out of the wireframe, we're going to get this result, which actually is
a little bit of because we want to make sure that it sits on
top of this mesh. So let's go ahead and
fix that up real quick. We're going to get
ourselves this Mesh to be covering up the entire war
plane that's underneath it. Going to wireframe. Get these vertices, set them up to the
front a little bit, go back and see how they look
like as actually this edge. I don't quite like it. I'm trying to pink on the way. I'll be fixing that. And
I think I'll just fix up in the landscape mode itself. So for now though, that might look quite right. We just definitely need to, though, put this
to the very end. We can just do that like so. And just like that, we're going to grab every
single one of the meshes and places like so. And force we need to make sure that we place it as
close as possible to the water just
to make it look nicer when we're having
the Effects ready to go. So something like this. Think we'll do the trick
and grab these vertices. Well, just a little bit
closer, just like so. And that's going to
look quite alright. We're going to hit Accept
and see how this looks like. And I think as a Waterfall, this might look
quite right, except for the bottom. I don't
quite like the bottom. So what I think I'll do is
I'll go back to the letters. Because right now we
changed up the entire shape is going to give us a
much different results. But that's okay. We could still work with this. So we're going to grab the
ones vertices at the bottom and just simply bring it
all the way back like so. And just by doing that, we're going to get some nice results. So we're going to
hit Accept and see that none of the vertices, none of the meshes
are overlapping. I can see this edge
is being overlap. So actually I might just grab this entire thing and just
bring it a little bit up. Like so. Got to make sure
that we don't overdo it and we get this
entire Mesh hidden. And on this end
course we have it a very big gap over in this end. So we're going to
be fixing that up. We can either use a
landscape or alternatively, we could use just
a couple of Rocks actually solving where it's
better if you do that. We're going onto
the Foliage Mode. We're going to select the rock. So actually I'm just
going to click on one of them, select them all, take them on and take
them off just to make sure that every single one
of them is ticked off. Then I'm going to get one
of the Rocks select Single. And I think we just
placed them up like so or maybe might be a
little bit too big. Actually, I forgot
to take that on. So now that we have a takedown, we're going to get
this type of rock, which is going to
be quite alright in this area over here. We're just going to
place it like so. Maybe a little bit more reside. And that might look
quite alright. Actually will go a big edge over here trying to think if that's going to
look quite nice or not. And I don't quite like the
way they blend in together. So we might need to just a
couple of Rocks over here. And it goes something like that. This might do quite liked the
way this turned out to be. So I'm just going
to place couple of Rocks over here as well. A little bit going
off to the side. Something like this maybe, but maybe a little bit
more recited like so. I think that looks
quite alright. We can keep it as is. We might need to make a bit
of a smaller rock over here. I'm just going to use
another variation and just place it over here. And that might give us a
nice type of a result. They go, we have ourselves a
couple of Rocks over here, over here and over here. So real nice, kind
of a Waterfall. We might even grab
couple of Rocks over in this end just to make sure that we're breaking off
some of that Foliage, some of that edge like so. And I think just like that, we're going to get ourselves
some real nice look. So yeah, once we're done
with this, of course, one more file Waterfall that were left to do is going
to be at the very end. So we're going to go all the way back to this end, like so. And we might get ourselves
a Waterfall or might not. I'm not quite sure
actually because it's not going to be
visible over here. So we might just leave it as is and just add some
particles in the end. So go ahead and keep
it as is worst-case. We can always come
back and just get ourselves a different
Waterfall mesh. So all in, although
it looks quite alright in regards to the mesh. So we can now start working with the water Materials and set up ourselves some nice Water can be used with these planes. So that's going to
be eight point. It's less than the thing
is so much for watching. And I will see you in a bit
49. Fixing Water Planes: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by setting up the Planes to be used for
the mortar Materials. And in this lesson we're
going to continue on working with the water
Materials and setting them up. But before doing that though, we should probably organize our scene a little
bit and set up the Water Planes with right
kind of vertices amount. So we could use them up later
on in the Vertex mode and then just paint them some of the detail manually afford
the Water Material. So for us to get started wanted, you're going to
simply select it. I'm actually just going
to lower the Scalability of this Engine of
this entire scene. And we're going to select
all of the Meshes like so. We add one more over here. We added over here and here. So we basically have
just a couple of those like so in this one is
going to be over here. So okay. So rectangle five
to rectangle night, I think all of them
are going to be ago. All of them are highlighted. So these are the ones that are
going to be used as water. So I'm just going to
select one of them, hit F2 and rename this
as water plane like so. And select the other one, rename this Water plane like so. Select other one water plane. So this one Water Lane.
I don't like this one. Water plate-like. So even though they're going to be used
for the waterfalls, it's still a right to just write them up as a Water Planes. So now going to be, if we were to scroll
down all the way down, you're going to be located over here because they're
alphabetically sorted. We're going to find
them over here. We're going to select the water plane, the
main water body. And we're going to check
how they look like with the wireframe just to see if we have enough vertices to be used with the
vertex Painting. And of course, this one was
just the default planes. So we're going to increase the vertex mount
by going through Modeling Mode and setting it up with more vertices. So
it's quite simple to do. All we gotta do is
click Ramesh and set this up with more vertices. And this triangle
count amount is based on the size
of just a mesh. So because we have
such a large mesh and we want to have
more density within it. Setting it up to 5,000
is going to give us much better results
in comparison. So we're going to
keep the rest of the settings as default, as we simply just
wanted to make use out of a simple
rematch functionality. And we're going to hit Accept. Just like that.
We're going to get ourselves some nice
amount of vertices. And we might even need to
actually a little bit more. So let's go back into it and increase this to something
like 10,000, like so. And let's see how
this would look like. Maybe even like
20,000 astray using 20,000 because we do need a bit more density in this area. So I think we're
going to use 20,000. I think that's going to give
us much better results. So let's go ahead and accept, and that's what we're
going to keep it as is for this area, for the Waterfall because we
already using the former, it already has a nice amount
of density of the vertices. So we're going to
leave this one as is for the body of this water. I think we might qubit is,
is for now worst-case, we can always come back and adjust it when we're
painting the vertices. This one is going to be
quite alright as well. Then we have a simple
plane over here. So of course we're going
to add some vertices, but instead of using
a large value, we're going to set it up to something like up hours
and maybe that'll do. And I think we can just use
1,000 as is and hit Accept. And we're going to get
this amount of vertices. So that's going to be much,
much better than I think. We're actually going
to leave it as is. Now, the only thing that
we also need to probably change is actually
going to be the UVs. So let's go into the
modelling mode and change up the UV coordinates because they're going to be
quite stretched out. Otherwise, we're going to start off with this
plane over here. We're going to go onto the automatic UVs and they
don't look quite stressed out. So we're going to just simply hit Accept and keep it as is. Then for the Waterfall, we're going to again hit automatic UVs and see how
this would look like. And this is already looking
quite stressed out. So we're going to
be fixing that up. Actually. We're simply going to, I think we can just go to accept and see how
this would look like. For example, go back and yes, there are definitely going to be quite stretched out at the
very bottom especially. So we're going to go into the bag RS within a
transformation tab, then hit Accept and that'll
just fix up the scaling. Now we can go onto the
Automatic you unwrap. And now we're going to get
a real nice type of setup. We can go ahead and accept. For this area. We can do the same by
going into the bag, RS, hitting except going on
to the Automatic UV, unwrap. And This might actually
give us multiple UVs, but I think that's going
to be quite alright. It looks quite nice. So all we need to do
is just hit Accept. And again, it's going to give us a nice type of a Density. And for this week we could just go ahead and hit auto UV unwrap. And that's actually
just going to give us a lot of distortion. So let's go ahead and go on
to their transformation tab. It, Base R, S, it accept. Go back to you. Automatic UV unwrap, hit Accept. And actually let me just check. This. Seems like
we're going to get an issue in regards to
the same over here. So we actually need to
fix that up real quick. And I'm trying to figure out
what is the cost for it. And maybe just maybe it
seems like the UVs are fine. It's just that whenever
it reaches this edge, if we were to look
at a wireframe, it seems to be an
edge over here. Yep. So whenever it
reaches this edge, it's just going to give us a different type of a chunk for where to go
something until Layout, for example, with this selected, we should be able to see that definitely has two
different types of chunks. So of course we've
got to fix that up. The way we're going to fix it is we're just going to
project it like so. We're going to use a
simple plane projection. So instead of
Automatic UV unwrap, we're going to use up project
with the plane Setup As so. We can simply hit Accept. Now if we check the
layouts like so. And the way they Layout
to work, by the way, is it just enables the
previous UV layout, which actually has
some settings to set up different types
of layouts for the UVs, for it to be packed. But right now we're just
using it as an example to see how the layout is
turning out to be. And we can see that
we're getting this sort of result which has
a lot of distortion. So anyway, since we're
not using this tool, just to visualize the
overall, the UV coordinates. We're going to go to UV unwrap. And this will
automatically unwrap the thing without making
new UV coordinates. So by just unwrapping the
simple UV projection, we're going to get
some nice result. Now once I hit Accept
and go to the layout, we can see that it is just
one type of UV chunk, which means that we
basically won't be getting any type of UV
seams over in this end. So that's actually going
to be quite nice for us. We're going to hit
Cancel for this. And so yeah, basically we just projected a simple
plane and then use them a UV unwrap to make sure that our UVs
don't have any distortion. And once we're happy
with that, of course, we're left with this mass
of water plane as well. So let's go ahead and select it. And since it's just a plain, we can use Automatic UV unwrap, hit Accept, and
that's just going to give us a nice results. That's all it needs for
us to do from this area, actually, because we stretch
it out, I totally forgot. We need to go and use
big R S, hit Accept. And now we're not going
to have any stretching. So now we're going to
go Automatic UV unwrap. We're going to get
some proper squares, going to hit Accept. And now we're going to
get some nicer results. So that's going to be it
from the preparation. And this time in
the next lesson, we're actually going
to set them up to be used with Water Materials. So yeah, thank you so
much for watching. And I will see in a bit
50. Setting up Basic Water Material Instance: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left it all by Sorting out the rest of the Planes and getting them to be ready to be used for
the Water Material. And in this lesson
we're actually going to start on with the
Water Material. So let's get right into it. I'm just going to open up
a Content tab, go into, dock it into my layout
so it'll be easier to work with going to open
this up a little bit. And we're going to start on by creating ourselves a folder
within the contents tab. We're going to right-click
and get ourselves a new folder and call this VFX, since we're going to create some of the effects for the scene. Additionally to the water. We're going to open this up and now we're going to
right-click again. We're going to call this
one Water older, like so. So in this folder we're going to keep everything
water-related, all the textures and all
the particles and whatnot. So let's go ahead and get
ourselves to resources tab. From the very beginning, we had a resources tab
with a Water textures. Let's go ahead and open that up. And we're going to drag
everything into this folder. So we're just going to drag and drop it into the Waterfall, the lake so much will import all of the needed
textures for us like so. And so we're actually, I think we're going to
right-click again and set up a Textures
folder like so. And drag Oliver textures into
this folder just like this. So we're going to leave
those out for now. We're going to move it like so. For now we're just going
to focus on creating ourselves a Basic
Water Material, which will later be
adding on top of it. And setting up ourselves a really nice water if you
use within this environment. So you start on
making the water. We're going to right-click, get ourselves a simple
material like so. And we're going to call
this Water Base mat. So we're going to
double-click on it and we're going to open up a
Water Material graph. So within this material graph, we'll need to firstly
changes properties to be using a water shader. So with the material
property selected, morphinan left hand corner, we're going to find the
material Detail tab. And we'll need to change the shading model
from the default LET, we're going to be changing
it to a single layer water. So what this will allow us to do is it'll allow us to keep this material to still be
opaque instead of transparent. And it'll affect
the Deaf based on the parameters that we're going to be a adding towards it. And simply put, we're just going to get a real
nice performance on our Water Material
and that will just the water itself
look quite nice. So in order for us to
use it, of course, we get an error saying that
we need a single layer water. So right away we're
going to add that up. We're going to right-click
and search for a single water layer. So I think that's going
to be this one over here. Let's go ahead and open this up. And that is going to give us additional settings for
our material properties. So right now it says no inputs. So to start off, I
think we can just simply add a basic value, float value of zero to
start off just to see how our material would look like as the default within this area. So we're going to hold one and click and tap on
our Material graph, which will give us a float. Now this float is not
a parameter for float, so we're not able to change this within our
Material Instance. So previously, we held S
and tapped on our material, which gave us a parameter float. So that is going
to be a different, as we won't be able to change
that, but that's okay. We're going to be adding
on top of that in a bit. We just now want to see how it would look
like as a default. So right now we're just going
to keep everything as zero. And we're actually just going to set up a Scattering
color coefficients, absorption coefficients, and
colour scale behind water. We're going to leave
beta G is, is. We don't generally use it whenever we setting
up a Water Material, we just keep it as a
default one as is. And so the rest of the values are going to be kept at zero. Now one more value
that we should be changing right away is
going to be opacity. So by holding one and
tapping on the screen, we're going to set up a zero
float value for opacity. And that'll just make
sure that we're getting the right kind of values
for or Water later on. And for now, that's
all we need as it is, we're going to hit
Control and S to save it. And once it loads up the
entire, all the parameters, once it loads the
entire shader up, we can close this down
for now and just apply this onto the Water
Base like so. And we can see the type of result that we're going to get. So by default, we can
see that we're getting some of the type of transition
in the water like so. And it's somewhat looks like Water already since it is
this kind of a shader, but we don't have a lot of
settings setup just yet. And it looks somewhat a
bit bizarre at the moment. So we need to be setting
everything up first And actually, before doing that, we're going to right-click and create ourselves
a Material Instance. And we're going to set this Material Instance to be
used on the water instead. So right now, this material, this shape displaying
is going to be using the water-based material. So we're just making sure
that it is being applied. And right now because we
don't have any parameters, is going to be quite
empty, but later on, on the right side will
have more parameters to work with and we'll
be able to adjust the Water type of parameters to be working with this
entire shaders. So right now we're going to go back into the materials tab and we'll be setting up the basic
parameters for this shader. So actually, I think I'll just slow with this entire
graph like so, and keep this at the very top. And I think I might
just get ourselves to Scalability to be set aside
so we can see the water, how it looks like as it is with the right
type of lighting, which is going to position
my camera like so. So right now what we
need to do is set up the basic parameters for
this kind of Values. And decider off,
we need to set up the roughness and metallic
values to get a more watery, watery looking effect
for our entire material. So the way we're going
to do it is we're going to hold S and we're going to tap on the screen to get
ourselves a parameter float. And for Siris we're going to
call this metallic like so. And we're going to connect
this to a metallic value. Now, the reason we
need to use metallic, although this is just
water and not a metal, is because it'll give
us the right type of reflection to make it
look like it's liquid. Otherwise, we'd get this
sort of a plasticky look. So that's why when we're
working with a liquid, usually we want to increase metallic value and a developed
default value of 0.8. We'll just make sure we get it going to get a
right type of result. So now if we were to click
Control and S to save it up, load the load up this parameter. We're going to see
a little bit of a different type of
results from our water. Once it loads up, we can
see the type of reflection. We're going to get an already, we're getting a much
nicer type of result. So right now we're going to need to set up the roughness
value as well. We're going to hold
S tap on the screen and we're going to call
this one for roughness. Just like that. If by any chance you click off
and you want to rename it, you can always do so by
clicking on a Parameters name, tapping on this end over here, and just simply renaming
it in this area. So again, we're going to
change up the default value. So by default, we're going
to have a value of 0.3. And that'll give us a nice double reflection because if we have it at the zero value, we're going to just
have it to reflect it. So now if we were
to connect this, like so, we're going to hit Control and S to see
how it looks like. And we're going to get
much, much better result. So once it takes, once it's done loading up, we're going to get this result, which is going to look somewhat nice and render it looks
like a body of water. But we're not quite
done just yet because most of the options that
we're going to be doing, most of the effects that we're going to
be adjusting is going to be from this single
layer Water Material. But we're going to leave that
in the next lesson for now, we just set up some basic
parameters to be used, or the metallic and roughness. And actually we're going to be opened up the Material
Instance as well. So the material, the Water Material Instance
that were created. And we're just going to
open this up like so. By double-clicking
on it, then you go, It's going to up burn it
up in this tab over here. So we got ourselves the
Water Base Material and a water-based
Material Instance. So right now if you open it up, we can see that we have a
metallic and roughness values. So that's quite nice. So if we were enabled that we can make
adjustments to them and change up the values later on and get the
right kind of results. But if we were to click
Reset to Default, we're going to set it back to the default values to
ones that we set it up. And that's actually quite nice. But one other thing
that we should probably do before we will
continue working on is to familiarize ourselves with the groups that
we're going to set up. So parameter groups,
the way they work is if we were
to set them up, is it allow us to
have them grouped up nicely and when we will have
more settings to work with, it'll help us to keep
everything more organized. So the way we set up the
groups is if we were to click on a parameter
in the left corner, we have Material expressions and within it we have
something called groups. So this one, if we
were to click on it, we right now have nothing here. But by simply
changing the name to, we can call this basic like so. By simply changing
this, your Basic, we now create it
ourselves, a new group. And one of them is
going to be none, which will mean that it
doesn't have any group. And the second one is
going to be set as Basic since data is
what we call it. Now, if we were to click on a roughness value and set
this up from none to Basic. We're going to set this up as on a different group as well. So what this will do is
basically if we were to hit Control and
S and save this up, if we were to go to
Material Instance, will notice that
we get ourselves a parameter group in over
here that is named Basic. So that way we're able to keep everything in different
types of groups. And that'll help us to
make adjustments faster, in a faster way. So when we're going to be
working with Caustics, when we're working with
Waves and whatnot, we'll be able to keep
them in separate groups. So yeah, that's going
to be pretty much it. And in the next
lesson we're going to continue working and we'll continue working with a
single layer Water Material. So yeah, that's it. Thank you so much for watching
and I'll see you in a bit.
51. Setting up Scattering and Absorbtion Walues Within Water Material: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by setting some other basic parameters for a single layer Water
Material to be used. And in this lesson we're going
to continue working onto this material and set
up more Parameters. Primarily we're going
to write now focused on Scattering coefficients and
absorption coefficients. Since these are the
most important, the key values for
controlling how the light is going to reflect on
the water or are Planes. So we're going to start on by creating ourselves this
scattering coefficient. And the way we'll want to do
it is we'll want to firstly, hold and click using free. So by holding free
on our keyboard, on our keyboard and tapping
on our Material graph, using our left mouse
button will be able to create a vector free, which if we were to
select it and then click on the left tab on
this square over here. By default it's
going to be black. But if we open it up, we can see that we
have a color picker. And this will allow us
to control the color. And we're not going to be changing anything yet because we need to make sure that the value is set to
be a bit brighter. So for now we're going to
get ourselves this sort of a value for a
scattering coefficient. And just simply by
applying this color right away into the
scattering coefficient, we won't get any good results
because the reason being is that it will be simply
too intense of a value. So we'll need to make sure we slightly lowered intensity
for this effect. And the way we're going
to do it is just, we're going to set up a
multiplier to be used with this. And so for us to do that, we're going to hold
em on our keyboard and tap on the screen
just like that. Which in turn will create
a simple multiplier node, which we're going to
attach it to an a, like so, so the vector F3 is
going to be attached an a. And then for the B will
need to set up a value. So we're going to hold and tap on the screen and we're
going to call this one a Scattering
multiplier, like so. And of course we're
going to attach this one to a value of B. Now for this parameter, we're going to use a default
value of 0.01, like so. So basically, we're just
dividing it by a zero or by 100, and it'll give us the
right eyebrow result. Now once we attach this to scattering coefficient like so, we're going to get
much nicer results. So if we were to click Control
and S to save this down, we're going to see the type of result that we're going to get. And as you can see, the way the Scattering
color works is it will basically turn the color for the water into
the multiplier of this. And it'll give us
some nice results. But of course right
now it makes it look like it's very
cloudy and whatnot. And that is because
we still haven't set up the absorption coefficients, which will affect the way the light bounces
off the watercolor is being absorbed in
toward itself and a deeper it goes to more with C, a different type of color. But by default, we got ourselves a vector free that
we're now able to use and change up the
color of the entire water. But of course we want to make
sure that we set it up for the Water Material
Instance to be used. Because right now we
only set it up to be used with the Scattering
and multiplier. So of course, we can
change the value for this and it'll be changing the
way this is behaving. But we don't have a way to
change the color for, so, for us to change the
color will have to set the vector free
to be as parameter. And the way we can do it
is we're just going to right-click and set this
one up as a parameter. And right away we'll
be able to rename it. So we're going to call this
one Scattering color like so. Now once we hit Control
and S to save this up, if we were to just make sure we have the Material
graph Selected, Control and S to save it, go to Material Base Instance to see ourselves a
Scattering color like so. So now if we're to
be changing this up, we'll be able to see the type of result that
we're going to get, which is quite nice. But of course, we don't
want this just yet. And before making
changes to that, we should probably change
up the Material group for them since we don't
want them to get mixed up. And we're going to do is we're going to go
back onto material, onto the Water Base Material. And we're going to change
the Scattering and multiplier to be
different groups. So of course, we already
had a Basics group. We'll want to make sure that we have a different type
of group for this one. What are we going to do is
we're going to click on this square over here. We're going to delete nonane. We're going to call
this one single layer met properties. Like so. Now we're going to change this same group to be used on the Scattering
color vector free. And we're going to
lower this down. And of course we're
going to get ourselves into groups since
we just made one. Now, once we hit Control
and S to save this up We're going to go to
Material Instance and see that we have a single layer mad properties
saved up over here, which will allow us to make
changes based on this area. So that's quite nice actually. So now, of course, we're not quite done just yet. We still need to sort out our absorption
coefficient as well. And the starting point, we're actually just
going to set up basically pretty much the same
setup as we did over here. And I think the easiest
way would be if we were to just simply grab all
of them at once. Click control C, control V, and we're going to make
a duplicate out of it. Now by default, we're going to make use out
of the same parameter. So we got to change
the parameters first. The easiest way
for us to do that, if we were to click
on vector free, we're going to change
the parameter name. So instead of Scattering color, this one is going to
be absorption color, absorb color like some. And then Scattering
multiplier is of course is going to be absorption
multiplier as well. So where are we
going to be pretty much using the same
kind of properties. But it, the way it behaves is going to be
completely different. So let me just write
this down first. App or absorption. There you go. Absorption multiplier. And we're going to delete
this zero float value and connect our
absorption coefficient. Now, if we were to
hit Control and S and see how this
would look like. Of course, first of all, we need to make
sure that the group is going to be set
as the same one. So because we just made
a copy out of these, we should have ourselves a
different type of groups. So once we have this
selected is going to be single layer
material properties. So we can save
this up and talk a little bit more about the
absorption coefficients. So the way the
absorption coefficients works is it will basically start absorbing the type
of color that we have in our vector free,
in our properties. It'll start absorbing this
color the deeper the water go. So what we'll mean is, the deeper the water goes, the more of this blue cyan
color illicit absorbing. And since we have
the Scattering color set as blue as well. So the deeper you go, basically the more of a gray
type of color it'll get since we're basically absorbing all of the grayish
type of a tin. So what we'll want to do
is actually will want to start absorbing a
different type of color. And we're going to set up a different type
of default color. And we're just going to set up ourselves a sort of a orange, yellowish tint like so. Now we were to click Okay
and hit Control and S. So we just changed up the
default value for this. We're going to start seeing that the deeper the water goes, the more bluish is going to get. And if I were to go to
Material Instances, we got ourselves absorption, color and Absorbtion
multiplier since we made a copy or the Scattering color, they're going to be naturally
set up as properties. And we can enable them and play around with
them a little bit. So if I were to change this up absorption
value by quite a bit, we can see that it starts absorbing the orange
color the deeper it goes. And it'll basically
changed the entire edge, the bottom of the color to
be a bit more blue tint, which is actually quite nice. So that's the way that
absorption value works. For now we can leave
it up as a default one because I recommend you
changing the values the most of the parameters once we set up the Lighting
for our environment, and right now we're going
to have a default lighting, so we don't exactly
know how it's going to behave with the type of Water
Material that we're having. We might want to change up the Absorbtion multiply
just a little bit though. I think we should get a
little bit more bluish tint. So it's going to look much
nicer, maybe Scattering color. We can lower this down just
by a little bit like so. Just again so we
can get ourselves a really basic type of a color. So 0.026, I think that's
going to be quite alright. We're going to get this result. And maybe, just maybe I'm going to use this a
little bit as well. So yeah, we're going to
leave it as is for now. And we basically set
up ourselves and Absorbtion as well as
Catherine color of properties, which allows us to make
some tweaks and get, give us some nice
results on the water. And we can see the
way it behaves and interacts with the
sides of the clips as well. So that's actually quite nice. And yeah, that's going to
be it from this lesson. In the next lesson,
we're going to continue working with the Water Material. And this time we're
going to set up the Caustic or the underwater. And we're going to
get some bits of the movement using the item Water Caustic send this
wave will make it a little bit more of a
believable Water materials. So thank you so
much for watching and I will see you in a bit.
52. Setting up Basic Caustics: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. The last lesson we
set up ourselves a Scattering color as
well as absorption color. And we set up some
parameters to be used within this material so we could get a real nice type
of a water plane. So right now we're going
to continue working, continue working on this
material and set up ourselves some
color behind water. And we're going to
make use out of this parameter in
order to set up some Caustics to be used
underneath the water. And that way we'll get some really nice motion for underneath the
water basically. And without further
ado, let's get started. We'll start off by
getting ourselves to textures for this material. So we're going to go open
up the Textures folder. So the ones that
we just imported, and we're going to get the
Water Caustic texture. So by simply dragging and
dropping it into more Material, the water material that we have, we're going to open
it up like so. And Right-of-Way, if
we were to just use a simple multiplier and attach this to our
color behind Scale. So we're going to do that. We're going to hold
em, tap on the screen. We're going to get
ourselves a multiplier. We're going to hold S
carousels, a parameter, and we're going to
call this one a Caustics multiplier, like so. Then afterwards we're
going to connect a and B, basically both of them together. And we're going to probably set this default value to
be or to just open this up default value
to be a value of 0.5. So let's go ahead and do that. Or in five like so. Now we're going to connect this, replace the zero with our own Texture and see what
it does with in our area. So let's go ahead and
connect this like so. And we're going to click
Control and S to save this up. Now once it's done,
saving it up, which of course we
need to wait a little bit until I finish up
loading up like so. We're going to get
this sort of result, which is a little
bit hard to see. But if we were to change up the parameter,
this parameter, if we were to increase this
to your quite a high amount, something like 100, for example. We can see the type
of result that we're going to get an actually. It's because the large type of a texture that we're getting, we're not going to see really big kind of
a change because the entire plane that we're
using right now is so big that we're only seeing couple
of extra areas on the side. So we gotta of course, change
that up by quite a bit. And we gotta make sure that we set up the UV coordinates first. And so for us to do that, we're going to be
making use out of the UV parameter over here
next to the Texture sample. So the easiest way to show it as a gap as an example first is if we were to simply right-click and search
for texture coordinate, or just if we type in corn like so we're going to get
ourselves texture coordinate. If we now connect this to UVs, we're going to get
pretty much the same result because we now need to make sure we
use a multiplier. So if we were to hold
and tap on a screen, we're going to get
ourselves a parameter. So we're going to
change this to be called Caustic scale, like so. And of course we're going to connect both of these together. So go, we're going to hold em that bonus green and just
connect them both legs. So now once we connect this to the UV chunk for a
Texture sample Excel, I'm actually just going to
click and hold and then drag it and actually just going to put this up
a little bit higher. And basically we're just going
to move them a little bit off the side so
it doesn't get in a way of the other Parameters. And I think we're going
to click and hold and drag this a little bit
off to the side as well, just so you can have it a
little bit more organized. So anyways, now we have like so we're going to change
up this parameter. And if we change this something
Tool ten for example, we're going to now click
Control and S to save this up. And actually, because I think I changed up the
Caustic multiplier as well. But as we can see, we get
ourselves this sort of results. So I think this is human, too large right now. So if we were to change
this, somebody to look 100, we can see the type of
effect we're going to get N Basically where we have
some transparency. We can get some Caustic
effect over here on the ends. And that'll just give us
some real nice Water VFX, some real nice results to
our entire water plane. But of course we're not
quite done just yet. We don't have any motion, we don't have anything
with this parameter, so we're going to be
changing that up. And the way we're going to do
it is actually we're going to drag this back a
little bit like so. We're going to get
these transformations a little bit off to
the side as well. And basically, we're simply going to
right-click on our texture. We're going to
search for banner, and we're going to place
it in Material Graphic. So now we're going to attach
this to the UV coordinates. And it's going to give
us a much nicer result. But of course, in order
for us to make use out of the previous texture
coordinates that we had. We're going to connect this to the coordinate area over here. Once we do it like so, nothing is going
to happen because we need to set up
the speed first. So if we were to click
on this pattern like so, there are going to be couple
of parameters over here. And of course we need
to change them up. So by simply
changing this up to, let's say, a value of a speed of One like so. And now if we were to hit
Control and S to save it, we're getting to see the type of result that is going to give us. So once it's finished
as uploading up, once it compiles
this entire shader, we're going to see certain bit of motion within our Caustics, which is pretty nice, pretty good already, but
it's too repetitive. The entire motion is
just going to give us this unnatural
type of a look. So we need to fix that up.
We need to change that. We got to make sure that
it looks nice altogether. So the way we're going
to do it is firstly, we're going to set up ourselves
a second Texture sample, which with, we will overlay
with this one over here. So we're going to select
the texture sample exam. We're going to hit
Control and C Control and V to make a duplicate out of it. This way you have
two of them like so. And we'll basically
want to use the, more or less the same pattern. But this time we'll want
to switch up some things. So the best way to
do it is if we were to get ourselves
the same pattern. So if we were selected, hit Control C, Control V, make a duplicate out of it, connect this to our UVs like so. And actually, for doing that, I'd like us to change the
pattern to be not only 0.1, but the speed of Y
to be 0.1 as well. This way, our entire motion
is going to be diagonal. So if we were to save
this up real quick, once it loads up and
compiles the entire shader, which takes some time, but it's going to be
alright, so again, it's going to give us a
diagonal type of movement, which exact, which is
exactly what we want. I'll show you in a bit why. But basically right now, we want to overlay
this with that. And the best way to do it is if we were to right-click
and search for screen, we get ourselves a blend
underscore screen. And this is a really nice
kind of a blend for us to do. And the way the screen works, if you're familiar with something like
Photoshop blending, for example, is it will
project the highest, the brightest type
of values on top. So because this one
is using Caustics, it'll give us the whiteness of each of those sections without
losing any of the detail. So we're going to combine
above them like so. And we're going
to blend them in, into the multiplier
just like that. And if we were to click
Control and S right away, we'll see the type of result
that we're going to get, the type of blending effect that we're going
to get out of it. And once it saves up, we can see that
actually because we forgot to add a UV chunk, we're going to get
this up a result which is obviously
not where we want. But as an example, I will
connect this UV to here just to see the type of right up Chunks because otherwise
we're too big by default. So let's go ahead and connected. And as you can see, this is the type of blending
that we're going to get. One is going to be
overlaid with one another. And it already gives us some really nice
Variations for our areas. But of course this is
just looking too much because we don't have motion
for this secondary texture. So we're going to
be fixing that up. And the way we're going to do it is actually I'm going to hold Control and drag this out
from the UV is like so, so we can fix them
up right away. And now we're going to
select the pattern. We're going to click control C, control V to make a duplicate. And we have ourselves an
identical type of a pattern. So we're going to
connect this to UVs. We're going to set
these coordinates to be used or the same
pattern as well. And we're going to get ourselves this sort of result
where we have a certain motion which blends in both of
these values together. But of course, they're just overlaying what we've
whichever and we're not getting any of the control over the speed of our entire motion. So we're actually going to be fixed in that up and we're going to be fixing how it blends in
and within the next lesson. So thank you so
much for watching. And I will see you in a bit.
53. Setting up Water Caustic Parameters: Hello and welcome back In
prone to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left it off by setting up a basic blend of a Caustic system which has
a certain bit of movement, but we're not quite
done just yet us, we don't have any type
of a real overlay that will help us break off
this type of a pattern. So without further ado, let's get right into
it and set that up. And we're going to
start off by setting up a timer for the painter. So the way we're going to
do it is if we were to just simply right-click
and search for time, we're going to get
ourselves a time tab, which if we're to open it up, we're going to get
ourselves time node. So this one is if we were to just simply connect it
to the time right away, it's just going to get
us the same result, the same speed as by default. This is what the type of
speed that we're using. But of course we need to
have certain bit of control. So the way we're going to
do it is actually we're going to drag this a
little bit to the bag and we're going to
use a multiplier to have more control over this. So by clicking and holding M, we're going to tap in
and then we're going to hold and tap on
the graph as well. And we're going to call
this Caustic speed like so. And we're going to
attach this to be, and of course time the value for it is going to
be attached to a. And by simply attaching
this to a time. And of course, setting
the parameter, the default parameter
to be, say, instead of a value of one, we can put it in
half because I think by default is a little
bit too fast for us. So we, by setting
it to your value of 0.5 and clicking Control
and S to save this up, we're going to get ourselves
some nice results. So let's just take it, Let's give it a while
for it to load up. And again, as you can see, we're going to get this result. And since the upper panel is using a different
type of time, the default just time by itself. And the first one is
being divided by two. We're going to get this
sort of an overlay. So already it is
looking quite nice. Of course the intensity and everything is
overlay saturated so we can visualize how it would
look like within our view. So now that we have
it like so of course, it is a little bit too much. So we're going to have to
make sure we control that. And we want to have some control over the
second pattern as well. Since right now,
although we have Caustic speed control for this first one,
which by the way, we gotta make sure that
we click on it and set up the group to be a single
layer mask properties. Or actually, I was thinking about setting
up a number group, but it might be best
to just keep it as a single layer might
properties like so. We have it like so. And then Caustic Scale, we also got to change that up to a single layer
Material protease. And let's check the
Caustic multiplier as well and set it up to be single layer
material properties. So all of them are going to be within the same
Properties tab. Now, going back to
the time and speed, we already have control and
we could set up ourselves a new type of properties
to be used for the panel. So we'd have more control, but all we're doing, the macro controls
that we're going to have is going
to be quite a lot, especially when
working with material. We want to make sure
we don't overdo it. Otherwise, every little tweak is going to be hard to
control and keep up with. So instead what we're going to do is actually
we're going to make use out of the same
multiplier for the spanner. And instead we're going
to switch up some values. So first of all, we're
going to drag this out and we're going to actually, instead of just dragging it out, we're going to
hold em and create ourselves a multiplier
that attach it to an a. And for this multiplier, instead of creating
ourselves a parameter, instead of creating
a float value, we can change the
multiplier value right away for the constant B
within a left-hand corner, where it says constant B. If we were to change
this to a value of 0.7, what this will do is basically whatever this value
is being used, this will make it a bit slower, just a slightly
bit slower by 30%. So that's actually
going to be quite nice. Actually, what we want
to do is We wanna make sure we get more variation. So the way we're
going to do it is actually we're going to invert, we're going to invert
this entire speed, invert this entire value, and make the Caustic for this texture to
go the other way. So the way we're
going to do it is if we're to simply drag it out and search for
1minus, like so. We're going to get
ourselves 1minus, much in short, is one minus tax, and that'll just flip the entire value and reversed
everything that we have. So right now once we
connect this to our time, if we were to simply click
Control and S to save this up. Once it's done combining, we'll see the type result. Just takes the time
to do it like so. And that's the result
we're going to get. So basically in short, we're going to get to Caustic values that are going
to be blended in together. And one is going to be going
in reverse in other way. And the other one is going
to be just a little bit, just a little bit faster
and going the other way. And we're going to get these
sort of neutral types of Caustics that are going
to be going one another. Of course this is going
to be too strong, but for now we're just
going to keep it as is. And we're just going to
enable this Caustic Scale, multiplier the speed
and scale itself. And if it were to
change up the speed, like so, we're going to
see that both of these Caustic textures
that are blending in with one another are
going to be affected. So that's actually quite
nice for us to work with. And just by changing
this, for example, to this kind of
value, we can see the type of result that
we're going to get. But for now, we're getting to keep this as a value of 0.5. I find that the default
value works quite well. And of course, if we were
to change the multiplier, we're going to see a much
nicer table results are much nicer type of a blend
for these Caustic Values. So just like that,
we're able to have some really nice control
of these values, like so. First, we gotta make
sure that resave it is out by clicking Control
and S to save it out. And although we're pretty much done with the Caustic Setup, we still have some time, so I'd like us to get certain bit of parameter
that will help you out if you're making use out of the same material in the
future, projects and whatnot. And it will basically help you make it a little
bit more convenience. So what I mean by that is, right now we're using texture coordinates
are the default one. And it will make sure it'll give us a nice type of control. And nice I will play in
which we can change up the scale and get the different
types of Caustic results. But in turn, if we have
different planes, for example, we have this massive
plane over here, and we have a plane over
in the back as well. If we were to try using
this same type of material right away as is
onto this upper plane. By default, we're going to get really different results in comparison to what
we're having over here. Because obviously, the UV coordinates
that we're using here are quite massive in comparison through small plane that
we're using over there. So the best way to
do it is actually to make use out of the
world position. The downside of the
world position though, if we're having some coordinates where they're going
horizontally, for example, in this area over here, when water will be going
downwards like here, like so. We'll have some issues because the world position allows us to have some real nice textures. But basically we can't control how they're
being played out, how they're being stretched out. So if we're just having
it a flat piece of plane, it will work quite well. But when we're having it on
the side of the Waterfall, it'll look quite bad. So of course we need to have
some control over that. But yeah, we're going to make a certain
parameter that will allow us to switch in-between the well-positioned and
texts coordination. And that'll help us do
certain control or whatever we want to use multiple planes then have the same kind of look. And the way we're going to do it basically is we're
going to right-click, get ourselves the
world position. By default, world position, use X, Y, and Z. So all three dimensions, and we only want to make
use out of the axon. Why? So, for example, if I were
to click G on the bottom, on the left-hand corner
of the viewport, we can see the type
of Gizmo and we can see the Y and X
coordinates over here. And we have an Zed
coordinate as well. So we gotta make
sure that we ignore that because the textures are just a 2D planes and we can't make use out
of them otherwise. Another thing that
we need to consider, actually before doing
that, right away, let's go ahead and fix
this issue because the textures are 2D planar, we need to convert this entire absolute
world positioned to be only using X
and Y coordinates. So the way we do it
is we drag this out. We searched for
component mask like so. And we're going to
apply this right away. What this'll do by default, it'll make sure that we're only using red and green values, the blue value, which
represents the Z. If we look at a gizmo, which represents the Z, by
default, it'll be ticked off. So that will mean that for
the absolute world position, and it will only count
the red and green values. So if we look at it from a top, will be seeing the
texture as is. And the next issue that we have with absolute
well-positioned is actually that it is absolutely massive and we got to
fix that right away. So the easiest way for us
to do that if is if we were to hold D and tap
on our screen regret, we're going to get
ourselves a divide node and we're going to attach this
to an a and put a divide. We're going to divide
this by 1,000. And this will just bring it to a normal type of a
scale for the textures. And I'll just make sure we
get a reasonable scale. Whereas use. Now, we can just simply attach this to a multiply it and
remove the texture coordinates. And this will give us
some nice results. But as I said, as I
mentioned previously, if we have certain
curves that'll start stretching out our
entire Textures, and we obviously don't
want this to happen. We want to have certain control over our entire texture maps. So what we need to do
is actually we're going to get ourselves a
switch parameter. So if you right-click and
search for a switch parameter, Static switch parameter like so, we get ourselves a
real nice parameter. So this one is going to be
called use oral position And if it's true, if this switch is true, we're going to basically be
Using the world position. And if it is false, we're going to be using
texture coordinates. And in essence, that's all
it takes for us to get some nice results and
switch between those two. So right now I'm going
to connect this to a multiplier and hit Control and S to save this and see the types of results
that we're going to get. Of course, within a
Material Instance, we're going to open this up. And we're going to get
this type of a bar which says use world position
if we were to enable this. And like so, we're going to
take some time to load it up. But once it loads
up, we're actually going to not see
anything too much because there is a scale that
actually still too large. Because right now we're still using the same type
of properties. And if we have a look at the
material once it goes past this switch is still uses the Caustic
Scale to multiply it. And right now we're
multiplying this by 100, which is quite a large value. If we were to change
this Caustic scale, 100-1, let's say like so, we're going to get this result. So what this will
mean basically if we were to have this selected, because it's not making use out of the texture coordinates. If I were to move this, we can see that we're not moving our textures for the Caustics. That wouldn't be true if we
were to have this disabled. Of course, we need to
reset the Caustic scales. But in short, if I were to try to move this now we
can see the Caustics to be moving because
they're still making use out of the texture
coordinates for this plane. So simply put this
type of option, this ABC control just
simply allows us to switch between the
UV coordinates, which makes use out of the
mesh coordinates themselves, and just world position, which makes use out of the
world position itself. And again, as I said previously, when going vertically,
for example, if I were to have this
enabled once it loads up, and even though right
now it doesn't move. And actually I'm
just going to change the Caustic scale to
something like one, just to visualize it better. So even though it
doesn't move right, if we do it like so if I was to change this entire plane
to be going sideways, we can see the type of
stretches we're going to get in our
entire environment. So that is what we need to
watch out when we're working with our world positions and when we're doing
this kind of a thing, if we're having a Water
just as a simple plane, we're going to get much
nicer results as this. For now. We're going to keep it as is. I think we can just turn off the world position
for now and later on, we'll be playing around with these settings a little
bit more in the future. But as it is now, it is generally a real nice way to have them switch between one and our whenever we want to make use of these settings. And it's just going to be a real nice texture
once we're done after wards that
we're going to be able to use within
our project as well. So, yeah, that's going to
be it for this lesson. In the next one, we're
going to continue working with this
entire environment, with this empire
Texture For the water. And we're going to be setting
up some Waves this time. So we already have
some Caustics, actually, because we
already have some Caustics, I think we're going
to lower down the entire intensity
for the Caustics at the moment because
they're slightly too much too intense for us. I think by setting it up
something to a value of four. For now, I think we'll do
and we can keep it as is. And in the future we're
going to come back to it and make some
additional settings. So, yeah, we're in
the future though. In the next lesson,
we're going to continue with working on this and setting up some water Normals to get some actual motion
for this empire water body. So thank you so much for watching and I will
see you in a bit.
54. Creating Wave Pattern Using Normals: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. And the last lesson we left
off by setting up some of the Caustic to be used within underneath the water to get some additional motion for our single layer Water Material. And in this lesson
we're going to continue on working with
emotion and actually set up some of the
wave system to be used for the top of the
water Using Normals. So let's go ahead
and get started. We're going to Tiling, drag it up like so
the entire material. And we're going to get
ourselves to textures of the water materials
from the resources. And the ones that are
going to use is actually going to be the Water noise, Normal Texture, and Water
displacement texture. So let's go ahead
and grab them both. Or actually just put now, we're going to work with the
normal and later on we're going to add displacement
afterwards anyway. So let's go ahead and just
grab this one to start it off. We're going to just grab it into our material node like so. And basically will need to
connect it onto our normal. But of course, if
we were to just connect it simply as is. So for example, if I
were to just connect this just like I did
previously, normal like so. And then if we were
to save this out and see how it would look
like with in our waters. So once it's done loading up, I'm going to take awhile. Once it's unloading up, we're going to get this result. Now of course, the scale of this plane is
really quite large, so we need to make sure we kinda overlap this entire
texture map couple of times so we can get
Pattern type of Waves for this entire area. So actually what
we're going to do is we're going to
start off by getting the same type of position
as we had poor or Caustics. So we have a, an absolute world position and texture coordinates that is simply changed up by the Caustic scales
and we're going to make use out of these. So let's go ahead and
make a copy out of it and simply paste it in, in here as well. So this one though, needs to be having a
different parameter name. And we're going to have
it set as a Waves groups. So we also need to set it up as that and use
world position. I guess we can keep
it as is what we need to change up the
groups for sure. So we're going to change
up the group as waves. And waves Normals or
something like that. We can just keep it as Waves. I think that's going to
be good for a group. And I just realized that the switch that we
had previously, what the Caustics doesn't
have a single group. I think it actually changed up the group over here because
these two are connected. So it has go ahead and change
up the parameter name, use world position Waves. If we were to change
up the parameter name, just like that,
we're going to get a different type of
switch right now, since because we made
a copy out of it, even though there are
two separate nodes, they're going to be in
a similar Amhara matter if they had the same
name for the parameter. So right now, because
I changed the name, they're going to
behave differently. And I had this group
setup like so. And we're going to
set this group to be single layer mask
properties like so. And just like that, we're going to get
much nicer results. Now, of course, we're going
to connect this to the UVs. And of course we're
going to change the parameter for
the multiplier. What a Caustics,
we're going to be calling it Waves like so. Now, once we hit Control
and S to save it out, we're going to get
better results. Hopefully, once it loads in the entire material
shader. There you go. So once it loads up, we're going to get
this sort of result. And if you get closer, we can say the type of result
that we're getting. So because we changed
it up to 100 and we're going to get really
small type of waves. I think we can
change it to a ten. You get this sort of results. So it's already
looking quite nice. We don't have any motion at
the moment just quite yet. So we're going to be fixing
that up in a second. But before adding the Motion to our Waves will
want to first of all, be able to control the
entire texture map because otherwise right now
it is facing in one way. And for example, if we want
it to be facing in our way, we'll have two setups are
certain controls for them. So the way we're going to do it is actually relatively simple. We're going to right-click on our Material knowing
graph and we're going to search for a custom rotation rotator with
this one over here. And will basically make use out of the UVs that
we already have. We're just going to drag this
out to recite a little bit. And we're going to attach
this to our UVs, like so. And we're going to
attach it to hurry this. Now the way that we control this customer rotator
is if we were to just simply use position
angle and set this up with Building as putting
up a parameter, Fluid parameter and calling
this Custom Wave rotation. Or we can call this Custom
Wave rotation like so. Setting this up to
a rotation angle. Now, notice how this says 0-1. That is because one would be
equal to 100 360 degrees. If we wanted to turn it halfway, we'd have to set it
up as a value of 0.5. So just to make sure we set
up the write-up controls, we're going to make use
out of the slide minimum, slide minimum, and
slide maximum. And by setting up simply the slide maximum
to a value of one. What we'll do is basically
we'll be able to tell this cloud Custom parameter to not go above this certain value. Now we can keep this
as a default one. But basically, if we
have this own and set this group to be as
a Waves like so, we can click Control
and S to save this out. And what this'll do
is we'll basically, or we set up ourselves, I control that allows us to rotate this entire Parameters. So if we go to our Instance, we got ourselves a
new tab called Waves. And if we have this enabled, we can rotate this entire
texture map just like that. So we set this to
a value of 0.5, or actually to turn
it 90 degrees, we need to set this
to a value of 0.25. And we're going to get
this sort of a result. So again, this is
just a nice way to control the angle of
our entire Waves. And another thing, when
we did the zero to one, that means that we can't
go above a value of A1, or we can only write it down. But basically with this
parameter by sliding it up, by clicking and holding, we can only go 0-1, which helps us to have more control over this
entire parameter. So we're going to keep
it as zero for now and going to be setting up
some motion or the Waves now. But that is going to be left in the next lesson
for, so for now, we've got ourselves some
Custom Wave rotation as well as some controls over the world position and the
scale of our entire Waves. And actually I forgot to
change the wave Scale or the entire position because the parameter that we have right now is set as Wave. So let's quickly change
that up and call this Waves Scale and
ask for the group, Let's make sure we change
this up to Waves as well. So basically this parameter
to control our Waves, It's control the
scale of our Waves is going to be Custom. And now if you hit Control
and S to save it out, we're going to have it
within the Waves tab. So we have Custom Waves
rotation use well-positioned. Where will we use
well-positioned or not? And then the scale
for those waves. So that is going to be, that's how we're
going to use it. So now we need to
make sure we set up some additional information for the motion of our Normals. And yeah, that's
going to be left off for the next lesson. So thank you very
much for watching and I will see you in a bit.
55. Adding Motion to UE5 Water Waves: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by setting up some really basic wave material
to be used for our water. And now we're going to continue on working on this and set up some Motion to be used with
this normal texture map. So let's go ahead and
get started right away. And we're just going to make
use out of the pattern, just like we did with
a Caustic system. So we're going to actually included over here just
before the rotation. And this way we'll
be able to have some more control over it. So we're going to create
ourselves a simple pattern. We're going to right-click, get ourselves a pattern like so. And of course we're
going to attach the multiplier of the
position through the painter. Then we're going to attach
this that a UVs like so. And instead of having the wave motion to be used simply by using
speed X and speed. Why? On the pattern itself,
we're going to create some custom
parameters for it. So right now we have X and Y that controls the
motion of this banner. And instead we want to make control within the
Material Instance itself. So we're going to make a
couple of settings for that. And we're going to hold tap on the Material graph just like that to get ourselves
a parameter float. And we're going to
call this one Wave Normal x-direction, like so. And then we're going
to have a speed wise. So we're going to basically make a copy and paste out of this, like so, make a duplicate. Just change up the
parameter name to be instead of x-direction, we're going to call this one a Y direction, just like that. So we've got two parameters, but we can't just simply
add them up together, because otherwise it'll just
be adding up the same value and they're not going to be changing the X and Y separately. So what do we need
to do in order to make use out of them? We need to append them instead. So if we were to hold a, I think no, that's going
to give us an add node. So by simply adding them up, that's not going to give us
the right kind of result. What do we need to do
instead is we need to right-click and
search for append. Append like so a pen vector. So what this will do is
it'll give us X value and Y value in the separate
kind of append vectors. So we basically
create a vector to value using these nodes like so. And we'll have some real
nice control out of them. And this, we can
simply attach it to our banner and they'll give us some really nice controls.
The right-of-way. We're just going to append
to add this to a speed. And if we were to set this, Let's say we can set
both of them to 0.1, like so by default. And we can just save it out as is to see how
it would look like. So if we were to click
Control and S to save, we can see the type of
control that we're going to get out of it once
it's finished as up, of course, loading up, Saving up the entire perimeter. So this is the tab
controller we're going to get within Material Instance, actually going to get a lot of separate ones since we forgot
to add a group to them. So both of them, we're going to change the
group and we're going to add it to Waves, like so. So now both of them
are going to have a group within Waves. So we're going to
click Control and S. Now we're going to go
with into the Instance at basically we have to
wave directions X and Y. And if we were to
close this down, get them both to set
a zero once we start changing the x-direction
and set this to 0.1, for example, we're going to
get direction going this way. If you want to go, to have a direction to go
in opposite way, all we gotta do is set
this to a negative value. So right now it's set as 0.1. If it were to set this to -0.1, we're going to reverse
this entire direction. So these are basically the type of controls that
we're going to get. And of course we have
Y direction as well. So for to set this to 0.1, we're going to get
this downwards. And of course, if
we're to set this to be going the opposite way, that the negative way, it'll go the opposite direction. So this is quite
nice for now though. I think we can just
keep Wave Normal x-direction is zero and Wave
Normal y-direction as 0.1. And I think that's
going to give us real nice Basic
Guide of emotion. Maybe it's a little
bit too much. So 0.01 or 0.03 will give us
this sort of a basic motion, which I think will work
really well for us. So let's go ahead
and keep it as is. Now. We're going to click
Control and S to make sure we save this
Material Instance. Let's go back onto
the material itself and will need to be adding
couple of extra choices. So right now we still don't have the control for the overall
speed of this motion. We can somewhat control
with these parameters. But for example, if we want to amplify the speed, if
we like the direction, and we just want to make the overall speed to be a little bit Larger,
little bit faster. We're going to make
some certain choices. So actually I'm just going to
bring this up a little bit. Going to select this
entire section, just bring it up a
little bit and set up a time or it as well. So just like we did previously, we're going to get
ourselves, I'm node, and we're going to
multiply this with a parameter or a simple
load value parameter. While holding S,
we're going to tap on the screen and we're
going to call this one a Water Normal low speed. It's going to be a
right. Of course we need to change the group. So let's go ahead and
change the group to Waves. We're going to
connect this to be. And by default, we're
going to keep it as one. And of course we're going
to connect this to time. And just like that, we're
going to get certain amount of control over the overall speed
motion for this pattern. And we have some nice
controls at this point, we have the position
well-positioned of the waves. We have normal flow speed, so we can slow this
down or speed this up. And we have of
course, directions. So we can have a bunch of different options
for us to use. So right now we're just
going to keep it is this. And I'm thinking
whether or not which way the rotation would
look best at this point, but keeping it as zero
of pink will do for now. So going back there Material, we set up a really basic notion, motion for this entire area. We've got ourselves a
Pattern and that has a simple controls for Parameters and speed
controls as well. And that allows us to get a very basic motion
with normal texture. So already it's looking
a little bit more like, hey, decent looking water, but we're not quite
done just yet. The overall pattern looks
quite a bit repetitive. So in the next lesson we're going to continue on with this. And we're going to overlay ourselves the normal
values and get ourselves more out of this
overall low or the water. So thank you so much for
watching and I will see in a bit
56. Setting Up Water Normal Parameters: Hello and welcome back everyone
to Unreal Engine five, beginner's guide to
building an environment. In the last lesson, we
left it off by getting some of the motion of
for the normal maps. And we use them as a sort of a waves within our water plane. And this lesson, we're
going to continue on working with
this water material and we're going to overlay
another normal map and use it in order to break off some of that normal pattern that
we're getting at the moment. So the way we're going to do
it is actually quite simple. We're going to start off by
setting this normal material. We're going to click control C control V to make a
duplicate out of it. And by simply attaching
both of these two together. If we were to have
them added together, we'd have a simple, nice overlay ending
result of a normal map. But we're going to use
a multiplier for that. So if we were to hold em, tap on the material graph, like so, add them both
together just like that. And then add this to our
normal value like so. We're going to click Control
and S to see how this would look like once it's
done loading up. And actually I should have
probably added basic value for a UV pattern just so we can visualize how
that would look like. So I think I'll do just that. So I'm going to quickly overlay these UVs
just so we could see how it would look
like while we're multiplying poverty is
normal maps together. Once it's done loading up, we'll see the type
of result that we're going to get just by simply applying body's
normal maps values together, we can see the type
of results that we're going to get an already. It's looking much more chaotic
when it's moving across our entire plane
and we're getting much better results
as a water normal. But just doing it like so we're not actually going to
get a lot of results. We're not going to get as much of control
over the pattern, speed or customer
rotation, for example. So if we were to make use
out of the same customer, rotation onto the UV is like so and click Control
S to save it. To compile our entire material, we're going to see that although
it looks somewhat nice, we're just applying one
material on top of each other. So of course, we need to make
use out of our parameters and set up our
different pattern to be used with this
entire section. So the way we're going
to do it is we're actually just going to apply a multiplier with our scale and that'll give us some
real nice results in return. So let's go ahead and
do that right away. And we're just going to
actually get ourselves a multiplier and simply multiply our entire
scale by a little bit. So we're going to actually, we're going to copy a pattern
that we had previously. And not only the pattern,
we're going to delete this, we're going to copy this
entire custom rotation. We're going to hit
Control C, Control V. And this parameter, because
it has the same name, it'll be changed up based on this rotation.
Both with them. They're going to be linked up as they are pretty much
the same parameters. So that's actually
quite useful for us because when we are going to be changing the rotation for one, the other one is
also going to be changed in the same kind of way. So what we need to do though, is we got to make sure
we adjust the pattern. At first of all, for, in regards to the coordinates, we're going to be applying
a multiplier for that. So we're going to hold em, we're going to tap on our entire honor graph and we're going to attach
this to your coordinates. Then we're going to attach
the constant value of a wave, the entire section
of this scaling. And afterwards, we'll
need to make sure we just simply set the constant
b as a value of point a. And this way, by having
0.8 value for this, we're basically shrinking down this entire UV
coordinates to be, actually, we're going
to set this up. The custom rotation,
we're going to set this up to UV is like so. So basically, we're going
to be shrinking down this entire Ordinance,
not shrinking down. Sorry. We're going to because we're lowering down this valley, we are going to increase
the overall scale to a value by just 20 per cent. And we're going to make
it a little bit larger. So the entire pattern
will be broken off a little bit in this way. Now when we save in
our entire scale, our entire pattern is not
going to be quite as visible. So once this saves up, if we just give it a second, we're going to get this
nice sort of result. But at the moment, we're still keeping the
same type of speed for our entire neural map material. And so the pattern itself is not going to be less visible, but at the same time we're still going to get that
sort of a pattern. So we need to make
sure we fix that up. And actually if we were
to go to a high value, high scalability, we might be seeing
this a little better. But I will go to a low quality because of the performance, because we have so much foliage in the background at the moment. So anyways, going back to this, we need to fix up the time
now because we're using A time multiplier. And we pretty much can make use out of the
same multiplier. But what we need to do is
we've got to make sure we set it up to be at the
right type of time. And we basically
just want to have it in this way will
be bringing down the entire pattern
and making it look more organic as a water system. So the way we're going
to do it is we're going to get ourselves
a new multiplier. We're going to attach
the time to a. And I'm just going to move
this down a little bit. So they wouldn't get in the way. The multiplier, the constant b. We're going to set this
to a value of 0.5, and we're going to
attach this to a time. Now the reason we're
doing it is because we're going to be using
these parameters, the flow speed and whatnot. They're still going to be
using the same parameters. And we just want to make sure we minimize the amount
of parameters that we have while still having a lot of control over this
entire water material. And finally, for
the speed itself, we're going to be pretty much using the same
coordinate because we want to make sure that it
flows in the same direction. So by simply slowing down this entire pattern and moving
it a little bit slower, we're going to
click Control and S to see how it looks like. But basically, we're going to
lower the overall pattern, look and it'll just look much
more organic as a water. So just like that, we're able to create a
much nicer kind of look. And the flow, it's
still going to be visible throughout
our entire pattern. Although this directional area might look like it's just
going in one area in one way. When we play around with
the material instance, for example, with
something like direction. If we were to change this up or actually let's go ahead and
make sure we have the same. So if we were to change with this direction and
get this to be, for example, at the
value of 0.1 like so. We're going to still see that
kind of random direction, but at the same time,
still going to keep that way of flowing in one way. So that actually is much, much nicer for us. It's going to bring up the speed a little
bit more like so. Now one more thing that
we need to do though. We need to make it so we'd
be able to control if we wanted to go in one direction or if you
wanted to be more randomized. So right now, we do have some flow control flow
towards this direction. But if we, for example, want this entire
thing to be going just in kind of randomly
clashing with one another. The waves will want to be able to make sure
we can have that. So we're going to
make use just like we did with the usable
position for the switch. We're going to get ourselves a switch parameter
as well for that. So let's go ahead and
right-click and we're going to search for a
switch parameter, statics, which
parameter like so. And this one we're going to
call it a randomized waves. And if it's true, or more like randomized
direction waves. Like so, randomized direction
waves, if it's true, what will happen is
we'll basically have this speed to be switched
up by minus x, one minus x. So we're going to right-click. We're going to
search for 1minus. And we're going to get this
go through one minus x. And by inverting
this entire value, it'll basically
go the other way. And that way, by
multiplying both of these normals will be
getting random direction. So if it's true, that's going
to go through the spine. If it's false, it's just going to go directly into this area. Of course, this one has
to have a group of waves, so it wouldn't get lost. Now we're going to hit
Control S to save it up. And if we were to go into the material instance and
randomized direction waves, if weren't enable this, we're going to see
the type of results. So once we have it like so, which will give us a bit of a mess trying to figure out why. And I think it's because
we set it up to speed. We actually need to set
this up to a time instead. And the reason being is we
just got to flip up the time and this will make the entire
wave go the other way. So we're actually just going to switch this up and
we're going to move this to the side and get this to go through the false
statement like so. And this will go
for the speed and the append go through
the speed itself. So basically, this
switch is going to give us the right
kind of results. So we're just switching around
the values a little bit. And in turn, we're going to
get this sort of result. And there you go. So basically in short, whenever we have this
flipped, a switch flipped, it's going to just
invert the time completely and gave us
the nice kind of results. I'm just position
them properly like so to make it a little bit
more organized right now, it is a little bit of a mess, but that is okay. So once we save this up, it should give us the
right type of results. So let's go ahead and save this And by default, it
should be like so. If it's false, it's going to
go in the right direction. And if it's enabled, it's going to give us this. So the ego, we now have either a single direction
going kind of results or with this enabled
randomized direction waves is going to start going a
little bit more randomly. And of course, by default, because they randomize,
the speed for them is going a
little bit too fast. So we can always adjust that
with this value over here. And just by splitting
a switching this up, we can see the
type of waves that we're getting out of this. And all in all, this is going to be much nicer. But right now, we're
going to keep it as is. We're going to set this to
a value of one and we're going to turn off the
randomized direction waves. Excel. And this is because we already have a nice area over
here that'll help us to get a motion from coming from this waterfall all the way and just go towards
this direction. And that will be pretty much it. We just need to be able to control the intensity
for the normals because we're multiplying
those two normals over here with one another. And in turn, we're
getting to get a much more intensive a result. So of course we got to make sure we have some
control over this. And the way we're going to
do it is actually we're going to make use out of it. So by holding L, we're going to create a value
linear interpolator, which in turn is
going to give us a value from a to
B based on Alpha. So the value of b
that we're going to use is actually going to be
another texture samples. So if we hold t and
click on our graph, we're going to get ourselves a texture sample pretty much
the same as we had before, but this time we don't
have anything within it. So we need to make sure we
select ourselves a texture. So we're going to
search for a normal. And we're just going
to get a normal, a basic normal, which is
actually going to be normal. So actually we're just going to search for plat, normal legs. So we're going to get
this sort of a texture. I think we should be able to, if we hover over, we
can see the path. And the one we're
going to use is from the engine, engine materials. If we were to click on it,
we should get ourselves just a simple type of a normal that doesn't have
anything on it. So if we were to click on it, we can see that it's just a simple square that
has nothing within it. Just an empty normal. So basically, if I were
to just use this as a simple normal like so
and hit Control and S, nothing will be happening. It'll be completely
empty because it is a blank type of a normal. So we're going to
make use out of this and set it up to a alert B. And then the Alpha that
we're going to use is going to be a
parameter for a wave. So we're going to create ourselves a parameter holding
S tapping on the material. We're going to make it
wave normal strength. So we're going to set this
to maximum slider or one. And by default, we're
going to keep it as zero. We're going to now
connect this as an album and connect
this to a normal. Now if we were to
click Control and S to save everything up, we're going to wait a little bit until we get the right
type of results. And once we're done
with that, of course, we need to make sure that
the group is set as waves, like soap going to hit
Control S to save it up. Now we're going to get ourselves
a wave, normal strength, which if we were, starts lowering this down, we're going to get this result. We might need to invert this. So the easiest way
to invert this is if we were to just simply
switch these around. So our original overlay for
the normals is going to be b. And this blank normal is
going to be set as a. This way. Minus default is
going to be set as one. It'll be set as this
complete normal. The reason why you're
switching is around is it will be more intuitive. So obviously one will
normally be just a plain one. When it goes to zero, it'll be going less constraints. So I think that's more, a bit more intuitive. Right now, Wave normal strength, if we set this to zero, we're going to get this result. And once we start
dragging this out, we can see that the intensity
is actually lowering down. So it all depends on
this type of control. We can leave it as one n will give us really nice results. So yeah, that's pretty
much all it takes to set up our entire material. And we got ourselves some
absolute well-positioned. So this controls the waves, the scale for the waves. So actually, I think we can
spend some time to sort out our entire position
for these normals, for the waves themselves. So the bottom section was
a single layer material. I'm actually just
going to position like so IT them all to reposition. And the way we can
organize everything out is if we were to have
everything selected, we can hit C on our
keyboard and that'll give us a comment and I'll just make it nicer
for us to understand. So this is going to be
scattering and absorption. And then the other one, this one is going
to be the cost six. I'm just going to go
over everything down. I had one more selected action, so I'm just going to
drag it up anyways. We're making sure that we're setting up the
order a little bit. So we're going to
hit C over here. And we're going to call
this one cost x, like so. And because we have
everything selected, we're going to get this, everything, all of it
within this common section. Now finally, this one, I think we can keep
it all as one. And we're going
to select it all. We're going to hit
C and we're going to call this one
Waves parameters. And yeah, that's going to be it for the basic
normal material. But of course, just as it is, it is only bouncing
off the light of using the normals were only
getting detail from that. And we need to set up some
additional color information on top of this entire material. So we're going to do
that in the next lesson. So thank you so
much for watching and I will see you in a bit.
57. Setting up Water Color Texture: Hello and welcome everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left off by setting up a normal texture map that gives us a certain
motion for the water. It already looks pretty
nice as a Water Material, but currently as it
stands, it all depends. The motion for the
water all depends with the reflection
from the light source. So if we're looking at
it from a certain angle, we're going to get a different
type of a visual look, which actually is
looking quite nice, but we want to have
a certain amount of detail that is going to be visible for us even
without the normal texture. Now, the way we're
going to do it is actually quite simple. We're going to get ourselves a texture map displacement that we have within
our textures. So what did
displacement textures, which we're just
going to bring that in into our Water
Material like so. Now we're going to make
use out of it and set it up with the base
color over here. So the way we're going to do
it is actually quite simple. We just got to make sure
that we set it up in a similar manner that we have
these two texture samples. So we're actually going to
make a duplicate out of it, like so for the textures. And we'll make use out of the same UVs that we have
for the normal maps. Let's go ahead and get, you get, Let's go ahead and
get right into it. And we're going to simply attach the first customer rotator up of the first section sample. And then the other one, the second customer rotator
to the second one like so. Now the way we're going to
have them both connected is going to be via
screen blending method. Since both of them are actually just making use out
of black and white, that just going to give
us a better results. So let's go ahead
and right-click and search for a screen
blend like so. This one over here. Let's go ahead and select it. Now let's go ahead and connect
both of these up, like so. And just like that, we're going to now connect both of these to the base color. So we're going to be able to test how they're
going to look like. Let's go ahead and click
Control and S to save this out. And we're going to see
how the water would look like once this is
finished loading up. So there you go. So
we're going to get a certain amount of
texture out of it. And of course, we need to set up a certain control
for them as well, just so we could get
more out of this, the intensity control
for these color waves. So we're going to
set up a multiplier. We're going to hold
em, set up I multiply, going to help hold S, set up a perimeter, float. And we're going to call
this wave color intensity, or multiply our actual data
might be a bit better. Like so. And for this, the group that we're going
to be setting it up, it's going to be
underneath the waves. So we're going to set
up group waves like so. And then we're going
to connect both of them just like that. And of course we're
going to set it to the base color for this
parameter default value. We're going to set this to a. We can keep it as one,
actually can control the settings afterwards anyway. So let's go ahead and
click Control and S to recompile our entire shader. So once it is done, we're going to be
able to now control the intensity of
the overall ripples that we're getting from
the simple Base Color. So now, once we go into
the Instance and enable the way of color
multiplier, like so. If we increase the
intensity for this, we're going to get a
much different result. And actually, just
by looking at, it, seems like we're now getting the type of results that we need
actually for this one. So if I were to change this to zero, we're going to get this. And if I were to increase it, we're going to get
we're going to start getting this DIBL
result of case. So we're going to need to have
a different type of blend. Actually, we're going to need to go back onto Materials tab. And instead of
using blend screen, we're going to use
a multiply instead. So let's hold em. And This replaced this
node with multiply. And I think that's going
to give us better results. Just like that. We're going
to attach it to multiply. We're going to hit
Control and S to save it. And after it compiles, hopefully it will give
us resource that doesn't affect the overall intensity, the color of the Water. And right now, if we were to play around with
the intensity, we're going to see
the type of results. So I think we're getting
some nice results. It actually highlights some
of the areas or the waves. But at the same time, we gotta make sure just to
not overdo it as otherwise, there'll be a little
bit too much. So setting this down to zero, we're going to get this result
and we are increasing it. We're going to see more
of the ripples in water. So that's actually
quite nice for us. So I think we can set this up to a value of one for
now and later on. If we needed, we can
always change it. And if we were to use somebody like randomized directional
waves, for example, will be able to get
those repulse to be randomized with the entire
rippling effect as well. So that's quite nice actually. So again, I don't think we
need to use directional, randomized directional
waves at the moment. We're going to have a nice flow with the overall color waves. So, yeah, that's going to
be it from this lesson. In the next one, we're
going to be setting up some vertex Painting to have more control over
this water body. And we'll do that by setting up some nodes within the
material as well. So thanks so much for watching, and I will see you in a bin
58. Setting up Vertex Painting for Water System: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In our last lesson, we set up a real nice base color to be used with the flow
of the water that makes use out of the
normal texture maps. And actually we're going to
lower this down a little bit. We're going to change up the
color for the Scattering. Just a little bit. Since it is pink, it was a little bit
too bright otherwise. So we're going to notice
down by quite a bit like so. Just by changing it up,
we can see the type of resistor we're getting out
of these type of waters. And it's already
looking pretty nice. And we just need to make use out of certain
controls to make sure that we have
some more control over where the
Caustics would go, for example, and where the
water would flow and which way we're going to be
handled in particular areas. So in order for us to do that, we're going to set up a water-based material
with Vertex color. So we're going to go onto the vertex Water Base Material and we're going
to be setting up, are we going to start off by
setting the Caustics to be using our vertex color and
it's rather easy to set it up. All we gotta do is we
gotta make sure we just right-click and search
for Vertex color like so. Now what this will do is it'll give us a couple of options. The first one is going to be a joint channel of
red, green, and blue. And then the final one is
going to be simply an Alpha. So we're going to
start on by just using red channel,
this one over here. And all we gotta do is we got
simply multiply this with our original color scale behind water with the Caustics
that we had before. So we're going to make use out
of this channel over here. And we're going to use
simply multiplier like so by tapping on the
graph using the M button, we can connect both
of these like so. And we're going to attach this to the color
scale behind water. Now once we hit S
Control and S to save it out and compile
our entire shader. We're going to give it a second until it
loads up, like so. And after it's done, we're not going to see
much of a difference. That is because we now need to make use out of
the vertex color. So the way we do it is we
have the object selected and now we need to go
onto different Mode. And right now we have
a select mode on. So from this, we're going
to go onto a mesh paint. And with the mesh paint will be able to paint out this mesh. So we have the selection of a Tool selected which will
allow us to select the mesh. And with it, we're now
going to go when I go to a paint Mesh and
with the pain Mesh, we're going to get
ourselves a brush that will show us all of these
dots as vertices. And each one of those vertices, vertices will be able to contain its own
color information. So for starters, we're
just going to lower this down to quite a
small value like so. And for example, by default, if you want to see
the color view, if you want to see the each
individual color channel, what do we can do is
we can make use out of the color view mode and
changing this from off. If we're to change this
to our red channel, we'll see that everything
currently is read. The entire thing is
masked out as red. So if we were to change
it, for example, to be black, we're going to be changing up the
entire channel. And in turn, we're going to
hide some of the Caustics. So by simply changing
the pain color and risk, color were able to do that. By default, we use paint color and that
is set up as white. If you want to change that, we can do so by clicking
on this button over here. And we can change it to any one, any of color that we want. But because we're just now going to be using
the red channel, we want to keep it as white. So we're going to
set it up as white. And if we want to go in
between those two colors, in-between the pain
color and eraser color, we can always click button X, and that'll just switch in-between those
two just like that. So scrolling down, we
have channels that are going to be applying
this entire paint. And right now we
only want to make sure that the red is ticked on. And this way we're only going to be affecting the red channel. So right now, if I
was to paint this out over here using black color, that is, if I were to
paint this area like so. Now, if we were to go back from the color view mode from the red channel
and turn this off. We'll see that there's no
more cost flips over here. If I were to want to
paint it back on, we can always paint
that N just like that. So this way, we have
some control over the Caustics and how they're
behaving in certain areas. And of course, not only we can just have it
as black and white, we can also have it as a
certain mixture in between. So for example, right now, if I were to paint
this completely black and then get into this black paint value
and then change this to be a value of slightly
gray, a value of 0.2 So then what we're going
to do is we're going to paint this out and it's going to be a slightly
darker caramel red. So if we were to turn this off, we'll see that in
slightly affects, it multiplies basically
this entire value of 0.2 with our entire
Caustics channel. So that's quite useful for when we want to have
certain controls. And of course we can extend
this and make it lower. So we have lots of controls over the Caustics and how
they're behaving. One thing to keep
in mind though, is that it all depends on
the density on the vertex, vertices of the mesh. And right now, the amount
of vertices that we have if we were to go to wireframe
mode is this amount. So we can see hover
over them and we can see the type of vertices there were painting over them. So if we want to
have more density, we can always do
so by going into modelling mode and making sure we add more vertices
using the rematch. But right now it is
actually going to be quiet. Alright? So just by
making use out of that, we're able to have
a lot of control over the Caustics
of our textures. And of course, we'll need to set up the rest of our
material as well. So just like with the just
like we did with the Caustics, will also need to set up the wave control
or them as well. And the way we're going to
do it is we're just going to open up this area over here. We're getting to create
a new vertex color. So let's right-click, get ourselves a new
vertex color like so. And for Siris, we're going
to just make sure we make use out of these
color channels over here. So what we're going to
do is we're going to create ourselves
a loop which will basically turn off
everything that has a vertices painted on. So we're just going to get ourselves this
channel over here, hold L and tap next to it. And then the a, we're going to set
this up as an a and B. We're going to get ourselves
a simple float value of 0.5. So let's hold one,
tap on the screen and change this value 2.5 legs. So we're going to put it as B. So this is going to give us
a neutral type of a look. Then for Alpha, we're going to set this up simply
as a green channel. So wherever the green
channel is being applied, it's going to give us
this sort of results and let's hit Control
S to try it out. And I think that actually is. I hope that's not giving
us the right results. Let's try out painting it. Some of the values. We're going to go
into the mesh pain, going to make sure we have this entire mesh
selected, click paint. And this time mill
need to make sure that the channel that we're
using is not red with green, instead, we're going to reset as default values
to black and white. We're going to hit X and just simply paying out
these values like so. And by default,
it should give us the right type of
results or these colors. But actually, sorry about that. I totally forgot to connect the lookup value to the
base color like so. So after we connected, we're going to get the
right type of results. So let's go ahead and
connect the base color. Let's hit Control and S and
see how this would look like. So now, once it
finishes up compiling, because I had this
area painted out, it's going to give
us this result. And the reason
being is because we actually have Setup as a and B. So what we need to do is we only have this area
painting as black. And if we go to
the green channel, we'll see that this is
only the great green area, and this is the only
area that gives off those white foam that
we're having right now. And we need to make sure we
flip the Alpha for the loop. So we're going to right-click
served for 1minus, like so. And we're going to transfer
this entire channel, transfer this entire Alpha, just like that, by flipping
these valence around. Now, everywhere
that's going to have a green color by default is going to make use
out of the waves. Just like that. Once we start painting
in the values, we're going to remove
those Wave colors, but actually it's going to
give us a lot of white. So instead of 0.50, 0.5, Let's try using
a value of zero. Click Control and S to save it out and see how this
would look like. Default value is just
going to be black. And there you go into get
a much better results. So let's make sure that we use B for the alert as
just a float of zero. This way when we're
painting out, we can see that we're getting
rid of the waves and we're, if we're paying it back in, if I change it back
to white paint, we're going to get
those waves pack in. So of course, we're not getting rid of the
Normals, Jess yet. And now, as per the normal maps, in order for us today at
more control over it, we can't just simply remove the entire motion of the water. Otherwise, if we're to do that, we're just going
to get ourselves a simple looking
plane for the Water. And otherwise, when we try
to make use out of it, which is one, get a much
of motion out of it. So the way we're going to do
it is actually quite simple. We're just going to move this material a little
bit outwards like so. And where it says randomized
directional waves, we're actually just going
to make use out of that. We're going to probably move this entire thing
a little bit down. Like so you could
get more space. And how we're going
to basically set up this entire material in a similar manner as we had
randomized directional waves. And this time we're just going
to grab them all like so. I'm just going to
hold Shift and tap on each and every single one of them is going to move
this a little bit upwards. Now we're going to go ahead and make a duplicate out of it. Or actually we're going to grab everything until
the pattern like so. Now we're going to make a
duplicate out of it like so. And we're simply
going to connect all the previous areas
just as it had before. So the area for the multiply, we're going to connect this
one to the coordinate, like so to the first coordinate. Then the second
one is going to be actually set up
with a multiplier. We're going to set
this with a coordinate like so for the time, we're going to set this
up with a as well. So just like that time. Now as for this time, we're going to grab it from a multiply of 0.5 and that's
going to be also inverted. So we're basically having an
inverted time right away. And that's going to give us the randomized time that we want. And afterwards
we're just going to connect the speed to
both of them as well. Just like that. We're going to get this
sort of result like so. And after we're done with that, we're going to get
this sort of a look. Now, once we're happy with this, we're gonna go ahead and
just make use out of it In alert that we have over here similar to the one that
we have over here. So we're going to hold L, tap on the screen and row
we're going to connect this to be the original
normal that we had. Connect this to an a. And alpha is going to be connected
to our vertex color. Although we can just make
use out of this one, I reckon it'd be faster
and easier if we were to just create a new one
vertex color over here. And just make use out of
the blue one like so. Now we're going to be
able to connect these up. Or actually, I'm
thinking that might be, maybe we can make use out of
the loop value over here, some screen to make
a copy out of this and put the copy
in here as well. And this way, we're going to get a same controls basically over our normal maps. And the B. This is what's a. So let's go ahead
and just remake the same value as we had before. So this value is going
to be pretty much the same as this one over here. And it'll use the same parameter because it has the same
naming for the parameter. So we're just going to make sure we connect
these two as well. Connect this to an a, and we're going to get
this result. Now. We're just going to connect
the loop of a B to here. And finally, we're going to, I think we need to flip this alpha in
reverse it actually. So let's go ahead and
use of one minus X, like we did previously to
invert the entire mask and make sure that by default it makes
some motion for the Waves. Then we're going to
connect this to a normal click Control
and S to save it. Like so. And once we're done with
compiling this entire Material, we're going to get
this or result. And because we use
the blue channel, we can make use out
of the blue painting. So I'm just going to
make use out of that. And now once we just X to
invert it to your black color, we can set it up like so. And we're going to get
this sort of control. But actually looking back at it, maybe we should change it back. The float value that
we have for this. So right now it's set the same strength intensity
as this one over here. But instead what we're
going to do is get ourselves a Custom
Wave normal strength. So that's going to be just if we were to change
the name for it, will be able to have
more control over it. So Wave normal strength, if we were to change this to a normal strength,
painted like so. Vertex, something of that sort. Now forward to hit
Control and S to save it. We're going to get ourselves
as different parameter. And now if we were to go into the Material Instance,
wants this is finished. Like so. We're going to get ourselves Wave Normal
shrink, paint vertex. So right now by default, this looks quite a
little bit too much. So if we were to change this up, so this is going to be
this one over here. If we were to lower this
down by quite a bit, we're going to get
a minimum amount of movement over here. But it'll still look so
much better without it. And actually, we should probably take off the foam problem side
so it'd be easier to see. So we're going to go
onto Mesh paint as habits the plane selected, go to the go-to repaint mode and take on the
green channel Excel. We're going to remove our white foam from this area and see how
this would look like. So just like that, we're able to get certain
bit of motion in this area. But at same time,
it looks like it's a Still type of Water which
actually looks pretty good. So that's all there is to it, a height of the controls just by going through all of the
settings and whatnot. We already have so
many options for these parameters and how
to set up the water. But in order to actually set
up the water and you make use out of this
parameter is we're going to do that in the next lesson. So thank you so
much for watching. And I will see you in a bit.
59. Making Final Water Base Material Adjustments: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
finished off setting up the base material for
our Water Instance. And in this lesson
we're going to actually familiarize ourselves
with Material Instance itself and just get ourselves acquainted with all the parameters that we have. We can have greater control over the entire Water Material. We're still not going
to finish it off having complete final
touches to the war itself, because that is going
to be finalized when we're going to change up the Lighting for
our environment. Because otherwise, we're not going to get the right
type of results. Since the type of reflections, the type of lighting setup
that we're going to change. All of those options are going to really change up the way our water is going to
behave and the way our water is going to look
like within the environment. So in order for us to just familiarize ourselves
with the water, we're also going to
make use out of it and set it up for the other
Water Planes as well. So let's get right into it
without much of idling. And we're going to start on just going for
all the settings. So we have the basic settings
for metallic and roughness. And usually I like to keep them as default is 0.8 and 0.3. And if we want to
have, for example, more Reflection or we want to, for example, have the
sun to be reflected. So for example, I'd probably just rotate this camera
around just so good. See the light source
coming from this way so we can visualize the
lighting a little bit better. So yeah, we have the
metallic and roughness. And what metallic
roughness will do that is, is increase the way
the light bounces off. So for example, if we were to change this to a value of 0.1, we're going to get a much
crisper cordova Reflection, a much more shiny
look to the water. But keeping it as the
default 0.3 is going to give us a real nice
soft lighting, bouncing off from the lighting, from the water itself. So quiet like this
type of result. Then also we have metallic. If we were to have
this set as zero, we're going to have this
sort of a plasticky look, which obviously we don't want. So having it to your value of 0.6 will usually
do the trick. If we were to increase
this to a value of 0.9, will also somewhat
sharpening up, sharpen up our entire
look for the water, which also will make it look
a little bit darker as well. But usually just having it
between a value of 0.6 and 0.9 is where a personally play
around with these values. And that gives us some
nice results overall. And moving on, we have
the absorption color. So again, absorption
color is going to allow us to absorb
the color entirely. So for example, if I said it
is to evaluate like bluish, we're going to, the deeper
it goes into your water, the more of a blue water
it's going to absorb. So that's going to be quiet
nice for whenever we want to get a different type of result out of
the water like so. But having it set as orange will give you a
real nice bluish tint. And then afterwards we have
an absorption multiplier, which if we were to change it, we're going to see
how much it absorbs it within the water itself. And lowering this value will
basically mean that will, can see more of the war itself. But again, because we're
seeing a lot of it more, we're going to see a lot
more Caustics as well. We'll have to fix that up when we're changing up the
absorption Values. So I think we can for now leave this
absorption multiplier, set it to a value of 0.3. Something like
that, 0.02, maybe. That's a little bit
too much, the Caustic, little bit too far off. So 0.0 free, I think
that'll do us. It'll give us a real
nice result for now. Then afterwards we have
the Caustic Scale. Of course, this will just change up the scale for
the Caustic as well. And changing this
up to your value, maybe TO value of 50 will
give us a nice result. I think that'll give us know
much more detail out of it. Instead of making it look
like it's quite a bit noisy and just having it
like so it's going to make it look much
nicer than afterwards. Of course, Caustic speed. This has to be changed
up whenever we want to adjust it to the
overall motion of the water. And the slower the water goes, the slower the Caustics
will of course P, because those are actually
just kinda like imagine the ripples from the light
refractions and whatnot. So of course, you're going
to be affected by the waves, the motion of the water on top. And usually we change that
up last as a last resort, as the last kind of a
setting when we're having a decent looking
Water Setup already. So for now we're just
going to keep it as 0.5. And that'll give us some
nice results as is. So Scattering
multiplier, of course, that'll just increase
the intensity For the Scattering color. And that'll just basically control how the color is
being scattered around. If we were to set
it to, for example, something like orange,
we're going to get some interesting
results as well. So actually, by playing
around with these values, we might get some nice
results out of it. So just for now though, we're going to keep it
as this sort of a color. And actually we might
need to lower this down. So I think we're
going to love it down the Scattering multiplier by quite a bit and even take
down the saturation. And this will give us maybe some nicer results
for the water. Just like that, we're
getting some nice results. Of course, because the Scalability
for now is set as low, we're going to get
different results, but later on we're going
to change that up. And just having a look at it, we can see the type of
results that we're getting. Again, I'm just
going to go too low, maybe even set it to high. And this way we might
get some nice results, but now let's go
back to quality low. And this way we can work with water and not worry about too
much about the performance. And right now, so Scattering, color,
Scattering multiplier, pretty much similar options as absorption color, and
Absorbtion multiplier. The only thing is that when
we're lowering this down, the Scattering multiplier is it actually scatters out
the color itself. It just has this
type of covering. Look for an entire water instead of where it's with
other absorption, for example, we were able to control
depth with this one, we're able to control the
cloudiness of the water. So if I were to increase
this to quite a bit, we can see that it makes entire Water look just
quite a bit cloudy. That is what this is four. So we're just going
to edit to 0.04. I think that's going to
be quite alright for now. And he's world
position is, again, this is the type of setting
that will allow you to control the world position
wherever it uses or not. And looking at it now
though, it actually, it might be better if we have
used well-positioned set in the same kind of a way as
use well-positioned Waves. Since right now, if we
were to set one of them, the other one is not
going to be changed. That looks a little bit dull, so we might need to change
up the US well-positioned. And so the way we can do it is actually if we
were to go onto the Water Base Material
and change that up. So let's go ahead and find it. Randomize directional waves. That's not it. Go use world position Waves. And it's going to be over
in this area as well. Usable position. We're just going to copy
the name for this one. But this parameter,
you'll all the way up and change this
up to the same name. So let's way both of them are
going to have the same or should have the same
type of a parameter, except they have
different groups. So let's go ahead
and change them up. We're actually going to set
them up to Basic group. And they ago we changed
it up to Basic group. We're going to hit
Control S to save it. Now we're going to go onto
the Water Material Instance. There you go, we have
a use well-positioned. And now if we were
to turn this on both for the Caustics
and for the water, we're going to get
different types of results. Now, of course, you're going to have a slightly
different offsets. But as we can see, we're definitely
having some results. Although I'm not seeing
the Caustics themselves, so I'm trying to figure
out why that is the case. Since right now by default, it looks like it works. But we might need to, yeah, let's go ahead and
try to increase this. And the Caustics. If I were to check it
within Caustic Scale, this change up the value
for it, or lower down. There you go. Now we can see it. So by changing up
the Caustic Scale, we're going to get
these sort of results and that is going to
be much, much better. So there you go. Of course for now,
we're just going to set it up as a default one. So use world position. We just changed that up to be as a single type of a switch
for both of these values. Since they're using the same parameter named are going to be, behaving as one value like so, which is actually going to be much easier for us to work with. Dense that otherwise was an unnecessary amount
of parameters. So right now, we can just flip this switch and make it
much easier for ourselves. Anyway. Moving on, we have
the Scattering, color Scattering multiplier, and afterwards we have
Waves category. So the way Wave category, we have the rotation. So it'll help us to rotate our entire Waves,
for example, like this. But this is going to be when we have different
types of directions. So for example,
right now we have it flowing this way and I think
that looks quite nice. We also have randomized Wave
direction, which of course, if we were to flip this around recruiting to have
inner thigh area, to be just randomly
moving along, which is quite nice. And Water Normal flow speed. Of course, this is going
to be the speed of the entire flow and might need to change
that up in a bit. But I think for now
that's quite alright. We can lower this down,
actually buy instead it up 2.8. I think that's going to be much nicer than we have the strength, which will change
up the strength. And that also again, depends on a type of lighting
that we want to get. And if we were to
lower this down, we're going to get
less normal value. So that's quite nice. Vertex Painting because we have certain overt
expanded over here. We can see how it looks like N. We can just take off this entire area over
here or put it all. And we'll have
some random motion within this section.
So that's quite nice. We can set it up to
your value of 0.3. That usually works
quite well as give us, gives us some nice vertex
over here, some nice motion. Then afterwards we get ourselves the Wave normal X
and Y directional. Of course, this will
control the direction of our entire material. Then we also got the wave Scale. So the wave Scale is
again just the scale. Then we can increase the crease. And I think we can
keep this as a value of maybe 15 is a
little bit too much, but I think the value of
ten was not quite as good. So maybe something like 12. I think 12 is going to be working out so much
better for us. Or actually, we can
maybe try less. It all depends on the type of
a look we're trying to get. But having a value eight, yeah, I think definitely something
like 12. We'll do the trick. I think that's much
better for result. And yeah, that's pretty much it moved to controls of the values. We now just have to
set it up to be used. Are these planes over here. So actually we ran out of time. So we're getting,
we're getting to continue on with this
in the next lesson. So thanks so much for watching and I will see you in a bit
60. Setting up Mesh Planes with Custom Water Instances: Alright, Hello and welcome back everyone to Unreal Engine five, Beginners Guide to
building an environment. And the last lesson we've familiarized ourselves
a little bit more with the overall Water
Instance settings. And we also switched up
the US world position. So it would only use
one parameter tick for both the Caustics as well
as the normal Waves. So it'd be switching between the world position and
the UV coordinates. And we just made sure we just use the same
naming for that. But anyway, once we've got that sorted and once we went
over all the settings, we switched up the main
body and now we have a real nice flowing water
going towards one direction. And as some controls for
the vertex Painting, which we haven't
touched it just yet. I think we should do
that at the very end, we're going to have more, greater control once we have some lighting setup
in the future. But for now though,
we gotta set up the overall Water Base to be going in one way on
the other areas as well. So let's go ahead and do that. We're going to close down this Material Instance and actually we're going to make sure
we save this out like so. And now we're going
to have ourselves a Water Material
Instance just like that. Of course, we're going
to try to make use out of the same
Material Instance, but I copy instead. So we're going to select
this click control C control V to make a duplicate. And we're going to
drag this and drop it into this water area over here. And just like I said, just like I mentioned
previously, we're going to have
some issue where the UVs are actually
going to be way smaller. So the first thing
that we need to do is we need to fix them up. So we're going to open this up. And now I reckon the easiest way that we can do in
order to fix them up, you just change the
scale for them. And we'll start on changing
the Caustic scale. Though I think we can
just use a value of ten. I think that's
going to give us a good enough of a result. The costing multiplier is a little bit too much direction, so we're going to love it. It's down by quite
a bit actually, just to a value of 0.8, like so. We're going to get some
slight bit of movement next at Edges of our rain, but it's not going to be too
much and it's not going, not going to be too distracting. So the next thing that
we need to change is of course going to be the waves
themselves, themselves. So we're going to go
down onto the waves and we're going to change
up the wave Scale. So by changing this up to
a value of something like, for example, maybe that's
a little bit too small. We can change this
up to four or free. I think free is
going to be enough. Of course, it is going
the wrong direction. So we're going to
fix that up verse. We'll start off by getting X and Y direction to B's
both at zero it this way, it'll have no motion
to start it off. Then we'll experiment
with the y-direction and that is going
to go sideways. So we don't want this,
we want x-direction, and that goes in this area, but in the same direction. So we just need to inverse this. So by inverting it, we can just set it
up as minus one. And we're going to get
this sort of flow. But the default Flow is a
little bit two's too fast. So think we're going to
change that up actually. And we're going to do that by, I think the fastest
way to change up the speed would be to use
the Water Normal flow speed. If we were to change this up to something like
a value of 0.1, we're going to get
this sort of result, which is going to be
looking much nicer and I think it
looks quite Porgy, so we might need
to change the way. This is. So Scattering multiplier. We're going to change
it to a 0.02, like so. And that'll just make sure
it doesn't have as much of a foggy type of a look thing that's going to look
much nicer in return. But for now though, I think we can just
keep it as 0.03. So to have more or
less similar kind of a look at this
water over here. And we're going to be
changing the lighting. We're going to be changing up the water settings
afterwards properly. Right now, I just
want to make sure that the flow for the water is going in a nice
kind of direction and I think it already is. But actually the wave Scale
is a little bit smaller. Let's go ahead and
change it back to one. And of course, we need to change the way this
is traveling and texture to be going sideways
like this one over here. So we're going to rotate
this by 90 degrees. And what this will
mean is we need to change the Custom
way rotation to be 0-0, 0.025 or sorry, from zero
to point to 0.25, like so. We're going to get this result. Now because we changed that. We're going to have the speed looking like it's actually a
little bit too fast. So we're going to
lower the speed to 0.05, which is happening it. And I think that's going to look much nicer for our water. So he, Diego, we have ourselves a nice
flow for this water. Of course, we need to set
it up over here as well. So we're going to
close this down, get ourselves yet
another Water Instance. So we're going to hit Control C, Control V, places in
this area over here. And for this one, we need to definitely change up a couple of
settings over here. We're getting to open
this up and change the flow of the water. So we're going to
have this set as one. I think that's going to, yeah, that's going to give
us the right results. The wave Scale though is
a little bit too small, so we're going to increase
this by quite a bit like so. And I think from a distance this might
look quite alright. But I'm just wondering
if we need to have our absorption that
up differently because it looks through
transparent at the moment. So by changing the
absorption value, we're going to be
able to fix that up and taking it to a value of 0.05 thing that's
going to look much nicer as a water
puddle in the back. Because of course, we're kind of hiding the fact that
there's nothing there and we're just using some
Rocks and whatnot to also hide the end of
the river like so. So all in all, I think right now we've got ourselves
a real nice setup. We just need to maybe increase
the scale in this regard. So 0.5, maybe they'll
do because it wasn't quite as visible
the overall waterflow. Right now that is going
to look much nicer. And maybe if we increase
the watercolor multiplier, that into something like two, we're going to see some
nicer Water lower likes this because this area as
it covered up from the sun, we're now going to
have as much of a reflections coming
from the sun. And especially out and
thinking about having the sun over in this
direction over here. So it's definitely
not going to have a lot of normal visibility. But again, in the future we're
going to be trying to play around with valves
a little bit more once we get Lighting sorted. So for now though, we have a real nice setup for the flow off the main
bodies of the water. And now in the next lesson, we're going to set everything up for the waterfalls stem cells. So that's going to
be pretty much it. Thanks so much for watching
and I will see you in a bit.
61. Setting up Waterfall Texture Flow: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. And last lesson we
left it off by setting our water bodies to be used within the terrain,
within the environment. And in this lesson, we're going to continue
working with the water. And this time we're going to
get ourselves a Waterfall, a waterflow from the Waterfall. You'll be set as a material. So without further ado,
let's get started. We're going to
start on by getting ourselves a Water
Material created. So let's go ahead
and right-click. Within the water folder, we're going to create
a new material and this one we're
going to call it a Waterfall mat, like so. Now we're going to double-click
on it to open it up. And we're actually
going to right-of-way, just right-click
on this material, create a Material
Instance out of it. And we're going to apply
this Material Instance right onto this
section over here, just so we can visualize
how it's going to be building up
as we go along. It's relatively simple in comparison to the water
body that we just created. But it's still requires
us to take some steps. So let's get right into it. So we're going to get
ourselves a Textures folder. We're going to open
it up and we're going to get ourselves to
waterflow texture. So let's get right
into it and just grab and drop it into the
material graph like so. And we'll want to set it up
as a transparent materials. So for us to do that,
we're going to click on Properties tab like
so for the Material, we're going to change
the blend mode from opaque to translucent. And we're going to
attach this to opacity. And actually we're
going to attach the same thing to
Base Color as well, since we want it to be white, we're going to click
Control and S to save it. And we're going to see how
it's going to look like. So since the white will represent where the
mask is visible, we're going to get
this result basically. And it already is
looking somewhat nice, but of course, we don't
have a lot of control. We don't have a lot of
promotion within this area, so we need to set everything
up properly and we get, we need to get some controls out of this material as well. So for us to do that, we're
going to right-click. We're going to search for Custom rotator, rotated like so. And we're going to attach this
to the UVs just like that. And of course, for the rotation, we're going to hold S
and write a perimeter. We're going to call this
one rotation like so. And the maximum value for it is going to be
set as the one. And then we're going to attach
this to rotation angle. So once we have the
setup, of course, we are able to control the
rotation of this texture map, which is basically
just future-proofing. I think already it is having a nice angle for
this specific mesh, but it's not quite there yet in regards to the amount of
motion that we're having, since it is completely
still at the moment. So we're going to need
to fix that first. We're going to add
a Pattern Motion. We're going to right-click
search for banner. And we're going to add this
right away into the v's. Now for the coordinates, we're going to set up a
simple text coordinates. So texture coordinates. Or we can just search for chord like so
texture coordinate. And of course, we'll need
to set up a multiplier, but this time we
want to make sure we have certain control
over the UV tiling. So sometimes when we stretch
out certain textures, we get some stretching motion and other times we actually do want to stretch the texture
itself a little bit. So in order for us to
have more control over this entire texture
coordinate Scale, we're going to set up our
own parameters for that. So for us to do that,
we're going to hold S, we're going to tap on the
screen and we're going to call the first one X Scale. Then we're going to hold S,
again, tap on the screen, and we're going to call
this one Y scale, like so. Then we're going to
use an append node. So we're going to search
for Append, Append vector. So we're going to
create a vector two. We're going to attach
both of them like so. And we're going to set the
default value of both of them to one, just like that. And now we're going
to hold em and create a multiply value and attach both of them
together just like that. And now we're going to
attach this to a coordinate. So now if we were to click
Control S to save this out, we're going to get
basically nothing because we haven't changed
any of the results. And I'm actually going to
go into Water folder into the Material Instance
so we can open this up and I could show you
what we just created. So rotation, we can just now rotate an
entire texture map. We can keep this as a
zero though, and X and Y. Now we can make use out
of it in order to have greater control on how squished up this entire texture map is. So not only do we have control over the scale of
the texture map, we also can control How much we're actually squishing
this entire section up. So for now though, we're
going to keep it as 1.1. But this is definitely
a nice control to have, especially for waterfalls
if you're only using, for example, something like a plane and you just
stretch it out. You can't be bothered
to switch up the UV coordinates
and you just want to have more control over how they're
being stretched out. So that's how we're
going to just set it up. We're going to keep it as is. Now. As for the speed, of course, we need to
set that up as well. So we're going to
set up a speed in more or less the similar Kadima matter as
we have over here. We're going to I have
X and Y coordinates. And this time however, I reckon we can just use
vector to right away. Although I don't personally
like using this, because we can just make
always something like this. We have two separate
parameters and we can just append
one to each other. It definitely helps us to
keep everything more compact. So if we were to hold
two on our keyboard and tap on our entire
section on our graph. We're going to get ourselves as something called vector to. So basically, if we hold one, we're going to get a float, a vector one, hold two, and we're going to get
vector two and hold three, we're going to get
a vector free, which also works as a color. So these two are the, sorry, these three are quite useful whenever we're
working with Material nodes. And right now we're just
going to set up a vector two. We're going to right-click, convert this to your
parameter right away. And I think we can call
this one just speed. And yeah, that's pretty much it. That's all it needs
to be called. We're going to attach
this to speed like so. Now, if we were
to save this out, the control S to save it out, we're going to get a
nice sort of result. And by default, we're
not going to get anything because the default
value is set as this. We need to set R and G
color as we can put it, actually, we can
keep it as zero. But if we were to go
to Material Instance, we're going to get
ourselves speed. And if we were to open this up, we get RGB and a. But we only need to
worry about R and G because these are the
values for X and Y. And if we were to change one, we're going to get this result. And we can even use
the colors like so. But honestly, it's better to just make use of these
values over here. So opening it up like
so and expanding it and then playing with R and G to get the right
type of results. And actually, there's
more and more thing that we need to do
within the material. We're going to go ahead
and do that right away. And that is, we need to control the opacity of this entire Mesh. And sometimes, for example,
when it's close to the Rocks, we need to lower the opacity
of this entire motion. So we're going to go ahead
and apply this right away. So we're going to right-click
search for Vertex colour. Going to get this
sort of a look. And we're going to apply thing. We could just start on by
syrup using a blue value. I personally prefer whenever I'm only using opacity to
just use a blue value. And that's going to
give us nice results. Anyways, we're
going to hold them, are going to tap on a screen
and we're going to connect both the RGB and the blue
channel or the multiply. Now we're going to
attach it opacity, hit Control and S to save it. And by default
it's going to give us the default kind of results. And now if we were to go
to Material Instance, change the red or actually we're going to change the
blue, the green, sorry. This value. We're going to get
ourselves a real nice Waterfall, just like that. Of course we're not quite
done just yet what Waterfall? We also have the speed to control the
rotation or whatnot. But just as it is, it's already looking quite nice. We need to set up the vertex
Painting though for it. But before doing that, I reckon we can sort out
the entire Mesh birth. Because actually we can't just
leave this mesh as it is. It already looks,
although it has motion, it doesn't look quite as well as It's just there's
nothing behind it. So we need to set up
Water plane behind it. We're actually going to hold Alt and make a duplicate out of it. And yeah, we just copied ourselves a water
plane just like that. We're going to grab the
one that's underneath it. And we're going to set this
up to be a Water Planes. So we're going to copy something like model Base
Material Instance Free, going to hit Control C, Control
V to make a fourth one. And we're going to drag and drop it into this water like so. We're going to get
this type of result. And actually, we're
actually going to use a different kind
of values right now. I think by default,
since we changed this one to be with
more absorption, we're going to get
a little bit of a different character
color in the middle. So instead, what I'm
going to do is I'm going to hit Control
Z to undo it, going to delete this
Water Instances Material, I'm going to make a duplicate out of a second Water
Material Instance, which was this using
this Water Planes. So we're just going
to make sure I locate it like so control C, control V, and then going to select
this plane like so, going to add it onto the
water, onto the water. And now we're going to
get much nicer result. Of course, the one behind it doesn't even have
the right kind of motion, so we need to fix that up asap. We're going to go into it. We're going to change
up the motion. So we're going to just have it. Why? There you go. It's going to give us
a much nicer result. And of course, the speed
can be set as 0.1. I think that's going
to be quite alright. And I think we need to rotate this entire section so
we're going to set a zero. And I think Wave scale can
be much higher as well. Just so could match with the
ones on the side like this. Then we're pretty much
done with the waterflow, with the basic look
of a waterflow. We're just going to be
reattaching it like so. So that's all it takes
to get some nice motion. Of course, we don't have the edges broken
off the chest yet, and we're going to do that
in the next lesson though, are two bellies, at very least, start doing that using
Vertex Painting, as well as the
lessons afterwards, which we're going to make
use out of some particles to create some additional
Water Motion next to her waterfalls. So yeah, that's going to be pretty much it from this lesson. Thank you so much for watching and I will see you in a bit.
62. Applying Waterfall Material Instance: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. And the last lesson we left
off by getting ourselves a nice Waterfall Material setup for this section over here. And now we're going to continue
on Building with this. And to start off, we're going to make use out of the vertex Painting
that we had in order to get more of a
blending in within this area. So just like we did previously, we set up basically a vertex color just similarly
to a water body over here. So we can now make use out
of it with a blue channel. And we're going to
close this down. And now what we're going
to do is we're going to go onto the mesh paint. We're going to have it
selected this Mesh. And now we're going to
go onto the pain Mode. And of course, we'll need to use a bit of a larger
brush like so. This might be quite alright. So with the pain
color selected as black and the
channel set is blue, will be able to paint out
the very end just like that. So in order to get
a nice transition, we gotta make sure that the falloff is set
all the way to one. And this way we'll be
able to slightly tap it across like so and get
a real nice transition. This might be a little
bit too much though. So I think the strength can be lowered down to
quite a bit as well, to a value of 0.2. We're going to click X to
invert it to white color, and we're going to tap the
color back in. This way. We're going to get a nicer
type of a transition. Just like that. We're able to, can I control
how this Waterfall begins? And of course, we need to
control how it ends as well. So we're going to actually make this brush just a little
bit smaller like so, or even smaller like so. And we're going to
kinda take it away with the black color and remove the very bottom of this
Waterfall just like that. I think that's going to
be more than enough. Actually. We don't need it to overdo it. We just need to have
it a little bit. And I think that's
going to be a right. And if we want, we can probably remove some edges on the sides
as well, just like that. So it wouldn't look
quite as weird when it, it's traveling on this end. And so by playing around
with these values, we're getting some nice
control over the way the waterflow Waterfall is interacting with the
overall texture. And we're just playing around with the values and making sure that they're actually behaving the way that we wanted to be. So for example, the areas where
we have Rocks next to it, we're going to slightly
remove it and areas where we have Smaller Chunks
of this water plane, we're going to also remove it. So this one over
here, for example, we don't need it as much. We can probably increase the strength just
by a little bit and remove this area like so. And just like that, we're going
to get much nicer result. And of course we need to set
up this Waterfall as well. So we're going to go
back and reselect Mode. We're going to grab this one. And before making a different
instance of a Waterfall, we're actually going
to hit Control C, Control V to make
a duplicate of it. Going to bring it slightly up and slightly to the
front, like so. So it'll be slightly offset
from the default one. We're going to grab
the one that's underneath it, just like that. Now we're getting to do is
actually we're going to set up a new Material Instance. And I think we can just make use out of Material
Instance free. We're going to select
it, hit control C, control V. And that should
be the same kind of a Parameters that this
one has over here. So now we're going to make
sure we grabbed this one and set up a material
with it, like so. And we can exactly see it
because we need to set up the Waterfall
Material Instance first, we're going to grab the Waterfall Material Instance
that we just created. We're going to hit
Control C, Control V. And we're going to attach this
onto the one at the front. And since they have
different UVs, we're going to get this result. So of course we need
to change that up. We're going to go
into the parameters. We're going to adjust the speed. So right now is going sideways. We're going to
turn off the green and the red is going
to be set as one. And that'll be a much
better type of a look. And I think there might
be a little bit too fast. So maybe setting it
up to a value 0.5. No, that's a little
bit too slow. A value of 0.8. I think that's
going to be quite alright. We're going to have more
or less similar kind of a speed as the one
Waterfall at the front. And I think that's going
to be quite alright. We can close this down and
get this sort of result. So just as it is already, it looks quite alright. We're going to have a real
nice Waterfall over here. But of course, there is
still not quite blending in quite as well,
waste overall terrain. So we got to select this as is. We're going to go into Mesh paint and we're going to paint out the front and the
back of these areas. Going to set it up with the
paint channel set as blue. And now we're going to just
remove the very bottom, just like that, just
a little bit like so. And we should probably remove the areas little bit like this. Maybe next to the water, next to the stone. Play around with the value
a little bit as well, going to click G to make sure
I don't see the highlight. And now looking at it, at this might look
quite alright. We just need to make
sure we maybe have some of the areas covering
it up on the side. But we're not going to go
too close to this Waterfall. We're going to see
it from a distance or even not see that at all. And actually looking at it, I'm just going to change the Scalability to hide just
to see how it looks like. And this is the type of
result that we're getting. So already it is
looking quite nice. I don't like this Rock dose. I'm actually going
to remove that. We're going to go into
Foliage, select Single, and make sure that the Foliage itself going
to click on one of them. And it's going to click
Control a ligand. All of them, make sure that
all of them are tectonics. And just holding Shift. I'm just going to click on this area over here until I
removed the rock that I want. So this way, when we're
looking from this distance, It's not going to be quiet as
invisible as it was before. I think that's going to be
much nicer as a Waterfall. There. We haven't got ourselves a
nice Waterfall and of course, we're not quite done just
yet since we need to set up the particles as well as
some Splash animations. And we're going to start doing
that in our next lesson. So, thank you so
much for watching, and I will be seeing
you in a bit.
63. Creating Custom Particle Texture Material: Welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left off by setting up the Waterfall within
Unreal Engine five. And this lesson we're going to continue building
on top of it and actually set up some of the
particle effects in order to hide away the seams that we have over
here on the edges. So in order for us to
do that, we're going to actually go on to select mode, just so we could hide
away this window on the side since
it is not needed. Then we're going
to find ourselves the texture map that
we're going to be using, which is actually going
to be this one over here, the Water Splash 01. And before making use out of it, within our Particle Effects, will need to set up our material that makes use out
of this texture map. So let's go ahead and
get right into it. We're going to actually go
back onto the water folder and right-click and create
ourselves a material like so. And we're going to call
this one Water Splash Particle math, like so. And we're going to
double-click on it. And most of the time when
you're using Particles, you need to set up
your Particle System to be transparent. So we'll have to open this up. We'll have to select the
particle material properties and we're going to change our
blending mode from opaque. We're going to change
it to additive. The difference between additive
and translucency is that additive will basically make
use out of the base color. And it'll just give you
the lightest areas to be visible for us where the darkest
areas are going to be. It'll just straight
up, make it safer, and that just kinda
saves up on performance. So most of the time when
you're working with Particles, you'll want to make sure that you using additive material. So let's go ahead and
get right into it. We're going to actually
go back onto our folder. I'm actually just going to make this window just a little
bit smaller like so. Bring it to the top
just like that. Going to open up Texture folder and we're going to drag and drop our Water Splash 01
into our material graph. And now we can actually just
expand this entire graph. So I'm actually just going to maximize this entire
window just like that. And as I said before, as a preview, we're
actually just going to use this
window over here. I'm going to expand
this by quite a bit. And right away, if
we were to just simply apply this material, this texture map onto
your base color, we're going to get this
result and I'll actually change up the shape to a plane. Within the preview mode, we can change around
the shapes if we want to have a better preview. And anyway, this is a type of transparency that
or we're going to get within a material. So by default, it already
looks pretty good, but we need to add
couple of settings. Personally, will need
to probably amplify this overall type of a texture, since right now by
default is way too transparent and I think we
should get it be more visible. So we're going to
do that by actually just holding M and tapping
on a Material graph. And then we're going to
just connect this to a. And for the multiplier, we're going to
write this as ten. Now if we're to connect
this to Base Color, since it is being
multiplied by ten, working to get a
much more visible of a texture map that we just sharpening up the
entire texture map. Now, the next step that we need to do is we need to set up some controls for when
we're using our Particles. We're going to have some way
of tweaking out two colors and adjusting the overall
opacity of this entire Mesh. The way we're going to do it is actually just acquired
a simple node. We're going to right-click
on our graph and search for Particle color.
This one over here. If we're to click on it, we're going to get
a simple node that has all the colors presented
within this channel. Or we could split all of them up into red,
green, and blue. And finally, we have the
alpha channel as well, which will be in charge of
our opacity for the particle. So to start off, we're going to attach
this to our base color. So we're going to
help M and we're going to get ourselves
a multiplier. And then we're going to
attach this color channel to a and R multiplied
texture map onto B. And we're going to simply
set this as a base color. So it's not. So nothing is going
to be showing up right now because we don't have any of the parameters with
us for the Particles. But in the future when we're
going to be adjusting, that will be able to
make some changes. And one more thing
before moving on, What I'd like us
to do is actually set up opacity as well. And by adjusting the
opacity in-between values, you'll also be able to control the overall opacity of this. So we'll be able to get a more organic type of
look out of our Particles. And so it's quite
easy to set it up. All we gotta do is just drag this and drop it onto
opacity like so. And that'll make sure that we're going to
have some control over their opacity for us to fade
in and fade out as Particle. And once we're done with that, we can now go ahead
and click Control and S to save this out, like so. And we're pretty much done with the material for our particle. So we're going to get ourselves a really nice and simple
Particle material, which is going to be Water Splash Particle
material at this one over here. And so in the next
lesson we're going to start making
use out of it and actually set up ourselves a Particle System within
Unreal Engine five. So, thank you so
much for watching and I'll see you in a bit.
64. Setting up Basic Water Splash Particle System: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
build an environment. In the last lesson, we left
it off by setting ourselves a Splash material that we're now going to be able to
make use out of and set ourselves a particle
or the Waterfall. So let's go ahead
and get started. We're going to right-click
within our folder and create ourselves a
Niagara system like so, which will prompt
up with a window. And we're just going
to set ourselves up a new system from
selected emitter. If we were to click Next, we're going to open up
a bunch of templates. And usually I just
like to make use our way simple
fountain template. So let's go ahead
and click on it and then let's add it
on turn template. So by clicking on
this plus symbol over here will be able to add
an a mirror like this, which will prompt up with a tab on the bottom
section of our window. Now we could add more of the templates within
this area as well. But personally I just like to add one and then in
the future we can always add more from within
the Particle editor itself. So once we have ourselves
the fountain selected, let's go ahead and click Finish. And this way we're
going to get ourselves a first Niagara system that up. And for this one we're
just going to call it a Water Splash articles. Excel. Now, once we open it up, we'll see that we have a simple template for the
mountain water system. Now of course, this is not
what do we want to have? What we want is we want to have some simple splashes
within our dean, and so we're going to make
some adjustments to it. But basically we have ourselves to Water
Splash Particles, Properties tab and this one
we usually leave it as is. Then the next one. We have ourselves a
fountain Properties tab, which will allow us to make changes to our entire
Particle System. And we can also make
the change the name. If we have this Particle
System selected, we can simply click on the name itself and change up the name. Or alternatively, if
we have this selected, we can click F2 and
change the name. Now, this is a
personal preference, is sometimes you
usually leave it as is, but sometimes we can just
rename it and help ourselves to keep the entire project a
little bit more organized. So if we call this
Waterfall articles, so we can just keep
it as is and how it's going to have a
renamed Particle System. So with this selected
on the right-hand side, we'll see all of its settings. But in order for us to be able to make use out
of the settings, it'll be faster if
you were to just simply click with the groups. So we have couple of
tabs within here. We have Properties tab, we
have a mirror summary and may respond a mirror update
than Particle spawn, particle update, and render. And each one of those tabs have its own unique
properties within it, which we can change by
simply clicking on them and getting ourselves the type of settings that
we need from them. But for now, we're
going to start by changing the entire
material itself. Currently we have a render just using a basic default
sprite Material. And in order for
us to change that, we're going to open it
up and change that up. So we can do so
by simply opening this up and searching
for our Water Splash. Like so. And we're going
to find ourselves Water Splash Particle Material. Let's go ahead and
make use out of that. And then right away, once
it's done compiling, we're going to see a much
different result out of this entire fountain
Particle System. So the render is in
fact being in charge of how we're perceiving
the particles. We can also change
the alignment, how they're being
paced and whatnot. But we're going to
get in later lessons. And for now though, we're just going to
set up ourselves a Basic Water Splash. So for us to do that, we'll start off from the
emitter update. And this is what controls how are particles that
are being emitted, how many spawns or
whatnot we can. Click on the spot
rate, for example. And this is where it'll tell
us how this bond rate is. And currently it's pointing
90 of them at once. So we're going to have
a whole bunch of them just spawning within
this section. And just like that, if
we were to, for example, decrease this to
somebody like ten, we get a much less amount of
the particles being spawned. Alternatively, if we were to set this to something like 200, for example, working to
get much more of them. So for now, we're going to
keep this spawn rate as 100. And I think that's a
good starting point. By default, I believe it was 90, but I usually just like to
start by having it as 100. So we're just going
to increase it just by slightly amount. Now, moving on, within
the Particle spawn, we have options
that will help us to have certain control
on how they behave, how the particles
themselves behave For example, something
like their size, their color, the
way they fade in, and the opacity and whatnot. What they're kind of properties that they have when
they're actually spawned as particles
themselves within our scene. So within it, we're
going to open this up. Initialized particle N here will find most of the settings that are required for us to change in order to
get the best results. So we have lifetime
minimum and maximum. So this is going
to be duration of a particle if we were to
change both of these, 0.1, like so, it's going to give us this small kind of result
within our particle system. And of course we
don't want this. So lifetime minimum
and lifetime maximum, it'll give us the minimum and maximum amount of value stand. It'll try to randomize
between those two. So for example, if I were
to change this to five, the maximum amount,
we're going to get some of the particles
that showed up and, and some of the particles
that are just going to go on a higher value all the
way up to a value of five. So five is going to be
the amount of seconds. And that's going to be determining how long the
particle would last. And actually, I
think to start off, we're just going to turn off
a couple of options first, since right now we're
using a fountain system and we're getting a whole bunch of them being sprayed out. So we're going to
turn off some of the simulations of the
gravity forces from this particle system
just to allow us to visualize the Particle System
better, a little bit more. So to Zara, we're going to just take of couple of settings. And within a particle update, which we're going to
get to it in a second. We're going to turn
off gravity force, and we're also going to
turn off at velocity. So by turning these two off, we're just going to
have more or less of a stationary particles
that are just going to be, all of them going to be
spawning within this one area. So we're going to come
back to them in a second. But by just having
them ticked off, we're basically turning off their properties and
we're seeing them, the particles themselves being affected with the rest
of the probabilities. But without these velocity
and gravity forces on it, we're just going to get
this sort of effect. So moving on, we have a lifetime minimum,
lifetime maximum. So when out we're
going to change them up to be 0.5 and one. So it's going to be
between half a second and one-second of the spawn time and where you are already seeing
some nice results. I'm just going to
hold right-click and slightly drag the mouse on the left side and just
get my camera a little bit closer so we could visualize those Particles little bit more. The controls are similar
to any Viewport. So holding middle
mouse button and tapping it and just scroll
on your mouse around. We're going to be able
to a camera around. So we're just going to
position it like so for now. And moving on, we
have Color Mode. This is what will determine the overall
color of our particles. We can change that so a different color
because we set up ourselves a material that multiplies the Particle color with
the default texture, which will allow us to get
different type of color. Now, we can't get a
darker because the reason being is using an
additive color. And so the darker we'll go, the less of an opacity we're
actually going to get, since that is how
additive material works. So with this type of material that we set out
for the water splashes, we're all going to be able to make use out of bright colors. But keeping in mind
that we're only using these as simple
Water splashes, we usually want to keep
them are just white color. So actually we're going to leave the color mode as white as is. Then moving on, we have
something like position Mode. We can offset the Particle. We don't need to make
use out of that and usually he just
leave it off as is. Then we have a mass mode which will work with something like
gravity force and whatnot. And it will allow us to
make some changes in regards to how it behaves
with other forces. But using the default one is usually the way to go and
just adjusting somebody like gravity or velocity
within the Properties itself is often the
best way to do it. Then finally, we have
ourselves something called uniform sprite
size, minimum and maximum. And these are the values
that will control the size of our particles. So by changing them up
to something like 20.20, so we could get more
of a stable result. We're going to get ourselves
much larger particles and just like that, which Engine both to one, we're going to get them to
be much smaller particles. And what making them smaller, we can see them Scattering
around all over the place. And that is because
they're also being affected by something
called shape location. So for now, we're
going to change them both to a different size. And actually I think the size
that we're going to use, it actually going to
be quite large one. So just by using a simple, something like ten
by ten for example, although it looks quite alright in this setting over here, what you need to understand is when we're usually
working with Particles, we need to consider
how they would look like within an actual level, within the world space itself. So what a person like to do
is I actually just going to take this window
lower down, like so. Going to click Control and S to quickly compile this
entire Particle System. And what I like to
do is actually just Myself to Niagara system
particle into the world itself. So I'm just going
to click and drop and then drag it
interval just like that. And as you can see, we're
getting super small particles. So right away, we're going
to be changing that up. So sometimes, instead of just using a simple preview
on the left-hand side, would like to do instead is I like to just get myself a window that's going to be next
to the game view itself. And so we can have
ourselves a preview of the Particle System within an actual level when working
with these settings. So right now because
they're so small, rational going to make
them much larger. And I think we can
start off by using 100. And right-of-way. We're going to get a disorder of results and There's going to
look much, much better. And of course, hundred is just not going to
cut it quite yet. So the maximum is
going to be 200s. So we could have a value
between those two. And I'm going to get
this sort of results. So that's already
looking quite nice. Of course we haven't got any of the additional
settings set up yet, and so we need to work on that. And before doing that, let's talk a little bit about
more about shape location. So when we made the
entire Particle Smaller, they were actually being born
in scattered kind of way. And that is because we still
have the shape location, what is telling our
Particles respond? It's still being combined
within the same type of units. And if we were to just open
this up, the shape location, we're going to see
ourselves that it is being spawned
within a sphere, which is what we want for now, I still spawn in a nice
kind of a circular area. Or actually, since we're
having a Waterfall, we'd probably want to have the entire Splash
to be stretched out across the lines like
so, so horizontally. So what we're going to do is actually we're
going to change this sphere from just
a simple sphere. We're going to
change it to a box. And what this will
allow us to do, it allow us to change our spawn. What is Particles? To have a size of a box, to have dimensions of a box. So right now, if we were to change the box size of x.left, something to like
200, let's say, or let's say we can
change this to 500. And we're going to get
ourselves a particle that will spawn in the horizontal line. Now within this world, within the world scene, we actually have
these particles to be going the wrong direction, but it's actually quite simple
to change that up before to click E and just simply rotate it
within the world legs. So we're going to
be able to change this entire location and
make them go sideways. So just by having our
entire spawned box in X means that it's just a
local type of orientation. And we can always
just rotate around our particles just like that and get different
type of direction. Just like that we're able to
have that sort of a change. Actually going to make sure that we have it somewhere
in the middle, like so. And so we're going to
be able to continue working with this
particle just like that. And so, yeah, we pretty
much gotten cells, a Custom sprite rendered
particle within Unreal Engine. And we got ourselves
a quick setup for how they're being
upon their size, as well as their location or place that are being spawned. But of course we're not
done just quite yet. We need to set up more of a
life-like particle Splash. So we're going to continue on with this in the next lesson. So thanks so much for watching
and I'll see you in a bit.
65. Adding motion to Water Splash Particle: Hello and welcome back everyone
to Unreal Engine five, beginner's guide to
building an environment. In the last lesson, we left it off by setting ourselves up a basic particle system to be used for the
water splashes. And in this lesson
we're going to continue working on it and we
can certain values in order to make it more
believable as a water splash. So let's get right into it. So for now, we're going to
start off by getting ourselves a particle update tab and going into a bit
more in-depth into that. So a particle update
will not only allow you to give the
properties two particles, not only when they spawned Dell continuously update
them and give them different types of
properties in order to make them behave differently
throughout their lifetime. So right now, we have something called
gravity for example. And that was simply applying gravity constantly to
the entire particles. So whenever it was
being spawned, it would constantly tried to go down more and more
into the ground, which is quite useful if you
want to make a fountain. But right now we
don't want this. So instead, we're going to make use out of some
other properties. And we'll start off
with scale color, which will basically
allow us to tell how the particle behaves
throughout its lifetime. Right now, by default, we have something
called a scale alpha, which will give us a curve that puts down a key at the very
start and at the very end. So 0-1, it'll basically represent the entire
lifetime of a particle. And so what this will
mean is the opacity of a particle will
start off as a one, as a strong sort of a particle, and then it will
start to fade out. So it might be easier if we
just were to change this, for example, or
spawn rate to one, and we'd be able to see
it a little bit better. So right now when
they're being spawned, we're having a certain type of a flash and then they kinda
slightly start to fade out. So this is what the
scale color is doing. I just changed back to spawn
rate back to 100, like so. And now we're going to go
back onto the scale of color. And we have couple of
templates for us to work with. So one of the main ones that we usually make use out of
it is around up and down. And what this will do is
if were to click on it, it'll change up our curvature
to a different one. And right now it's
going to start off as a zero to get into
the value of one within a middle section
of its lifetime and then go back to
a value of zero. So this way we're getting
ourselves a particle that page fades in and fades out
and already looking is. And so it already is
looking quite nice. But of course, we're not having much of a life-like
type of a splash, so we want to make it
look more organic. And the way we do it
is we are able to actually control these
values a little bit. So if were to click
and select on the key, we can just simply drag this to the side and have a
different sort of effect. So by simply dragging
this to a side like so, we can adjust some values to it. Or alternatively, we have some values on the bottom of it. So once we have
this key selected, we have key data. And the first one will
tell us the location of our key in regards to
its horizontal value. Like so, I'm actually
just going to make this just a little bit bigger so we could see it a little bit more. So it's going to be
in regard to time. And the second one is going to be in regards to intensity. Right now, I slightly
set it up to 0.9, but I'm actually going to
change this back to one, which was its original value. And just by doing that, by bringing this value
to a value of 0.1. In regards to our time, we're basically telling this entire particle
system to start off by having no passively
and straightaway gave us a high
amount of opacity. And then kind of
slightly start to ease out within our entire
political system. So that's already is
looking quite nice. It kind of reminds us to
the pulse out template. But the way the curvature is ending off is it's not
going to just show lately. Downwards is in contrast to, for example, the pulse out. It starts to slightly ease out. And actually, in order for
us to get more control, what we can do is we can add more keys towards this area,
towards the curvature. So by right-clicking on
this and adding a key, we're able to get ourselves
a different type of results. So by using this key,
we can, for example, set this up to quite high and then it'll basically be quite intense and it'll start
to fade out at the very, very end of its lifetime. So we'd have a much
more control over it. By default, the keys are
set up to be linear. And what this will mean
is what it will mean that we'll have a sharp decline Two or inclined to our ys. And for example, this last cue was set as a linear as well. And that means that
between those two, we're going to just have
a straight line that will go quiet a naturally
to our particles. So we need to be changing that. We're going to be changing it by simply right-clicking on our key and changing this to
be from linear to outer. And this will, this will do is it'll just ease of
the entire curvature and give us a much more of a gradual type of a change
in width within our opacity. And we're going to
set this up to be as close to the front like so. And I think we can
just set this up. We're going to set it
up to a value of 0.9. And this value,
this end over here. We can set it up to point to, or actually we can
set it up to 0.3. I think that's
going to be better. So once we have it like this, we can actually have some additional controls of
this automatic curvature. The weight eases off in and
out from our curvature, we have couple of arrows
in-between the key. Once we have it selected, since this is automatic,
it will have us. A way for us to control
the weight is out. So if we were to select
on a simple linear, we'll see that we don't have those same kinds
of lines to use. And so going back to
the automatic one, will be able to make use out
of those kind of lines to change the way they interact
between each of the keys. And if we want to reset it, we can just select the
key and click on auto, and then it will automatically
set to automatic again. But basically, when we
start chaining them up, it'll be changing from
automatic to user-defined. So we are able to make
some custom changes to it. And we're actually
going to make use out of it on this key instead, we're going to lower
this down like so, just a little bit like that. So we're going to be a bit of a decline in regards
to the opacity. So we're going to be a moral
flash at the very start. Just by changing that, by changing the value
just a little bit. We're going to get
a much more of an organic type of
a water splash. So already it is looking
quite nice there being spawned and then
slightly fading out. And although they are
looking quite rigid, they're actually
going to look really nice within our scene. So moving on, in order for us to more animation out
of our particles, we're going to make them rotate
around each one of them. And I'm going to
do that by adding a new particle properties to it. So just by having all
of those properties around doesn't mean that they are the only
options that we have. We can also add our own custom properties
to these updates. So for example, if we were to click on this plus
symbol over here, we can search for rotation and we're going to find ourselves
sprite rotation rate. This one is the one that we
want to make use out of. So let's go ahead and add
this up to our project. Once we added up
to your project, we're going to get
this sort of result which might not look
like it's doing a lot. But if I were to set this
to 100, for example, we're going to see
them starting to rotate in one direction
just like that. And of course, they not
looking quite as well. I'm actually just going to drag this a little
bit more to the back. Like so, just so we could see the particles a little bit
more clearly, just like that. So I'm just repositioning the entire political system
just a little bit like so. And by default, there's
just going to rotate in one direction and it
doesn't look quite as well. They just look like they're
just being rolling around. Of course, we need to make sure we change that up a little bit. The way we're going to do
it by default is going to give us a simple flow value. But what we can do is we can
get even more control out of this system by tapping
on this arrow over here. And if we were to tap on it, we have a lot of
different controls that we can
additionally add to it. But what we're looking for
is a random range floats. So if we add this up, we're going to get a
minimum and maximum values. And that will just allow
us to have more control over our randomness
of the rotation. And we basically want to
set this to be -100.100. And so what negative
value will do is it'll make the entire particle to
be rotating the other way. And positive is of course, going to allow us to rotate the entire particle
in a clockwise way. So we're getting this kind of a randomized effect that goes splashes between
back and forth. And we are going to get so
much more of a nicer type of result just by simply using a rotation within
our particle update. And of course we're not
quite done just yet. We're now going to go
back onto the particles, spawn on to add velocity and talk a
little bit about that. So what added velocity does
is if we were to enable that, it'll basically add straightaway
as sort of a velocity, as sort of a motion
to our particles, which will give us a sum Seemingly extreme of emotion. We're going to be changing
that up in a second. So we have couple of options
for a velocity speed. Right now, the velocity
mode is set in a cone. And what this means is that
wherever the cone is facing, the controls can
be seen over here. The cone axis, if we were
to set this to a zero, is going to be by default
facing in this kind of way. But for example, if I
were to set this to one, it's going to be
facing this way. So this is the way how
we control the cone, how the direction of the
velocity is being changed up. So what we want is
actually we want the Z value to be
one and we can set the y value to be going in a little bit
of this direction as well. So something like 0.1, maybe this is a little
bit too small, 0.5. So it's going to be
going a little bit, not entirely diagonally, but a little bit sideways
to the front, like so. So that's going to be
adding some control. Of course, this is
way too intense, so we're going to
lower this down. And we're going to
start off by just having a value of ten by ten. Let's see how this looks like. This doesn't look too much. So I think the maximum if
we were to set this to 200, that's going to look much nicer. So basically we're having some of them that
are staying within this area and some
of them are trying to leave this
entire splash area. And this way we're getting a nice transition
for our waterfall, which they're basically
being bounced off by the water and just
splashing all over this area. So that's already
looking quite nice. One more thing that we
should probably turn off is going to be drag
force. Drag force. What it does is, the longer it continues to
live on the particle, the more of a drag it becomes, the velocity starts
slowing down basically. So if I were to exaggerate this to something
like 100 for example, it's going to barely move
because that's a little bit too much maybe decided to attend. It's going to basically start going up and then
straightaway start slowing down. So maybe that's a little
bit too much of an extreme. Maybe go into a one that will allow us to see it
a little bit better. So with the drag force, we can see we have
this sort of motion where it starts slowing
down at the very end. But if I were to turn this off, we're going to get ourselves some splashes that are
just going for it. And they're just going to continue having this
sort of emotion. And so I think by default, we're going to
have a much better result if we have
this turned off. So let's go ahead
and keep this off. And asked for gravity. I don't think we need gravity
for these type of slashes. We're going to maybe use them
for some other particles. But for now, having
those particles, those splashes going up and then disappearing
into this dense, I think that's going
to look quite alright. If I were to change
this to a high, we can see how it
will look like with a nice sort of a lighting. And this is the type of result
that we're going to get. Somebody to keep in mind though, is if we have a larger
water area, for example, over here, if we were to expand the shape
location something to, let's say 1,000 instead. So double that amount,
we're going to get the spread much, much wider between
those particles. So when we're changing up the box size for
the shape location, we also have to increase
our spawn rate accordingly. So because we basically
doubled the box, we can increase the spawn rate
by twice as much as well. And that will just
make sure that it keeps those kind of gaps in a similar kind
of distribution. But for now though, that's going to be kept
as a small rate of 100. And a shape location
for the box is going to be kept as 500 like so. Or actually we're
going to keep it. Yeah, we're going to
keep it actually as I think 600, something like that. So we're going to
get this result. So yeah, that's going to be
it from the water splashes. That's all it takes for
us to get ourselves some really nice look for them. Let's go ahead and make sure
to save this by clicking on Control S to compile
this entire particle. Let's close this
down and see how it looks like within our scene. So even from a distance is going to look quite
nice in this area. So we are already getting some real nice results
are off or water. In the next lesson
we're going to continue working on with
waterfall and actually set up some of the splash
system to be set up with a ground of this water area just to make it a little
bit more believable. So thank you so much for watching and I will
see you in a bit.
66. Creating Base for ground splash particle: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
build an environment. In the last lesson, we left
off by setting some of the water particle effects for the splashes off the Waterfall. And in this lesson, we're going to continue building on top of it and create ourselves
a new Particle Effect. But before doing that, we of course need to set
up a Material for it. So let's go ahead and
get right into it. We're going to right-click
carousels a new material. And then we're going to call this one ground splash material. So we're going to call it
that ground splash Motley. So we're going to double-click
on it to open it up. And we're going to star away our Material by getting the
texture from the folder. So we're going to be making use out of the
water ring texture. Let's go ahead and quickly drag this into your Material
graph like so. And then the next step that
we need to do is of course, we need to change
the material from the opaque blend
mode to additive, just like we did previously with our previous Particle Effect. And of course we're
going to be setting up, setting it up with
a Particle color. So let's grab that right away. And I think by default, this texture is also
white and noticeable. I think by default it looks
quite to fade it out. So we're going to
fix that right away. Actually, we're going to
get ourselves a multiplier. So we're going to hold
em, tap on the screen. We're going to get it set to
a for the Texture sample. And as for the B, we're just going to amplify this by ten. And I think that's
going to get us a much nicer results.
So yeah, there you go. We're going to get
ourselves a much nicer type of a Texture. Then afterwards, of course, we need to set these up to
be used with Particle color. So let's go ahead and hold em, tap on the screen and attached the Particle color
output with a. And then we're going to
multiply this way for texture and attach
this to your color. So now we're going
to get this result. And of course, let's
not forget the opacity, the Alpha that we're
going to be able to make use out of to get some nicer fade
ins and fades out for our particle system. So once we're done with that, let's go ahead and click
Control and S to save it out. And we're pretty much
done with the material. So let's get, and we're pretty much
done with the material. So right away, let's get
into it and set ourselves a system for the Particles, for the Niagara
Particles System. So we're going to right-click carousels Niagara
Particles System. We're going to create a system
just like we did before. By selecting it, we're
going to create a mountain. We're going to add it onto our particle emitter and
we're going to finish it up. And for this one
we're going to call it ground splash Particles. So we're going to double-click
on it and we're going to start changing up the
entire Particles. So just like we did previously, we're going to change up
the Particle renderer. We're going to actually turn off the gravity force and
velocity just so you could have all of them staying in
the middle, just like that. Then the next step, of course, we're going to change
up the Particle render. So for this one, we're going
to search for ground splash, just like we didn't before. Plants. Ground splash Material. We're going to select this one. And we're going to
get this result, which is looking
quite interesting at the moment since we haven't
got it fixed just yet. And the first thing
that we need to do is make sure that we set it up. So to be actually
laying on the ground. Because right now what we
have is actually particles themselves are
always going to be facing towards the camera. So of course we gotta
be changing that up. So Within a sprite renderer, there is something
called Basic mode. And we need to
change this facing Mode to be Custom facing vector. But if we were to change that, we're not going to see
any much of a difference. And the reason for it
is because we actually haven't given them any
properties to be using. So in order for us to make use out of this
Custom pacing vector, but we need to do is
within the Particles bond, we need to give them a
certain type of properties. So we're going to add, click on Add symbol over here, and then we're going to search
for initial orientation. So orientation. And that's going to be this one over here,
initial mesh orientation. If we were to select this, we shouldn't have
ourselves a rotation, which Wave we'll be able to control how this
is being placed. So if we were to
change this rotation, set this to a 360
degrees like so. You should be able to, or actually, instead of using
Mesh initial orientation. During the search
for orientation, we're going to get
initial mesh orientation or alliance pride to
Mesh orientation. And we're going to use a line sprite Mesh
orientation like so. This way will get all this
price to be facing one way. So of course, by default, if you want to change that up, we don't want them to be
horizontal and it wanted to be placing them on
the ground instead. So we'll switch that up and actually we're going to remove the X from one to
set it to a zero. And Z, we're going, we're
going to set this to one. And this way, they're
always going to be facing upwards just like that. Just by simply changing
this nice functionality, we're able to get all of
them to be facing upwards. And of course at the moment
are quite a bit small. I'm actually going to
bring this into the world. You see how it looks like
and just having it like. So we have a bunch
of small splashes, but obviously that's
way too small, so we're going to be
changing that up. So I think within the
initialized particle, if I were to just open
that up and set it up as a minimum and maximum. We can set this up
to be a bit larger. So I've thing by
changing it to a, Let's try setting
it to a hundreds. See how that looks
over them with 100. That's still actually looks
way too small at the moment. So of course we got to change
that up first since we want to determine the
maximum amount that we're going to have
the size for it. So I think using maybe
something like 300. Let's go ahead and try that one. This might be quite alright, but we want to make sure that we kinda have a type of a circle that would occur
encompass the side of this entire Waterfall. But right now for where to
place this over here, like so. Let's to see this off. We want to be able to have a subtle effect that we want because this is a
little bit too small. So even, so we're going to
make it quite a bit larger. Let's try 500. And this might look
quite a bit better. I think that's going
to be quite alright. So let's go ahead
and make use out of the five-hundred value and picks up couple of
additional settings. Because at this moment, we are just having a massive glowing
circle in the middle. And of course that's
not what we want, but we're going to do
that in the next lesson. We'll be adding some
animations and make sure that this is going to get
us a nice Ripple effect. So thank you so
much for watching. And I will see in a bit
67. Creating Ground Splash Particle Effect: Hello and welcome back in front the Unreal Engine
five Beginners Guide to building an environment. In the last lesson, we left
it all by getting ourselves a Particle System for
Water, Ground Splash. And we haven't quite
set up just yet. The entire Particle System
is currently at the moment, has to bring in the
middle of this area. So let's go ahead and add
some motion to it right away. And so the way we're
going to do it is actually quite simple. All we gotta do is within
a particle update, we're going to use something
similar to scale the color, but instead of
scaling the color, we're going to be
scaling the size. So if we were to
search for Sky size, we're going to get ourselves
a scale sprite size, and that is the one
that we want to use. So let's go ahead and
add it up right away. We're going to see the
type of result like this. So it's already
looking pretty nice. But of course, we
need to make a couple of tweaks to it
because otherwise right now we're
just going to get a stationary straight
line in our graph. As the entire curve is just going from one
direction TO number, we're going to make use out of something called smooth ramp up. So if you were to select this, we're going to get a much
nicer type of results. Of course right now, it's a little bit
too much for us. All the particles are going
to be blending in together. So we're going to lower
down this boundary. Let's go into response rate. Set this down to a value of something
like 12, for example. And we're also going to make use out or respond probability. Now what this will
do is it'll give us a random chance of
them not spawning. And this will just kinda randomize the entire
area and make it look a little bit better in regards to how
the entire shape is. So by setting it up
to, for example, 0.1 would be able to
sometimes not have anything and sometimes it will spawn
some Particles like so, and sometimes they will give
us a burst of particles. Of course, this is a
little bit too low, so we're going to set
this to your 0.5. And it's basically
just going to be a 50 per cent of a chance
of it not spawning. And that's why we get
some particles that are going to be kinda
clumped up together and other particles
that are not going to be morning and giving
us a little bit of those extra edges over here and separating the buyer
type of a texture. So of course, it's already looking quite nice,
just like that. But if we look at it
from the side way, we can see that they're actually spawning in a three-dimensional
cutaway view. We're actually getting
all the spawns in a sort of a sphere. So we need to change
that up real quick. So we're going to go into the
shape location over here. And we're going to make use out of a different shape primitive. So we're going to make use
out of instead of a sphere, we're going to make
use out of a ring. So what ring will allow us to do is allow us to spawn all of these Particles in a
two-dimensional plane like so at the very ground. That's already
looking quite nice except the kind of randomized
where they're spawning. So we need to lower down
the radius by quite a bit. Something like ten, for example, I think is going to
be quite alright. So they're going to be spawning and more or less the
same kind of area, except they're going
to be slightly offset. And that'll give us even
more of an organic type of Splash for our Ground
Splash Particle Effect. This is looking quite nice, but we're not quite
done just yet. We need to set up ourselves
a bit more of a way to fade out those particles
as right now they're just appearing a straight-up
kind of fading out. So we're going to go onto
the scale color like so. And we're going to be
setting this up an actual, this is going to
be quite simple as the template is already going to give us a
real nice results. So we're going to just make
use out of a pulse out and that'll allow us to spawn
in the entire Particle. Just kinda pop it in real fast
and then slowly fade out. And that'll give
us a real nice guy over result for
the ground splash. Now, although it looks
already pretty nice, we should probably have a way for them to
be slowing down. So currently being
spawned in this area and we want to push them
outwards a little bit, the entire eyeball particle. So what we're going to
do is actually going to add a fourth point force. And that'll just
help us to kind of slightly offset these
entire Particles. So if we were to within a particle update at
something called point force, like so what you'll
notice is that this will basically be starting off to push off all these
particles to the side. So it's a little bit
too extreme though. It's going to push them off, quiet a little bit too much. So we're going to lower this
down to a value of ten. And this way we're going
to start getting them pushed off just slightly,
just a little bit. Now for them to look quite nice. And of course, because
we're just spawning all those particles and a
simple shape of a ring, we're going to get ourselves a real nice result as
in they're going to be pushed off basically
horizontally on the ground and they're
not going to be offset. So that's actually going
to be quite nice for us. And actually you guys
were using a point force. We're going to be having
them kind of moving in a constant speed
and we want to make sure we can slow down, slow them down a little bit
when they reached the end. So the way we're
going to do is we're going to make use
out of a drag force. And we increasingly to a lot of a value of thing that's
going to be too much. So we're going to just
changes up to a one. And that way when they're
going to be pushed off, they're going to start
getting pushed off quite fast to recite
Using the point force. And afterwards they're
going to straight up, slow down using the drag force. So that's the way they're
going to be working. We have to make sure
that the point force has to be underneath the drag. So the way the Particle
System works in Niagara system is that it's being laid out on
top of one another. And right now because the drag force is
being on top of this, it will mean that point
force is being applied first and then we have a
drag force afterwards. If we were to have something
like this where we can just drag and drop the drag force
underneath the point force. It's not going to give us
the same type of results. So we just gotta make
sure that we just keep these in kind
of a right order. And if we've been applying them in the right kind of flora, we should have the same kind of a place for each one of them. So yeah, that's all
it takes for us to create a real nice Basic
ground splash effect. Now of course, when
we're placing them on, we gotta make sure we avoid having the middle section shown. So for example, right now, when we having this sort
of a ground splash effect, we should probably hide
this away in the Waterfall. The center of this area would probably be hidden away
in a Waterfall leg. So we're just going to raise
it up just a little bit. And just like that, we're going to get a
real nice Basics result. And a center is not going to be, It's actually quite
a bit visible, so I'm just going to drag
it in, into it like so. And if we needed, we can always make it bigger. So if we're to
just open this up, we can change up
the scale entirely. So by going into the
initialized Particle, I think we can change
this up to be 800. Yeah, we can go ahead and
set this up to be 600 by an we can set them
up to be 600 by 800. And this way, we're going to get them to be much larger as well as a little bit more randomized in
regards to the size. So right now forward to click
Control and S to save it. We're going to get some real
nice results in regards to how it looks like when the
Waterfall is being splashed. So already it is
looking pretty nice. But we're not quite done just
yet because we don't have any type of Ripple effects
on the water itself. So we're going to be doing
that in the next lesson. So thank you so
much for watching and I will be seeing
you in a bit.
68. Creating Ripple effect Material: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we added some Ripple effect
for the waterfalls. But sometimes when we're
working with the water, we want to just have
simple Ripple effects whenever we are placing it
next object and whatnot. As currently this effect, this type of effect is
just going to make it look like our slosh largest a Water. And again, we
sometimes just want to add some basic motion
within a Water, so, but that we're going to create ourselves a new material. Let's go ahead and right-click ourselves a new Material exome. But it's one we're simply
going to call it a Water Ripple map, like so. And let's go ahead
and open it up. So the way we're going to
create this material is actually we're going to make use out of, instead of opaque. We're going to make use
out of the translucency. And the reason being is that
sometimes we want to get some darker ripples is to exaggerate certain
Water effects. And so for that, we usually need to make use out of
translucency in order to make the entire Material
Transparency while at the same time allowing it
to have some darker colors. That is why we're using
this instead of additive. Now for us to start it off, we're going to
create something of a circular motion
using sine waves. So by right-clicking, we're
going to search for sine. And what this will
do is basically it'll allow us to create an up and down sort of
emotion or a Waves. Then in turn it'll
create a ripple effect. So this is the main one that we're going to make use out of. Of course, before that
we need to actually set up an exact shape
that we want to make. And so for that, we're going to
right-click and search for radian radial gradients. So if we're to search
for radial gradient, we're going to get the
exponential one over here. Let's go ahead and use this one. And instead of just
adding it right away, what this will do is
basically it'll give us a real nice and basic sort of a, I'm just going to
show you visually. It'll give us a really nice
and soft sort of a sphere, a circular type of alpha. So it's a real nice way of forest to start out,
but it's Material. And instead of just
using Particle Effect, we're going to make
an entire motion using the material itself. So for us to do that, we're
going to make use out of something called
wave speed variable. So if we were to
right-click and we can search for time with
speed variable. So this one over here, we're going to be able
to make use out of. And what we'll need to
do is basically we need to add this to that. And this way we'll
be able to get a nice kind of a ripple effect, will be able to fracture
this entire shape and we'll get some nice
effects out of it. So for that we're going
to hold a and tap on the Material graph
and we're going to add fracture time to a. And as for B, we're going to add this circular Alpha onto it. And once we have
it like so if we were to add it onto
the side Wave, which will fluctuate
our entire information. We're going to get
this sort of results. So let's, for now it's
just going to be a ring. And that is because
we haven't set up our Parameters just yet. So decider of we need
to change up the speed. And this is what is
going to control our entire type of Ripple effect or the how
fast it goes basically. So we're going to
create a parameter, so we'll be able to make a
Material Instance out of it. And so we're going to hold
and tap on the screen. We're going to call this
one speed, like so. And attach this to speed and
ask for the speed parameter. We're going to just give
it a value 0.1, like so. Otherwise, it would've
been too fast. So we're going to keep
it as is for now. And actually we can just
attach this database color and see how this would look like
if we were to attach it, we can see the type of
motion that we're getting. It slightly go in
from the middle and expands out onto
outwards like so. But right now is just a
single type of a ring. Of course we wanted to
expand it a little bit. So we're going to do that
in the bin without though, we should probably fix up
the radius and the density since it looks a little
bit of as a shape. So we're going to create
quick float values by holding one and tapping on the screen couple
of times like so. We're going to create ourselves a really quick vector,
one float value. And we're going to attach one to radius and wanted to Density. And this way we'll get more
control over the shape. And we can the first
one for the radius as 0.5 and the second
one is just a one. And this way we're going to get a much softer type of a shape. So already it is
looking quite nice. Now to control the
Ripple itself, the quality, the
quantity for it. We're going to open up
the sine value over here. And we'll be able to
change the period or this sign type of a node. So we're going to
change it from one. If we're to change it's
something like 0.1. We're going to get a lot
more ripples in this area, and that is exactly
what we want when we're creating ourselves
Ripple effect. So it's already
looking pretty good. As you can see in corners, we're getting a sort of a
flashing pipe overlook, so we need to get rid of that. And it's actually quite
easy to get rid of it. All we need to do is make US adult radial gradient exponential like
we did previously. So we're going to click
copy control C control V to make a duplicate out of it. And we're going to set a density to be a
little bit different because right now it'll
be just too soft. So we're going to hold
one tap on the screen. And for this parameter, we're
going to set this as five. And we will attach this to
Density just like that. That afterwards, this
is just going to give us a white mask
and we need to make sure that it actually just gives off the white
mask on areas, everything outside of it. So we need to basically
invert this entire mask. So we're going to drag it out
from this area over here. And then it'll open
up a search bar, which we can search
for a one minus. And this type of a function will basically
convert this entire mask. Now we can make use out
of this to basically subtract the edges Using
this section over here. So we're going to right-click
search for subtract. Use this one over here. And then we're going to attach
this to a and this to be. And of course we're going to be attaching into the base color. And then we should have
something like this where basically the edges aren't
going to be visible anymore, lashing on the sides. So, yeah, now we got ourselves a really nice Basic
output for it. But if we wanted to be
overlaying it on the water, we need to also set it up with Normal mask as a normal texture. And for us to do
that, we'll have to make use out of Alert value. So we're going to hold L and tap on the screen to
get ourselves a loop node. Now, when we'll need to
do is basically combine a blue and a yellow
tint and then use this type of a sine value as a sort of a way to
interpolate between them, which in turn will give us a
total of a fake Normal mask. So for us to do that, we're going to hold the free. We're going to tap on the
screen to get back to free. And we're actually going to get ourselves a second vector free. And then both of them, we're going to change
the values for them. So we're going to get
ourselves a color picker. Instead of changing it
using the Color Picker, we're actually going to
use the values right away. So the first one has
to be entirely blue, so 00 and then to is going to be just
over the value of one. So it's just going to
go all the way to blue with twice the intensity
than for the second one. We need to basically do
the opposite of that. And the first two values
are going to be 22, and we're going to leave
the second value as zero. And then we're going
to click Okay. And afterwards we're
going to connect this to a and this to be, and we'll be able
to make use out of our subtracted mass that we
have over here as an Alpha. And if we were to do that
connected to an Alpha, put this as a Normal map, but I can see that we don't have a normal map and that is because I totally
forgot about it. We need to set this up to be using a different, different
translucency mode. So that is no reason why we
need to use translucency because additive doesn't
exactly have this option. So once we have this
set us translucency, what we need to do is
scroll all the way down until we find
translucency tab. And then within it, we're
going to find lighting Mode. Within the sliding mode. If we're to select it, we can change this up to be
Surface translucency volume. And if we were to change that, we're going to be able to
make use out of the values in the same way that we are able
to use the PBR material. So now we can actually use
the normal value over here. And we're going
to attach this to a normal value just like that. And once it's done loading up, we're going to get this effect. And if you look at it
from sideway, like so, we can see that it
actually slightly bumps out this entire value. So already it looks
pretty good as is. But of course, it's
not quite there yet because we haven't set
up the rest of the values. And so you started off, instead of just using this
entire mask as a base color, what we're going to do is
actually we're going to hold Control and drag this out like this and replace this from a base color to an
Opacity channel like so. This way, we're going to have a real nice Ripple effect that is actually
transparent as well. That's actually
quite nice already. But of course, the base color at the moment is grayish black. So we need to change that up. And actually I'm just
going to get ourselves a base color value,
a vector parameters. So we'd be able to change that up in the future
whenever we wish to. So we're going to hold free. We're going to tap on
a screen and we're going to attach this
to your base color. And of course, if you
want to change that up within our Material Instance, will have to right-click convert this two
parameter like so. And we can call this color Just like that. And of course by default, I think we should just
have it as complete wide. Like so. If we click Okay, we're going
to get this result. Now. We don't necessarily
need to use a color, but if we want to exaggerate some of the
values and we should definitely have ourselves
the type of color otherwise, just by using a simple
Normal mask as a texture, would be able to get
some real nice results. But as it is right now, it's already giving us
some really nice results. So one more thing I
would say though, what do we need to do
is actually set up the intensity control
for the opacity. So we'd be able to control
how transparent this area is. We're going to right-click
and search ourselves for a. Are we not search
results for the thing? We're going to hold
S and we're going to tap on a Material graph. And then we're going to call
this opacity multiplier. Like so. And of course, we're
going to attach this to an opacity using
a multiplier. So hold em, tap on the screen
and then attach this to an, a, this to be like so. And we're going to attach
this one to opacity. And by default it's
not going to give us anything because
we need to change this to be default value of one. And this way we'll be able
to get some nice results. So yeah, that's all it takes
for us to get ourselves a real nice Ripple
effect on the material, and we're pretty much done. So let's go ahead and click
Control and S to compile the shader into our material. And once it is done with that, once it saves out, we should get ourselves a
nice Material finished. We can now close this
down and actually applied within the real Level sections. So we're going to get
results just a simple plain by creating ourselves
a simple shape like so. And just using a simple plane, we're now able to
apply this material. But of course, should be
applying this material. We wouldn't have a
lot of parameters to be playing around with. So we're going to right-click
create a Material Instance. And this time we're
going to apply Material Instance onto
our square like so. Or at least we
should not miss it. So let's go ahead
and select this and actually just apply it
on the right-hand side. This way we're not going to miss entire plane and
we're going to get this result and it's
actually collision out because it's right on the
same edge as the water. And if we were to raise
it up just a little bit, we're getting to get a
much nicer of a result. Looking at it though,
we might need to add more Ripple effect because if it's small one it
looks pretty nice. But once we get it a
little bit larger, the Waves, the ripples are
actually a little bit to fix. So the way we're going to
do it is actually we can go onto the Material tab itself. We can select a sine
value just like that. And we can change the period
to be from 0.1 to 0.0. I've, and we're just basically
having this entire value. And now we're to click
Control S to save it out, we should get double the amount of ripples basically
within this area. So once it's done loading up, like so, we're going to
get this sort of result. And by default, I think the
color is a little too much. So we're going to
go intercalate into Material Instance and
changed up the color. And by changing this
to a lower amount, will be able to get
some nicer results. I think we should also
change the opacity amounts. So if we were to go to
the opacity multiplier, set this to something
like 0.5 or 0.1 even. We're going to get this
sort of result and already is looking pretty
nice as an effect. And if we want to
change up the speed, we can always do so by
going through speed and changing it to
somebody like 0.01, like so, maybe that's a
little bit too small. 0.03, we get this
sort of a result. So it's looking
quite nice actually. It might not look quite
as good if we were having it in the playing field, but if we place it over
next to an edge like so and make it actually
just a little bit smaller. We're going to get this result, which is actually quite nice. Now only we can reuse
it around an object. We can also place it next
to our entire Waterfall. And just by doing it like so. And actually I need to raise
it up just a little bit. We're going to get
this sort of effects. So yeah, it's
actually quite nice. We'll be able to
set up ourselves a real nice sort of
a ripple effect. Be a little bit too far off. So we're going to bring it all the way
throwback actually, as we want to make sure
that we're only basically getting some small amount
of ripple effects like so. So just a little bit is actually enough to give us a really
nice sort of a look. And yeah, that's going
to be eight point. Now we added a
real nice our type of a ripple effect for
our Water emotion. But in the next
lesson we're going to continue working
with the water and set up some of the more interesting
looking Water Effects. And yeah, we're
pretty much done, but I actually forgot to add a strength intensity
multiplier, normal map. Let's go ahead and get
back real quick to the Material and actually
picks this up real quick. And we've got ourselves a simple attachment
using this mask. But of course we want to control the intensity of a normal map. So we're going to do that
using a simple parameter. We're going to hold S,
tap on the screen and call this normal intensity. Like so we're going to hold em, tap on the screen and we're basically just going to connect this value that we had for the normal mouth
with our parameter. The default value of course, is going to be set as one
as really just want to make sure we get a nice
result at the very start. We're going to connect this to normal and we're going
to click Control and S. And that's going to be pretty much a hint
for this material. So we've gotten ourselves
a nice, real nice Ripple. And then in the next lesson we're going to continue working with whatever Effects
and get some motion, some additional motion F
bags for the size of Rocks, for example, where the
touching the water. So that'll be pretty
interesting to make. So thank you so
much for watching and I'll see you in a bit.
69. Creating waterflow effect: Welcome back and prone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left off by getting some of that Ripple
Effect or the water. And in this lesson we're
going to continue on adding additional effect for
the Water Material and actually set up some of the more interesting
flowing forums that are going to be placed next to like Rocks and whatnot. So without further ado,
let's get started. We're going to basically make use of these waterflow Fx
that we have over here. The way we're going to do it
is actually quite simple. We're going to create
ourselves a new material. We're going to call this one waterflow Matt Waterfall Flow, Ripple map, that is exome. We're going to
double-click on it. And within it, we're
going to right away actually just grab the
texture material that we had. So I'm actually just going
to drag this window like so a bit higher up so
we could see it go. So we're going to grab this texture material just like that. And in order for us to move, it is actually
quite simple to do. All we gotta do is
make use out of the UV coordinates and set them
up with this section. So as a startup, we're
going to right-click, get ourselves a coordinate, texture coordinate like so. And we're going to
add this width. I'm just going to hold
a and tap on the graph. So we're adding it to an a. And we're going to put
this to UVs like so. Now asked for what
we're adding to it will basically be getting ourselves a generated noise that will just be panning
around this Texture. And in turn, it'll create some general motion
within this section. So for us to do that, we're going to right-click
or actually just going to hold T and
tap on the Material. So we're going to get
the texture sample. Now for this lecture, we're
going to search for noise. And for the noise that
we're going to use is actually going to be
blurred out type of noise. So low resolution blurred
noise, this one over here, if we're to select it like
so right away where it's just simply add this to
our texture coordinates, we're going to see
the type of result. I'm actually just
going to attach this entire thing
through the base color just so we could
visualize it how it's going to look like
within our preview. And I'm going to set this
with a basic plane of a mesh. And of course that's
going to give us a better one error because
we're adding this as is. And instead of just using
RGB will need to make sure we just use a
red channel instead. This way we're just getting
a simple type of a vector. And by adding this, we're
going to get this result. So it's a little bit too chaotic, a
little bit too intense. So we of course
need to fix that. And the way we're going to
fix it is actually we're just going to multiply this and
lower down the intensity. So we're going to hold em, we're going to tap on a screen
and we're going to hold control and attach this to an a. So this way we're able to get ourselves and
additional parameter to it. And now we're going to
hold S, we're going to call this one and intensity, intensity warp like so. We're going to
attach this to be. And of course we're going to
attach this to adding up to texture coordinates right now
because it's set to zero, we're not going to see
any type of result. But if we were to set
this to some gleich 0.1, we might get a much better understanding
of how this works. And of course, this is just
going to warp it quite a bit. If it worked
increases, of course, there'll be adding up
that effect even more. So right now I think we
can just keep it at 0.02 and it's going to give us a bare minimum amount
dipole a look. But we're going to see
that a little bit more or actually we're just going to
keep this as 0.1 for now. And the next step then we
need to do is of course, add motion to this
so we get a sort of a wobble effect or when
we're using these textures. So we're going to just click, right-click answer for pattern, like so we're going to tap on a Material and we're going
to attach this to the UVs. Now as for the speed though, we're going to make
use of a simple, well, we're going
to make use out of a speed and let's try using one. Let's see how those goals,
It's actually wobbling, quite nice, but
it's going upwards. It is quite obvious that this entire noise is
moving upwards like so. So actually, what I'm
thinking about doing is changing this from a
positive Y to a negative Y. And I think zero point -0.5
is going to do the trick. I think that's
going to look quite alright already we're getting a real nice watery type of a wobble that is
exactly what we want. Of course we want to have more, a little bit more of a control
in regards to the speed, in regards to how
fast this wobbles. So we're going to
right-click search for time. We're going to add
this up as a node. We're going to hold S and then create this as speed
parameter like so. And of course we're
going to multiply one with a number like this. And as for the speed, and we can probably just
have this and citizens 0.5 and attach this to timelike. So we should be getting some Lower bit of a warm bowl. I think that's going
to be much better. So we already have a bit of
a control over the speed and intensity of warp
forward to increase this, to get this result. So it's quite nice,
but of course, we want to set it up in the way that it would only be using one type of a texture or plane. Because right now we're
using all four of them at once in order to save up
somewhat a Texture Space. And we're basically
using a texture atlas, but in order for us to
make use out of it right away within our simple plane, we're going to get some additional adjustments within our texture coordinates. So let's go ahead and do that. We're going to firstly divide this entire
coordinate space by half. And we can just do that
if were to click on it. We can change up the UV Tiling. If we were to change
this up to 0.5, both of them like so we're going to get this sort of result. But of course, if were to
just use it like this, we're only going to be
getting one type of plane and we want to have
multiple planes instead. So what we're going to
do is we're going to add additional parameter to it. We're going to
create a couple of parameters by holding S
and tapping on the screen. And the first one, we're going to rename
this one and call it a. We can just call it
X banner, like so. The second one we can call
this one why Pattern. And then afterwards, of course, we need to combine
them using an append. So we're going to
right-click search for append like so a pen vector. So we're able to append X and Y values of
both Parameters. And of course we
need to add that up to our texture coordinates. We're going to hold a,
we're going to create a solace and add and
create ourselves. A simple way to control how it is being, is
being panned out. So now we're going to
attach this like so. And of course, this is not going to do anything
for a moment. But if I were to change
this pattern to, let's say, a value of 0.25, like so I should 0.5, we're going to get a
different type of results. So before this was the one, we're actually going
to keep them as 0.0 and then within Material Instance will
be able to fix them up. So I think for now we're
going to leave it as, as we're going to
click Control S to compile everything there is. And once we're done with that, we're going to close
this down and go back inter-Korean browser
into the content folder. And within what a folder seems like a head
myself opened up, but within Engine folder, I'm just going to minimize that. Now within it, once
we're done with the material for the
waterflow Ripple, we're going to create
ourselves Material Instance. And actually we're
going to get ourselves for Material Instances instead, since we have four of them
within our single atlas. So I'm thinking instead
of just creating ourselves a simple shape, a plane like this, what we're going
to do is instead, we're going to create ourselves a Static Mesh that's going
to be within this folder. This way we'll be able to make a better use out of
these waterflow ripples. And so we wouldn't
have to readjust each one of them separately. Afterwards. We're going to create a go through modelling mode like so. Get ourselves a
simple rectangle. And this time
instead of creating ourselves to new Asset location within the generated folder, we're going to actually
set it up to be created within a new folder, within the current
folder over here. So we're just going
to create ourselves a basic rectangle
Excel, hit complete. And then it's going to give us a simple Static Mesh of
a rectangle over here. In this same folder, we're actually going
to reset rotation. But it seems like rotation
has been already reset. Of course we're going to
keep the location as is. So let's go back
onto the Static, onto the selection mode like so. And now we're going to rename
this to be Water Ripple. We're actually waterflow. Waterflow. We can call this
waterflow one, like so. And of course, we need to
have Variations of them. So we're going to hit Control C, Control V couple of times
and create four of them. And actually going to
name it waterflow effect. Like so it enter. And this time we're going
to create hit Control C, Control V, three times like so. To make free
duplicates out of it, this way we'll have three
different planes for us to use. So the reason we're doing it
is because we simply want to create a material within
the Static Mesh itself. So we're going to actually open all of them for up straightaway. And I'm going to open
the first one up, The second one, the third
one, and the fourth one. So by double-clicking
on the Static Mesh, we're able to open
up the mesh editor, which will have a material
slot right away within it. And by changing this up, we'll be able to basically
tell to constantly use a specific material within this type of what Static Mesh that's already within a browser. So for the future,
it'll just help us to have it a little bit more easier to be organized
and faster to be used. And just by simply
dragging it out From the material from
the Static Mesh from this content browser
will be able to just place it
directly into the world. So anyway, without further ado, let's go into the first
waterflow effect, Static Mesh. And we're going to apply the
first Material Instance. So by default, I
think the first one is going to be set up, is, is. So already is going to
look quite alright. Then for the second one, Let's go ahead and
open it up and put the second Material
Instance like so. And actually I
just realized that we don't have an
opacity just yet. Let me just quickly apply all of those
Material Instances. So for the third
one we're going to apply a third duplicate. And for the fourth
one, we're going to apply the fourth one like so. And let's go back into
the material mesh itself. Though. The material that we created,
waterflow Ripple Material. We're going to open this up
and actually change this to be using a transparency. So where it is set up a
nice material already, we just need to make sure we
have this clicked on and go to the Material Details tab. And then we're going to
change it to transparency. And we're also going to set this up to be basically
on a passive. So we're going to hold Control, drag and drop this interim
passive layer like so. And this way we'll be
able to have ourselves a nice setup for this material. But of course we need to switch up the color a
little bit as well. So we're going to
hold debris and we're going to create ourselves
a vector for that. So just like that, we're going to apply
it to the base color. And for this color, of course, we're going to set it up as Y, so it'll look more like
a wide type of a foam. So just by doing it like so, we're able to get
this sort of results. And now we can click Control
and S to save this out. And once we're done with it, we can close down this tab and continue working on these
sections over here. For the first one,
we're ready to have a nice setup for
this one over here. Of course we want to have more variation over
the other ones. So we're going to
go into this one, into the second waterflow
effect and we're going to open up the second
instance just like that. And of course, we're going to change that up a little bit. I'm actually going to
change this to have a plane so we can see what
it looks like by default. So we're going to change
up the pattern X and Y. And we're simply going
to move X to start off, by moving into the side, we should get ourselves
the other one, like so. So by just sliding
it over to the side, we can see the type of
result we're getting, but basically we just
want to set it up as 0.5. We're adding a 0.5 of a
value in X direction. And this way, we're padding
this entire thing to decide. So that's how we're changing
up this Material Instance. We can now close this down. And now for the third one, if we were to open this up, we basically do the same thing, but for the Y direction. And if we were to
pan this one around, if I were to just
increase the value, we can see it
dropping it down and giving us the different
type of results. So we want to be setting
this up 2.5, like so. And then finally, we're just
going to close this down. For the fourth one. If
we're to open this up, we're going to basically
change both of them to 0.5. And this will make
sure to pandas to the right and
passionate down by one. So we're going to get
this result here, the fourth one that we had. So now we can close this
down and we're going to basically be having or a different variations
of each one of those planes within
our atlas texture map. So that's actually quite nice. We can now close
this down and see how it would look like
within the world. Of course, they're going to be slightly glitching
out because we need to have them
selected like so. And just bring them up like so. Yeah, we're going to have
some really nice effects for them to be wiggling around. And we're going to make use out of them and make sure that they're set up in a way that's just going to go
around the rocks. Actually, we can do one
of them at the moment. I'm going to delete
them actually, like so. And by simply dragging one of them into the
world, just like that, we're able to get
it right out of our folder and we can
rotate this like so, bringing this up a little bit like that so we wouldn't
be glitching out. And by expanding this, we're going to get
a real nice result to the side of the rock. And we might need to
stretch this one out a little bit and get this result. Or maybe instead of
just using this one, I might actually just use last one that we made since this is going to be a
bit of a wider one. So it's going to sit this
one up real quick. Like so. And by just placing it over
this rock just like that, we're going to get a
really real nice result. Of course, the type of, of low, the direction that
this is going has to go in the same way as the water. And when we're setting this up, we also have to consider the overall speed and
flow of the Water. And right now, for example, if we have it too fast, it'll be just going
off on its own, making this entire Detail look like it's not
part of this water. But right now
actually by default, I think it's looking quite nice, but basically we didn't
just have a couple of options to change in
order to adjust them. And if I were to make this
a little bit smaller, so I opened up the
Material Instance 04 and we have a couple of options
for speed and intensity. So if we want to have
more of an intensity, we can always do so by changing its up, not
too much though. So something like
a value of 1.5, we're going to get more
of an intense result or think we can set
this up to be 0.05. We're going to be getting
a little bit more of a mold type of result. And also as far as speed, we might need to change this
up to be smaller as well. So the overall flow
has to kind of combined with this general
direction of the Waves. And by just playing
around with the values, we're going to be able to get
the right counter result. And that's pretty much it for
how we're going to create the waterflow Ripple type
of effect using a material. So in the next lesson, we're actually going to
continue on with this and set up another
one similar to this. But we're going to
make sure that it is more for Still waters to be used more in an open area like the
one next to the bay. So thank you so much for watching and I'll be
seeing you in a bit.
70. Creating Still Water Ripple and Sorting out Water VFX: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to build
again environment. In the last lesson, we left
it off by getting some of those Water Ripple
effects sorted. And in this lesson we're going to continue on
working on some of those effects Within Water
and set up more of the stationary your water type
of a waterflow effect. So without further ado,
let's get started. We're going to this
time make use out of this Water
Splash texture map. And we're actually
going to be making pretty much a similar type of a texture material as
we did previously. So it's actually rubber, easy to reuse the same material. So actually we're
going to do that. We're going to go into Water
folder and find ourselves the water flow Ripple material that we had
previously set up. So this one over here. And it's going to open it up, get ourselves the
entire selection and our Material graph visible. And then we're going to hold
our left mouse button and then drag it across just like that so we can
get them all selected. Then I'm going to hit
Control C to make a copy. We're going to exit
this Material. We're going to create
a new material. So Material Excel. And we can call
this Water Ripple. Like so. Matt. The water still Ripple Material. And we're going to open this up. Now we're going to just
simply click Control V to make a paste into this. All of its properties
that we just created are going
to be pasted in. And of course, we just need to make sure that the property, the material itself is going
to be set up properly. Though for Cyrus, we're going
to change the blend mode from opaque,
translucent, of course, because we need
to make sure that our entire texture map
is set as transparent. Then we're going to
connect this one with Capacity and of course, the vector free, we're going to connect us to a base color. The only thing is though, that we need to set up the
parameters manually though, we gotta change some bits up. So for example, the float value is already named properly. X and Y patterns
are named properly, and the speed is named properly. But the vector free that
we had previously is actually just a
simple vector free. We need to make sure it
is set as a parameter. So we're going to right-click, convert this to a parameter
and call this color like so. We're going to click Control
and S to save this out. And once it's done
saving it out, we're pretty much going to
reuse this same kind of Texture Material Instance
that we did previously. We're going to right-click
Create Material Instance. And we're going to just make a couple of copies
out of it like so. So we're going to have a total of four Material
Instances just like that. And right-of-way, we're
just going to apply them onto our Static meshes. So just like we did previously, will need to set up the
Material Instance in each and every
single one of them with a slightly
different of a pattern. So we're going to open up one
of the material Instances, then we can see that as Pattern,
Excellent, Why enabled? So we need to have them
on each one of them. So actually we're going to
open up Material Instance to, we're going to enable
both of these and we're going to get the X
banner to be set as 0.5, like so we're going
to close this down. Now we're going to open
a second one. Like so. Get this banner to be for
why when five like so. And finally, Material
Instance for is going to be opened up for both
0.5, both like so. And actually, I just realized that we haven't changed
the material just yet, but that's actually
quite simple to do. We're going to go back into
the material graph like so. Since it's just a copy out of our Texture sample that
we had previously made. So we need to make
sure we changed that. So going back into the material that we
just created and getting ourselves Texture sample like so we're going to
change this extra. So we're going to actually
get into Textures folder and we're going to change
it to Water Splash O2. So by simply dragging and dropping it into this
area like so we're going to get this result now for where to click
Control and S to save it. Our Material Instances are
also going to be updated. So let's just go ahead
and close this down. Click Yes to make
sure it saves it out. And afterwards, all of our Material Ripple
Instances are going to be applied nicely. So of course we now
need to sort it out. So we'd have some Static
Meshes would be able to easily drag it into the level. Though, the way we're
going to do is we're actually going to select
what are the Static meshes. We're going to hit Control C, Control V, a
duplicate out of it. And this time we're
going to call this one Water Static or Water
is still, there is. And we can call this Water
still effect. Like so. And we'll just need to replace this material with our
first Material Instance. Now of course, we gotta pick free they will
gets out of it. So let's go ahead and
select the Static Mesh. Let's click control C
control V, three times less. So making free copies of it. And we can just open
them all up like so, and simply change up the
entire Material Instance. So this is going to
be the second one. We need to change it up to
your second one, like so Bird one is going to be
changed up with a Bird one. And the fourth one
is going to be changed up with the fourth
one, just like that. And all of them are
going to give us slightly different
types of water ripples, which is actually quite nice. So we can close
this down actually. And just like that,
we're going to get our Static meshes are going to get some nice ripple effects within them that we just
need to quickly check them and make sure that they're not being messed up in any way. We want to make
sure that the edges aren't actually going
to be Overlapping. And actually that
looks quite alright. So let's go ahead and
I think we can just select them like so and
delete them real quick. And right now what we're
going to do is actually make use out of them over here. Or actually, I think
for now since we finished up our entire Water
Material meshes and whatnot, we're going to make
use out of them. But before that, we're going
to simply set everything in order because
it's a little bit of a messy area over here. So let's go ahead and fix everything up and make sure that everything is just placed up in a nice and orderly manner. So we're actually,
I think we're going to create a cell as a new folder and make sure that we
can lower the amount of items that we have
our main Water folder. So we're going to right-click, we're going to get ourselves a new folder and we're going
to call this one Materials. Since we're not going to be
using materials directly, we might as well just place
them all in, in this area. So we're going to get ourselves
all of the materials, which the easiest way would
probably be if we were to just go into Blueprint, into the filter that is, and we were to select materials. We're going to get all of them at once like so we
can select the first one, hold Shift, select the
final one, like so. Now we shouldn't be
able to unselect the filter and all of them, all the material should be
selected just like that. So now we're going to
simply drag and drop this into Material folder,
click move here. In this way, we'll
be able to have a much nicer of a folder. Now, here's the thing though. Why don't we move out our entire Mesh Materials and set it up within
a New Folder. They actually do leave a
bit of a trace behind, although they're not
visible. We've been here. The leave a sort
of a redirect or that places from this area onto the materials that will allow the material Instances to find the materials that they need. And so the fastest
way to fix it, if we were to go on
the left-hand side, locate the folder or the water. We can right-click
and just simply click picks up 3D
vectors in folder. By doing that, we'll be
able to quickly fix them up and I have everything
redirected properly. So this way we won't have any additional kind of a
assets within this area. So yeah, that's pretty much it. We got ourselves a couple
of Material Instances. Each one of them are
slightly used differently. And so in the next lesson, we're actually going
to be making use out of this entire
water system to set up our water body
for this entire level. So thank you so much for watching and I'll
see you in a bit.
71. Making use out of Created Water VFX: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by finishing off the final piece for
the Water Material. And now we're going to make use out of everything and set up ourselves to water body
that we need are our scene. So let's go ahead
and get started. So to start off, I think we can just
store out our waterfalls to be properly set
up within the scene. And for that, we're going
to get ourselves to Water Splash Particles
and set them up wherever there is
going to be an incline. And wherever there's going to be a breaking point between
the two Water meshes. So let's go ahead and
get right into it. We're going to just hold Alt and drag this Particle
out to reside. And for this one we're
going to just set it up to be at the very
top of this Waterfall. Like so. I'm actually going to
change the Scalability from high to low,
just like that. So it'd be having less of a performance issue
and we just want to make sure that we're placing
it like so sideways. And of course we're
going to rotate this entire particle like
so just a little bit. And this way we're
able to get ourselves a really nice area
for the Particles. And I think by
default the other, by default they're
a bit too high up. So we're actually going to lower most of it downwards like so, so only a couple of them are going to be visible
just like that. And if we have a look at it, we're going to see
some nice effects within the water area that we're now going
to make a duplicate another time by holding
Alt and dragging it out. And we're going to place
it downwards like so. We're going to get
some Waterfall effects on the top as well
as the bottom. But this one, however, we should probably raise it
up by a little bit like so. And looking at it, we might need to make
a duplicate out of it since I can see that it is a little bit too
tall for this section. So what we're going
to do is actually we're going to locate our Water Splash
within this section. So by going and clicking
this button over here, we're going to be able to select the one that's,
it's being used. And it's going to be Water
Splash Particle, Particles. So we're going to click on
it and click control C, control V to make a duplicate. And we'll actually just going to replace the one that we
just made over here. So let's go ahead and selected
within our scene and then replace this one with our
copy that we just made. We're going to open this
up and we're going to change up the spawn rates
location for this one. So we're going to go into the shape location
and change this up. We can change it to 300, reckon that's going
to be quite alright. They go, that's much better, but because we basically
made it smaller, we also got to change up
the spawn rate as well. Otherwise, that's going to look like it has a little bit too much of the particles
within its area. And by just having it too much, we're just going to blend
everything together and it's not going to give us
the right type of detail. So we're going to go on
the response rate and changes from 150 as well. And that's going give, going to give us the
right type of results. So we're going to have a basically a shorter version after water particles
that we had. And we can raise them up
a little bit like so. And that's going to give us some nice results
bonus Waterfall. We can even bring this up front. And there we go. He got ourselves
some nice results. Maybe lower down
just a little bit. By playing around like that. We get some nice results Ativan, of course we're not
quite done just yet. We also want to make sure
that we have some Water area, water particles up
on the top as well. So I'm just going
to quickly add them up like so over them down a little bit just to get a couple of extra
splashes, just like that. The sides are going to be hidden away by the Rocks and terrain. So I'm not quite
worried about that. In this area. Then we're going to
get ourselves to ground splash Particles that
we have what a Particles. So this one over here. And we're actually
going to use it in a front section of
our in this end. So we're going to place it
inside of the Waterfall. We've got to make sure that
the center of it is actually placed behind the
waterfall like so. So we get a real nice sort of a Ripple that doesn't
have a center point, like it didn't form. So just by doing that, we're going to get ourselves a real nice splashing effect. And we also have, again, just like we did previously, we have ourselves a
ripple effect as well. So I'm just wondering if
we should use it over in this area over here. And we might just leave
it as is for now. Since it actually looks quite
arrived from a distance, I might just turn off the low quality and just see how it looks
like from a distance. I think that's going
to look quite alright. We don't need the Ripple
effect for this section. I think we can leave it as is. So I'm just going to go back
to the Scalability of low And what it's been, I think we should check
out the water would look like with the effects of
a waterflow Ripple wants. So just like I did with them example with this
rock over here, in order to fake certain
motion within the water, we got assert ourselves some additional effects that are going to be kind of going
around certain props, for example, rocks that
are inside of the water. They need to be having additional kind of a foam
effect, just like this one. We're going to make use
out of these ones over here in order to do
that sort of effect. And we're now I think we have a rock over
here for example. So I'm just going to use one
of the waterflow effect. Might use a second one. This one looks quite alright. Of course is glitching
out, so we've got to raise it up a little bit like so and place it in Iraq, extended by quite a bit. And just by doing it
like so we're going to get real nice effect. I think we might even
just need to stretch it out by a little bit
and squish it down. We don't need to worry about
a plane being covering it up the entire section like
so we just need to worry about this effect itself. Looking quite nice and
think this might look, but this might be a
little bit too much. So what we're going to do is
actually we're going to go onto the Material Instance
for the second Static Mesh. And I'm just going to
adjust the intensity because this is just a
little bit too much. So setting it up to 0.05 might give us the
right type result. I think this looks
quite alright, but this might be
a little bit too fast in regards to overall
movement of the water. So I'm also going to lower
the speed of this as well. Because if we're
looking at the water, the main body itself is moving quite slowly towards
this direction. And when we look at this Ripple, it's just wobbling too fast. So we're going to lower this
down to a value of 0.2. Let's try this out. And I think just by having it is going to give us much
nicer type of results. So there you go. But we might need to readjust a little bit how the
overall shape looks like. We might need to rotate
it a little bit. I think that'll look
much better like so. And they go maybe bring it back a little bit,
throwback, like so. And just like that we're
going to get some cells, some really nice way of seeing
where the water is going. And it's just a
nice indicator to bake that additional motion
within the water body. And it might need to put
something over here as well. But looking at the water
itself, we might need to, by the rotate motion, I think it's going just straight up towards
this direction. But I kinda wanted to go a
little bit more to the right. So I'm actually going
to open this up, open this entire material
for the instance, like so, and change up the direction just a little bit so it'd be going
through, right? So we're going to
locate ourselves the direction for the
waterflow, for the waves. So that is going to be Wave Normal x-direction
Wave Normal Y direction. I think if I were to
change this to one, yeah, we can see
this going this way. So we're going to use a 0.01. I think that might give us
the right kind of results, or 0.03, like so. But that is going to be going diagonally in over this area. And I kinda want to keep it. Maybe something in-between 0.15 is going to give us
quite a nice direction. I quite like this type overflow. Maybe it's a little too
much actually going, gotta go back to the overall Water
Material Instance and change this
to 0.01, like so. So by having a couple
of small tweaks, we're able to get the
right type of results. And I think just
by adjusting that, we're able to get a
much more natural type of airflow going
towards this area. So once we're done with that, we can now check how
it will look like with the overall Still Water
over in this area because right now everything
is just flowing towards this direction. It doesn't slow down. So we're going to
make use out of the vertex Painting that we
have for the main water body. So let's go ahead
and open that up. Mesh paint like so. We're going to use paint. And I'm trying to remember which one was which in regards
to the vertex Painting, I'm actually going to
open up the material itself and see
which one was that. So as a reminder, we had a blue color. Is that with the
Normals or a wave. So we're able to adjust that. And for the color, we had a green one
for the base color, so the white ones
that go on top of it. And then finally, the red one. Go the red one is going
to be for a Caustics. Okay, So perfect. Quick reminder, that was
a good way to check. We can now close this down and play around with the colors. And I've pink, we're going to
set up the green one first. We're going to turn off
the channels over here, going to make sure that the
plane is selected, like so. And of course, we're going to, after that, go on to the
pain Mode green channel on. And we're going to actually
go onto green channel Excel And we're going to just pay
it out this entire section. So using black color, we're going to paint
it out like so. Just a little bit. This kind of corner like so. And we might need to
make sure that we have a somewhat of a
nice shape over here. And I think that's going
to be quite alright. So I'm using a size of
0.3 and strength of point free as well to give us this
sort of an area over here. So forward to go out
of the green channel, we should get ourselves
some nice, yeah, we're able to turn off the white color splashes
that we had. So we're going to do
something similar with a blue channel as well. We're going to go into
the blue channel. We're going to just get
them off from here as well. Doesn't seem to work. So I'm just going
to make a selection and what is going on and doesn't seem to want
to work to be painted on. So I don't know what is oh, it's because I forgot to
change up the channel. Let's go ahead and change the
channel from green to blue. And change that up like so. Actually just going to go to green channel real
quick just to see. And it seems like
a mess that up. So I'm going to click
Control Z a couple of times just to undo my mistake. Now gonna go back to
the blue channel, make sure that the channel
is selected as blue. And now we're going
to just paint this out just like that. And I think we can
get a similar shape. It doesn't have to be entire, same kind of a shape. The channels two colors
blending in together with the base color for the foam is going to give
us a really nice effect. So now if we turn this off, we're going to get this result. So that's going to
be quite alright. The Scalability, I'm just
going to change it up too high just so you could see how
it looks like on the side. And yeah, that looks
quite alright. We might need to play around a little bit with the
settings themselves. Or actually, I might
want to get some of additional white foam over
in this area as well. So I'm gonna go actually
and change the channel, green channel like so. And I'm not going to use the
color view mode this time, and I'm just going
to paint it in the color, the Waves myself. So I just want to make sure
that we have couple of additional Waves over here just so we wouldn't
look quite as flat. And I think right now
it's going to look much, much nicer. Just like that. We're able to get ourselves a real nice hadn't painted
out Material over here. And it's still should have a
stillness of a Water effect. So, so that's already
looking quite nice. We might need to do
the stillness effect over here as well, since it looks like it just goes the water goes the waterflow
coast from these areas. And that doesn't look
quite as realistic. So let's go back into
the mesh paint like so. We're going to set up as paint. And this time we're going to
use green and blue bottle by the same time and lower
the size a little bit. The reason we're doing
it both at once because we want to remove the
direction completely. And if we're to set
this paint to black, now going to just a couple of times and just remove
it from this section. We're actually just going to add a little bit of
an extra like so. So let's way it looks
like it just becomes, begins to flow from the
middle of the river and the edges are going to be left by themselves on their own. So that's actually going
to be looking much, much nicer in that regard. We might wanna do the same thing over to this area as well. So we're just going to slightly
move it just like that. Couple of tabs like so we
don't need to overdo it. But all in all, it's going to look much nicer since the flow. It's just going to start
from these areas like so. Actually we might want to
remove it from here as well. So I'm just gonna go real quick, add that up as well. Going to paint and wait
for Smaller brush perhaps. Like so. It's going to map these bits out.
Just like that. That's going to look
much, much nicer. There you go. It's going to have slight
Smaller transition. And all in all that's going
to look much, much nicer. And these sections might need to have some lower
down areas as well. So let's go real
quick and just add some of the neutral
waves like so. Again, using green
and blue channels, offered ones and
slightly lower than map, lowering the areas over here, just like that, wouldn't
be too overwhelming. Us for this entire river. We can zoom out quite a bit and just kinda paint out Edges
just like that manually. By doing that,
we're going to get a much softer of a result. And river itself is going
to look much nicer. And once we're done with that, I just realized
that we don't have anything at the end
of this reversal, which is going to
grab ourselves. The Waterfall, Waterfall
Particles, going to hold, to select this
one, going to hold Alt and make a
duplicate out of it, and then drag it to
the side like so. And instead of just
making a copy out of the water Niagara
System article, just like we did before. To make the Particle Smaller, what we can do instead. We can also just simply make
a couple of duplicates. And that'll also work as a way to extend this
entire Particle System. So if we were to just
simply place one over here, actually rotate this
a little bit like so. And then holding Alt, we can just simply make
couple of duplicates like so. Actually I'm just going to hold, hold Shift and grab
all of them like so, then hold Alt and make
a duplicate like so. This way we can just make a real nice continuous
type of a low. And just looking from the end
from this area over here, we're not going to go onto
this Waterfall, the end. But we can see that we're
seeing some Water splashes and already it looks
so much better as is. Then we played around a little bit with
the water splashes. We got some of the edges to be painted out
using Vertex Painting, but we're still not quite
done just yet since we need to add some water still, Static Meshes, especially
next to the harbor over here. So we're actually going to
do that in the next lesson. So thank you so
much for watching and I will be seeing
you in a bit.
72. Using Still Water Created Effects: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left off by setting up that Water
Material that we just created and played
around with some of the settings and tweak
some of the values in order to get a nicer
looking water body for our entire landscape. And in this lesson we're just going to continue on with this. And we're going to focus
a little bit more on this Still areas of the water sections to get a
better results out of them. So right now, if we zoom into this areas like over
here, for example, we get a real nice
area over here, but they don't look
quite as well. They don't interact
with those sections. For example, the wooden pair. And we're just going to
fix that up real quick. So for starters, we're going to get ourselves some Water Ripple. And we're going to
start off by getting ourselves Water still Ripple. So these ones over here, and we're just going to
get the Static meshes and simply drag and drop it
into real-world like so. And of course we need
to raise it up just a little bit like
so we wouldn't be glitching out and just like that by placing
it like so we're going to get some nice
effects in this area. And I think we can
expand them up like so. And we're going to get some nice looking Still Water
effect just like that. So of course, just by placing it one at the very front is
now going to be enough. So we're going to
scatter them around throughout this
section over here. We're going to use all
of them like so again, this one needs to be
going up a little bit. I'm going to make it
a little bit larger, but it's somewhere in
the middle, like so. And just like that,
we're going to get ourselves a nice
result out of it. And then the third
one can go over here, make it a little bit higher and extend this of
course, just like that. And a couple of extra of
those Water still effect. We're able to get
a much nicer look, appear on the side of our water. And of course, we need to place a think and
I want over here, we can even just make a
duplicate out of it and like so, and just put it on the
side just like that. So even if we were
to overlap them, I think that's going
to be quite alright. But we're just going to
make sure that there is no glutinous with when we have
it at the same height. But just in case
I'm going to maybe lower it down or raise
it up a little bit. And there we go. We got ourselves a nice
foam motion over here. We might get it over here
on this end as well. So I'm just going to drag
another one after Water Planes. Make this one Larger as well. Maybe even rotate it like so. Since it is just kind of
a random of a wobble. In this regard, we're
going to be able to get ourselves a real
nice sort of an effect. So we need to make it quite a bit larger actually and just
put it inside of the water, inside of this rock
that is just like that. And we're going to
get ourselves some nice look out of it. Don't quite like the
way actually is play. So I'm just going to
rotate it like this maybe might look quite a
bit better actually. Go. And of course, a couple
of Rocks over here. So I'm just going to get a maybe I'm just going to
grab this one over here. I'm just going to hold Alt, make a duplicate out of it. Rotate this around. So to look like, but
more interesting. Like so. And put it
over on this end. And I think just by doing that, we're able to get
so much more out of these edges as we're able to highlight the
shape of the rock. And like that, we're able to get so
much nicer over result. So I think we actually want to grab ourselves a rock
over here as well, put it on over this end. Like so. Just to break off this
entire water body, otherwise it just looks
a little bit to Planes. So this way will able to not only get more out of this area, but also we'll be able to hide away some of that
pattern for the Water. And although in the
future we're going to come back to the
water a little bit to just flip out some of the colors because
depending on the lighting, we're going to get better
with different result. But I really want to
just get ourselves a nice sort of a Silhouette
over in this end. So I think we're
actually going to go to the Foliage over here. We're going to get ourselves the Rock I'm going
to close down. Let's condom browser
over here real quick. And actually just going
to select one of them, click Control a to make sure
all of them are selected. Then deselect every single
one of them like so. Go to the Rock section like so. Grab all four of them,
actually going to select them, make sure that we're having a single mesh Foliage like so. And then we're going to
start building it up. So by placing it over here, that's actually way too small. So I'm going to increase
the size of these Rocks. And where's the minimum and maximum is going to extend
this a little bit like so. And L, X, and Y. So scales over here, even though they're
using different values, we can still change them up. So we can set them up to be something like
ten, for example. Or I'm just going
to control the hay, makes sure that it's
selected like so. Now As a ten, deaths might be
a little bit too much. So I'm going to that end
up as eight instead. And maybe that'll
be much better. This looks too big. I think that's a little
bit too much for us, so let's set it up as five. That might be a little bit
better in this regard. And just like that, we're able to get a couple
of them sticking out. And I think it's going to be more than enough in that regard. We just got to make sure
that they're seeking out, sticking in next to one another. And I think that's going to be looking quite
alright in that regard. Just like that. We're going to get a
much, much nicer result. I'm just wondering if we need to have a small rock over here, maybe this one like so. Or actually I'm going
to select all of them, deselect all of them, and make sure only
one is being used. And I'm going to click
Control Z to make sure that the last one
was now being placed. And I'm just going
to play around with this rock over here. There's a quite like
the overall shape. Or it, this is looking
quite alright. I'm going to grab another rock. This one over here. Going to make sure I deselect this one. It's a little bit hard, so I'm
going to use a paintbrush, going to get a size a little
bit Larger, hold Shift. And actually we need to get
all of those Rocks selected. Since I don't know
which one it was. Now going to deselect it. It's like one of them
like so get to the single and going to try playing
around with this Rock, but this is way too large. So we're going to lower this
down to a value of free. And now I think this
is going to be much, much better type of a
rock. Just like that. We're able to get some
nicer results out of it. And of course, because we
place some rocks over here, the flow of the water should be a complete
different type. So we're going to be
fixing that up real quick. Just wondering if we should have another Rock of a year, maybe. I'm going to try out
this one over here. It's a little bit
too small, actually. Probably quite a bit too small. Oh, I forgot to take it around. Now once we have it placed, this actually doesn't
look quite as nice. So I'm going to try this one. I quite like this
one, maybe over here, over in this end, like so. It already has a similar Rock, so I'm not too keen about it. Maybe something like this
might look quite much better. And we just got to not
overdo it a bit of a chunk of a rocky sort
of a surface over here. It's just going to
look quite alright. Now let's go ahead and picks up the overall flow of the
water in this area. We're going to go back,
Andromache paint, select the water plane, go to the paint Mode, have green and blue selected
and we're just going to tap it out just a
little bit, just like so. And just like that we're able
to get much nicer results. And of course, because
this is a float, a floating type of a water
flowing water over here. We're going to be
fixing that up real quick using couple of
additional options, but I just want to make
sure that we don't have too much of the flow in
this area like so. I'm going to look quite right maybe over in this end like so. It's going to click Control
Z because he didn't like the type of
changes I just made. I think I think
that's quite alright. Actually, let's go ahead
and leave it ISAs. Let's go back onto
the selection mode. And now we're going to
click Control Space to dock our content browser. We're going to go into content and it probably just grab one of those planes that we had for the water still
effect hold Alt, make a duplicate out of it. And I'm trying to think which wants we need
to make use out of. Because of course, this
is a flowing water. I'd rather, I'd much rather use the flowing Water
VFX that we had. This one over here. We can make use out of
the waterflow effect or look quite nice. I'm just going to raise it up, make it much larger like so, and put it over in this
end just like that. And maybe just a little
bit bigger, lowered down. And just like that we're able
to get some nicer results. Of course, we're going to
rotate it just a little bit, sort of be it would
fit the entire kind of look that is going this way. The water like so that's going
to look much nicer as is. Maybe this one needs as well. So I'm actually going
to duplicate this one. And just to make sure we don't overuse it, we use this one. I'm going to get a variation out of it
by simply clicking our scaling it and just flipping the scale entirely
to the end, like so. And this way we'll be able to get slightly different
variation out of it. And I'm just going to put it over in this section over here. So we're going to get a bit of a foamy tail for this rock. So just like that,
we're able to get a nice sort of a
variation out of it. And I think that's
quite alright as it is. And as for this area, because within the middle of the section between
the rocks and we can just expand it and
get those kind of floaty Effects from the water. And I think that's going to
look quite a rat actually. Maybe even, might even
grab another one. And just put it
over here as well. Just cover it to the
side, just like that. So just by playing around
with a couple of days, we're able to get
a real nice result out of these Rock
sections over here. And I think that's going
to be quite alright. Actually, if you leave it,
is, is maybe carousels. One more over here as well. Just wondering if
that would work out. Might as well for this area. Probably not. Let's go ahead and
leave it as is. I just want to make
sure we have couple of them at these rocks
as well over here. Since this does have a Still kind of a
motion for the water. So yeah, we basically
make sure that whenever we have a motion Within
Water and an object nearby, we're going to use
this sort of a tail, what a waterflow Ripple. And whenever we have more of
a Still area for the water, we're going to use
these ones instead. And this way we're able to trick the visual look for the
effects of the water. I'm just going to
make use out of the same one by
rotating it around, we'll be able to get a
different type of result. And I think all in all that's
going to look much better. So that's pretty
much all it takes to get a nice type of a Water. And maybe just going
to stretch this out a little bit
just to make it a little bit wider like so just to cover this entire Rock
and lower it down. Just like that, we're going
to get a nice results. So, yeah, and one
other thing that we need to do is of course
add couple of Ripple. So I'm just going
to be that as well. And for us to do that, we just need to make sure we make use out of the ones
that we already created. So I'm going to find myself a Water Ripple Material
Instance that we had. And I think we can simply
get ourselves a simple plain and that'll allow us to
create that Ripple effect. So let's grab a
simple plain like so. It's going to drag
it up a little bit and we're going to attach to Water Ripple material
onto it just like that to get this result. Now we probably need to make
it a second one actually, since we were using it for
the back of those waterfalls. So I'm actually just going to
make a duplicate out of it. So we'd be able to a couple of additional choices within
this Ripple effect. And I'm going to attach this
within this plane like so. So now we're using
this second copy. And we're pretty much
going to be attaching them underneath those polls
that we have over here. Just by adding them like so. And actually we can
make it much smaller. So we can have a, this
sort of an effect. We can now have some real
nice Ripple type of a look. But I think this is a little bit too low in regards to what
we have within our water. So we're going to actually
speed it up a little bit. We're going to open
this up and change the speed to a value of 0.0, something like 0.06, maybe. Go ahead and check that out. And it's going to look much, much better in that regard. We might need to make this
plane even smaller actually. Like so. So we're
only going to get a couple of ripples out
of it just like that. And I think the opacity should
be much smaller as well. So 0.5. Let's go
ahead and try that. And it'll blend in much, much better with the
rest of the mesh. And we can try increasing the normal intensity to see
how it looked like before, to set it to something like
0.5 and something like ten. We can see the type of
difference is going to make. So I think we can set this up to a value of two, actually four. That's going to give us a nice result because it
gets much smaller. We need to increase in
density because of it. And I'm just going
to make a duplicate to this end over here. Going to select both of them and basically make a copy for
each one of those sections. And just like that, we're able to get ourselves
some nice results out of it. And by playing around a
little bit with that, we'll be able to get
nice ripple effects from the edges of those dogs. And that's all it takes
for us to set it up. Actually relatively simple,
I'm thinking maybe we should get it for
these bits as well. So let's go ahead and do that. Is going to grab one
real quick holding Alt that up over here. And making sure that it is placed within the
center of this pole, going to hold Alt, that
another one over here. And I think that's going
to look quite alright. Actually. It looks, I quite
liked the way it turned out. So let's go ahead and
just make use out of this small planes and
set them up like so. And I think that's going
to be quite alright. We might need to
add once in a bag, but all in all, what is sort of a shot? It definitely adds some
extra bit more detail. Just a little bit. That's that one needs to
go a bit more exercise. I'm just going to
grab the plane over here and just put more to the side like so just
to make sure it's positioned properly.
Just like that. Anyway, there you go. We've got ourselves a real nice
setup for the water. So thank you so much for watching and I'll
see you in a bit.
73. Creating Terrain Using Heighmap Texture: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
finished off working on the Water section
for our level. And in this lesson
we're going to continue working on the scene. But instead of just
working on this Terrain, I'd like us to get a nice
what about background for this section over here? So we're going to
actually create ourselves a quick mountain landscape, which we're going
to do so by making use out of a height
texture maps. So right away we're
actually going to go out of our Water folder. We're going to go on to
the content like so. And we can probably end up
using Landscape folder. You will get the texture
that we want within it. So Within a Resources folder, we're going to have ourselves
a mountain height map. Let's go ahead and
quickly drag and drop this into the
folder like so. This will give us a really nice simple mountain height map for us to make use out of it. We're going to make use
out of a modelling mode. Let's go ahead and
quickly create ourselves a quick Mesh to work with. So we're going to start off by getting a modelling toolkit. And right away we're actually going to be
changing this to, since we previously
created cells, a mesh that basically
placed it in a folder, we want to make sure
we change that back to auto-generate
folder wall relative. And by chain that,
we're going to place it back Within are generated
folder over here. So going back to
Landscape though, we're just going to grab
ourselves a quick rectangle. So let's go ahead and
select a shape rectangle. We're going to keep it as is. We're going to just place it on the word like
So hit complete. Now we've got ourselves
a new Static Mesh. We can also rename
this one right away. Actually, we're just
going to select it, click F2 and call this
one terrain, like so. And it should be
within our outliner. If you can't find
it, we can click F. And actually doesn't seem
to work for an outline. And that's okay though. Moving on though,
it's going to be set up within
alphabetical order, so it should be
relatively easy to find. But yeah, in order for us
to make use out of it, we're actually just
going to make it a little bit larger like so. I'm just going to
position it over here. And then later on we're
just going to move, we're going to move
it over to the back. So right now, what do we need to do is actually
we need to make use out of a deformer
within the modelling mode. So this is going to be found within a Deformation
tab over here, and it's going to
be called displays. So by default, if
we're to try to use it as going to give
us this result, I'm actually just going
to cancel it real quick. This area selected, I'm just
going to raise this up real quick so I can show you
visually what it does. And basically by
default it adds up a Perlin noise and makes
use out of the mesh itself. Actually subdivides it
four times right away. To give us this result in order for us to
get a better result. We can also increase this up. But actually it's
not going to give us enough detail because the reason being is that the default square
that we're using, it doesn't have a lot
of Mesh by itself. So right away we're going
to get into an issue where even though we're
increasing the amount of ten, we can't do it too much
because the reason being is the slider by default would only work all the
way up to a ten. So in order to get more
subdivisions out of it, we're going to need to increase
this subdivision amount to something like 15,
Something like that. We're going to get
more out of it. Like so we're actually
going to change it to 20, maybe even more, 50. And every time we increase
the subdivisions is going to give us a little bit of
a different type of result. So we're to change
it's something to 100. We're going to get this result. So anyways, the reason we're getting it is because if
I were to show frame, we're going to see the amount of frames It's actually
been trying to use. And as you can see, it's quite a low amount, but we're going to fix that
in a second right now. We just want to change up the Perlin noise to be using height map
texture over here. So we're going to be changing
this from Perlin noise. We will a texture to the map. And it's not going to give us any type of
result right away. I'm actually just
going to change the subdivision to ten for now. And we're going to
scroll down until we find ourselves displacement map. So this one is where we need to plug in our height map
texture, but a mountain, we can pretty much
use any type of a height map of a
mountain or Terrain, which is actually
relatively easy to get from a real-life
to real map. You can download usually
an image out of it. And we were able to quite easily set up this
type of a texture. But yes, going back to it, displacement amount,
once we set it up, we're going to get
this sort of result Which might not look quite
a lot because by default, it's just going to be
too low of a resolution. So we need to go back to the subdivisions and increase
this to something like 50. And this start, we'll start
giving us the better shape. Of course, we need to increase the displacement
intensity as well. Setting it up something to your 50 might give us a
little bit too much. Actually setting it to 20
will give us this result. And I'm just trying to
figure out whether or not we need more vertices
and we probably do just making sure we're Using sure wireframe just
to see how it looks like. And this time, let's go
ahead and increase it to at and even more, 200 maybe even because we don't have a lot of
vertices over here, I'm not going to get the
right type of results. Actually, that's too much as
here's the maximum amount. Hundreds seems to be
a maximum amount. We can go anything above that. So here's an issue where
we account, encounter. The amount of
topology that we can use is going to be
just this amount. And it default is
going to give us not enough of the detail
information for the terrain. So in order for us to fix that, we are actually going to read apologize
this entire frame. So we're going to go
down onto the mesh ops, go Hit re Mesh and
just quickly read, apologize this entire frame. So we're going to start on. I'm going to hit Cancel
actually because it seems like we're still making
use out of displacement. And that seems to
have created us. Range is going to hit Control Z to undo a displacement for this. And now we're going to go back onto the 3D
mesh and just add topology by thousands
seem to give us a real nice
amount of wireframe. I think we can make
use out of that. Let's go ahead and hit Accept. Now we can go back onto the displacement and add
more typology to it, subdivisions, we can
keep it as five for now. And that's even too much. We can set it as two. And it's going to give us much more topology
density within this area. It should keep us the same displacement map as
we had previously. So we're going to
get this result. If we were to turn
off the wireframe, we can see the type of a
wireframe Silhouette that we're going to get and maybe we should increase it a little
bit more sedative free. We can't do it have
to like ten or 100 because otherwise
it might crash entire Engine because
of the amount of topologies we're
going to get out of it, out of this subdivision. So just setting it up to three, maybe four even is going to
give us a real nice result. Just going to check the wireframe and see
how it looks like. And I think we can use set, set of subdivisions of
four to get a nicer look. So since this is going to be
in the background as well, we don't need to worry
about it too much in regards to how this
is going to look like. So we're going to
hit Accept and we're going to get ourselves a
nice sort of a mountain. Now the downside of this is
because of this height map, we're going to get some of
the artifacts on the side, it trying to get more detailed
information on the edges. But we're going
to fix that using a simple tool that's going to help us out to cut
it out the edges. There's something called LN cut. If we were to select this, we're going to be
able to cut out a shape side from our Mesh. And by default, it's
just going to cut out at top edge of our Mesh. Which might actually
look quite nice because it's going to give
us sort of a crevasse, a volcano type of a look. But of course that's
not what we want. We want to cut out the edges
from these areas over here. So we're just going to rotate
this entire mesh like so. And we're just simply
going to place it on the very edge of this Terrain. All we need to do
is just cut off these artifacts just to make
sure that the Silhouette is not going to be affecting our entire side of the mountain. And that's going to
be quite alright. We can now hit Accept
and we're going to get a fixed up of a mesh. And as for this edge, I think that's going
to be quite alright when we're looking from
a distance is going to give us a nice sort of a
slope for this mountains. So actually, we're
pretty much done with setting up a mesh
for our Terrain. The only thing that
we'll have to do though, is we gotta set it up at
the back of our landscapes. So let's go ahead and drag
it all the way through back. And I'm going to hit F
to reposition my camera. And this way we're
quite a bit in the distant is actually
a little bit too far. So I'm actually just going
to get my camera position it aside and just
bring it a little bit back leg bit closer. And its way we can
click our and just upscale it entire
mountain like so. Or this might be a little
bit too slow process. So we're going to go
into the detail, step, into the scaling mode and
just set it up of a scale of 100 and maybe even more
instead of up to 500. And that looks
much, much better. And when working with the
displacements, by the way, when we set up some
of the values, we don't need to worry
about it too much on how high the mountain
is to be honest. Because afterwards what
we can do is when we have selected and
using a scale mode, we can just simply stretch
it out and down like so. And just by holding
the Z value only, we can raise this entire
mountain basically. And this way we can just do an equivalent to that of an intensity within
displacement. So that's why whenever I'm just using a displacement map itself, I'm not too worried about
how high my mountain is because in the future I can
always change up this value. So if I were to take up, tick off this scaling mode, the ratio log, I'm going
to change this up. So for example, we can change
this up to something like 1,000 and we can get a
much steeper of a result. Alternatively, we can change
this to something like 50. And we're going to get a super, super flat type of a surface. So that is one way of doing it. And I'm just going
to put it on a bag. Think default of a 500 for
this case was quite alright. So now we're just
going to be playing around with the position
of this mountain. And we don't want it to
raise it to high up, otherwise, the edges are
going to be quite visible. I think that's going
to be quite alright. And actually I want to
us couple of mountains, I think that's going
to be much better. So we're going to hold Alt, make a duplicate of it. And in order to avoid the Silhouette looking
exactly the same, we're going to rotate
this something like under degrees or something. So it wouldn't be showing the same kind of a Silhouette,
the same kind of an edge. And even we can just
squish it down a little bit in regards
to the set of values. So I'm going to go on the bottom-right
scale transformation, set this to something like 200. And that might be a
little bit too much. So 300, something like this. Look quite alright.
Obviously this is a little bit too high up. So we're going to
lower this down. And just like that, we're
going to get a couple of mountains looking over
this entire section. But I think there are a
little bit too small, so we're going to grab
both of them and we're going to lock the ratio
for both of them. And then we're going to increase this one single
value which should change up all of
the values at once. And just like that, to get much larger mountains
over in the background. So I think that's going
to look quite alright. We need to just look at
a camera and set it up. Be in the right direction, maybe a little bit
more to the right leg. So just like that, got to decide on a
camera kind of emotion. Whenever we are working
with Landscape, we gotta decide on how it's
going to be presented. If it's going to be a
walkable experience. Or if we're going to have
a certain camera shot, which we can make use out of and set up a nice composition
within a scene. So because I know that this area will have
our camera over here, over in this, around
this section, like so. We can have a certain
type of a mountain like this and maybe move this a
little bit more to the side. And basically we will have a real nice kind of a sunset
going over this distance. We might want to
raise up this entire, these entire mountains like so. I think this is just going to look quite nice
over like this. So yeah, that's all it
takes for us to setup the Terrain Using the
height map information. So in the next
lesson, of course, we will be painting them in
because you can't just leave those mountains looking
as great as this. So that's going to be
it from this lesson. So thank you so
much for watching and I'll see you in a bit.
74. Creating Automatic Material Texture For Terrain: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left it off by setting some
of those terrains using static meshes to be in a background
of our landscape. And in this lesson,
we're going to continue working on this by texturing them using
the Quixel textures that we had before. So to get started, we're going to create
ourselves a new Material. Let's right-click and get
ourselves a new Material exome. We're going to call this
one a terrain map like so. We're going to open it
up and we're going to be setting it up
as a nice sort of Automatic type of a
Landscape Material using the height map
that we already have. So the way we're
going to use it is actually we're just
going to use a loop. So right away we're just
going to hold L and tap on our Material graph. And we're going to drag and drop our height map texture into this and set it up to
be used as an alpha. So this will allow us
to just basically make the highest points to be using a different
type of a texture. And we're going to be using both Ground Masie and row
Rock mostly for that. So let's go ahead and
grab both of them and simply drag and drop it into our area for our
Material graph, like so. Then in order for us to
make use out of them, we can just simply connect
them to a and B because we obviously need to change them to be as simple
texture maps. So let's break them off Forum from the material
attributes and we're going to right-click search for a material attributes like so. And we should find ourselves
a Material attribute, break, break modular attribute. That is, we're going
to select this one. And again, we're going to
make a copy out of it. Like so just so you can attach both of
them just like that. I'm actually just going to make this entire window
quite a bit bigger. So we can see a little bit
more within this view. We're going to
attach brown Rock, Masie and ground
Rock, simple as that. And we're actually
going to need to make a duplicate out of
the value that we had. But before doing that though, I'd like us to set up certain controls that we'll
be able to make use out of and get more variation
out of this slurp data. So for us to do
that, we're going to simply make a contrast, a cheap contrast that we'll
be able to make use out of. And actually, we're
just going to right-click search
for a contrast like so on trust and get ourselves
cheap contrast like this. And actually we won't
be able to make use out of the RGB is, it is. Otherwise we'll get an error. So instead, we're going to use a red channel and
place it in here. Then we're going to put it in alpha and asphalt,
a contrast itself. We're going to get
ourselves a parameter. So we're going to hold S, we're going to tap on the
screen and we're going to be calling this one
contrast, like so. And attach this to
the contrast value. Now the default value
should be more of a stronger intensity
than the default one. So we're going to select, create a default value of free. And that'll give us a really
nice sort of results. So we're actually going to just bring this all the
way back, like so. And we're going to
create ourselves multiple values since we need to make sure we connect
every single one of them. But for Saturday, let's
go ahead and just connect the base
color for a and B. And we're going to get ourselves a nice a type of a result. So a and B, so the first one, the a is going to
be ground Rock, and the second one is
going to be ground Masie. And this way, when we connect
this to the base color, we can even check out looks
actually we can click Control S. You apply this instance
to say about this Instance. And then right away
we can just get ourselves Material Instance
from this Terrain Material. Right-click, Create
Material Instance like so. And then drag and drop into both of these mountains
just like that, just to see how they
would look like. And this is the type of result
that we're going to get. Scale is a bit off
at the moment. We're going to be fixing
that in a moment. But when we open up
the Material Instance, because the way that we set up this Material Function will have ourselves a couple of
options for the scale, which will be changing it up. But for now, we
might want to play around with the contrast and get a nicer sort of a transition in the
top of the mountains. So that's quite alright. But now though, I
think we can just keep it as a default value. And later on we might
be changing that up. But going back to the material, we're still not quite done with this and we still
haven't set it up as a PBR materials since we're
only using a base color. So let's go ahead and right
away, change that up. And so we're going
to be adding couple of additional values. Over here. We're going to expand
this real quick and create a couple of them like so. Think we need four
of them since we actually need to make use
out of the normal roughness, ambient occlusion, you get a
right type of the material. So we're going to
pretty much redo the same steps except for
each one of the sections. So roughness We're going to attach this
to a and roughness list B. And this one is going to be the, you can set it up
as normal, like so. Normal over here as well. Then finally, ambient occlusion. We can set this up to a
and B just like that. And of course for Alpha, we're going to use the same type of results just to
make sure that we're using the same type of a mask. And just like that or
we can reattach it, we get the right type of blurbs. And now we need to attach alert student Material
Function itself. And in order for us to see
which ones we actually had, we're going to just hover over the line and we can
see it highlighted. This point is going
to be roughness. And we're going to
attach this roughness. We're going to hover
over with my mouse over this line to see that it's
actually attached to normal. So I'm going to attach
this to normal as well. Finally, I notice this will be an ambient occlusion that will be attaching this
to emit occlusion. Once we're done, we can click Control and S to save it out and see how it'll look
like within our view. And this is the type of result
and we're going to get, so it's already looking
much nicer actually. We just now need to play
around with the overall scale. So I'm gonna go into the Terrain Material Instance
and enabled both of these values like
so and play around a little bit with the
overall scale itself. So looking from a distance, we know we don't need
to worry about it too much in regards to just making use out of a
high-quality texture since they're going to be
a mountains in a distance. So if we were to set it up to something like
for, for example, it's just going to be a bunch of noise and we obviously
don't want this to happen. We wanted to make sure we break off a little bit
of that terrain. So by playing around
with the values, setting it up to the
right kind of a scale. Maybe making use out of 0.5. And getting the right
kind of results might be quite alright. But obviously we don't
want it to make it to low resolution because it
won't look quite as right. And I just realized that we
actually have dirt on the very top and the Rocks
at the very bottom. So it's actually quite an
easy fix to get that sorted. We're going to go back into the material and get
that sorted right away. All we need to do
is get ourselves one minus X to convert entire mask next to
the cheap contrast. So we're going to right-click
search for 1minus like so, and get ourselves
this sort of an hour. And now while
holding control and we're just going to link all of those nodes from here and
connect it to one minus X. And then going to connect the input from the
chip contrast there. Now, once we hit Control
and S to save it out, this should hopefully
be inverted like this, and we're going to get
much, much nicer result. So now we can change up
the scale a little bit. So we're going to start
with the ground direction. I think we can just get it
to this kind of results. So by simply playing
around with these values, by simply clicking
and holding and dragging them around
to left or right side. We're going to be able to visually see how they
would look like. And getting into a valley of ink 0.7 around this
value is going to give us real
nice results as it breaks off certain
areas for terrain. Now as for the rocky area, we might need to play around
with that a little bit more and see how to look like. So this is going to be too much, but going too far off is also going to be
too much as well. Or maybe that's
actually quite alright. Quiet like this. Look. So a value of 0.1, 0.1 ish is going to give
us this solver will look, which if we look at
it from a distance, is actually going
to be quite nice. So now we just need to
figure out on the regard, on the scale of these mountains. As I think, bring them up
higher might look quite nice, but that's a little
bit too much. So let's go ahead
and drop this down. Or I'm just going
to click Control Z. And I think we're going
to leave it as well. I do actually want to raise
it up just a little bit more, but I'm not too keen
about this section. So in order for us to quickly, kinda deeply fix this section
because this area has a sort of a pump
that actually sticks out whenever we're looking
at from this place. What I'm gonna do is actually
I'm going to slowly rotate this entire mountain a little
bit to the front like so. So we're looking at it from
this kind of an angle. We're still not going to
be able to see the edges, but we're just hiding this entire frontal
section just like that. And studying those kind
of couple of adjustments, we're able to get real nice couple of
mountains here and we might need to break them
apart a little bit. Decide, just like that. Maybe this one a
little bit lower. Preferred this to be a little
bit higher and this lower. We can tweak the values as
much as we want to be honest. But all in all, when we're done, we're going to get some nice landscape
background results. So that's going to be
it from this lesson. Thank you so much for watching
and I'll see you in a bit.
75. Sun Light Setup: Hello and welcome back everyone through Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
it off by setting some of the mountain terrain within
a background and of course, texturing them in using a material that applies
a mountain height map. And in this lesson, since we're pretty
much done with the overall Silhouette
for our environment, we're going to
continue working on our scene and set up some
of the lighting within it. Since although we got couple
of extra things left, it'll be better if we
set up the lighting first and then add a
fireplace in a corner, as well as Birds
Flying over them over the sky within a
proper type of lighting. And right now we only have
a default type of setup. And if we were to scroll all the way up within our Outliner, we're going to find ourselves a folder that contains
directional light, exponential height,
Fog, Sky Atmosphere, skylight, Sky sphere,
and Volumetric Clouds. All of them add up to give us this type of environment
and we can make use out of it in order
to get ourselves a more suitable type of
lighting within our scene. So to start off,
we're going to make use out of direction
lighting and set it up as a sun type of a light
source within our scene. And right now I think
is just set up to be going from the top
area from over here, since we have some
shadows over here, I'd like us to get
the sun to be going over the horizon
of our mountains. I think that will make the
entire scene look much nicer. So it's actually relatively
easy to set it up. All we gotta do
is make sure that by default it should be set on is is both the direction
Light Within the Details tab. It should have, if we
were to search for sun, it should have something called atmospheric sunlight ticked on. And with this ticked on, if I were to just click
back onto my Viewport, so we'd have it selected. If we were to click and
hold Control and L, we get this sort
of a Gizmo within our screen and that allows us to basically change the way
that lighting is positioned. So by going left and right, we're able to rotate
our sun sideways. And we're going up and down. We're able to kind
of position it to be going up and down
within this area. And if you ever notice, we have a sort of arrow
within it as well, I just ticked on my it
seems like it disappears, so I'm going to hold
control and L again. And that should give
us, it gets more back. So we have an arrow over
in this area over here, and that just shows
the position, the exact position of the sun. We're actually just
going to lower this down using our mouse by
holding Control and L. And I think before positioning
it though, we're going to, what we're going to do
is we're actually going to turn off the
Clouds for a moment because right now
we're can't see the sun position quite as well. So we're going to
go all the way up and just simply tick off
the Volumetric Clouds. And this is going to be responsible for all the
Clouds within this area. And once we take it off, we'll be able to see
our sun much nicer. So we're going to go
back onto the sun. Actually, we don't have
to even have it selected. We can have anything
else selected. And now once we click and
hold Control and nail, nothing happens because we
need to make sure that we have the selection within
the viewport itself. And once we are in beef port by, we can just simply tap right mouse button and we're
going to be within it. Afterwards, clicking
and holding control and L will allow us to make
some minor adjustments. And we're going to
position our light just like this thing. We can position it just a little bit more to the
side of the mountain. Something like this
might look real nice, but I want to have some
additional shadow's going over the side of the water, maybe a little bit higher. So I'm slightly
tweak in the mouth going left and right to position it to rotate my son and maybe
a lower down a little bit. That's a little bit
too much. I think. We might get it like this. For now. We're going to keep
your eyes this. And now. Actually don't quite like the way the sun is
hitting on the side. I want to highlight a
little bit of an edge within the within
the heart itself. So more like this, kind of a sudden
prefer having it like so we'd need to switch up the mountains
a little bit. Maybe just maybe something like this might do
it. Much nicer. So now, in order for us to
adjust the sun as well, we already have a somewhat of a nice setup
with the lighting, with everything in it, but it doesn't look
quite as well. I want to make sure that the sun is a little bit bigger as well. So we're going to make some
adjustments within it. We're going to go into directional light
and we're going to get some settings
out of them. So for starters, we got a couple of options
within the Details tab. We got light color and I
usually like to change a light color to be a little
bit of an orange tint, a bit more of a yellowish
tint, because by default, the default white doesn't
look quite as right, so just Slightly increasing it to be
towards this area like so. Just a little bit
is going to give us a much nicer and softer type of a lighting
within the scene. So we're going to hit Okay. Then afterwards we got
a couple of options in regards to the size of the sun. And if you were to think
if we were to change the source soft angle,
that should be the one. That's not actually,
that's going to be sourced angle itself. If we're to change that, we can see the type of a change it gives us Within a Light. And if we were to
increase it all the way, do I five, we're
going to get a much, much larger, diverse
sun and nothing. We can even go Larger by changing up this value
and we can make it quite extreme and to set up our light source to be
really, really big. But of course that would be, I think a little bit too much. We need to lower this down. So maybe something
like, let's say six. Or actually I've picked, I'm going to keep it as five. And then afterwards, we might need to readjust the lighting, the sound itself just
a little bit more. I don't quite like the
way this is some going to right-click on the report itself and slightly readjust the sun by holding Control and L and just lowering down this just
a little bit more like so. And I think it might
it might look nicer if we have the mountain to
be going on the other side. So I'm going to actually grab
this mountain and put it, position it on the other end. Like so. Maybe we raise
it up just a little bit. Just like that.
That's going to give us much, much nicer results. So now I'm going to click
and hold Control and L and reposition
the sun to be going over this area like so or even like the way the
lighting turned out to be. So I'm just going to get out to be over in
this section like so. And then bring the
mountain back. Just like that. Maybe lower the
sun a little bit. So holding control
and L and getting it back to the side
just like that. And I think I actually want the sun to be in-between
the mountain. So I'm actually going to bring
another mountain like so. And looking at it like this might actually give us a real
nice type of our result. So just like that, I think that's going
to look quite nice. Actually. We got a
couple of mountains and assign going right
in-between them. And I think that's going
to give us a really, really nice about, we'll look. I'm actually going to I think, use some creative freedom
and set up the Lighting. Be more on the side like so. Still highlight a little
bit more of that housing. And then afterwards,
once I'm done with this, I'm then going to set up the entire setup
within the terrain, within the mountains
and then play around with the overall
design with them. I think I'm going to set up
Mandarin to be over here. And another one, maybe
raise it up a little bit like so you could get a really, really nice type
of a sharp thing that's going to
look quite alright. I think at the moment
though, the sun itself is a little
bit too bright. So we're going to lower
this down by quite a bit. So we're going to go
into direction lighting. And in order for us to
control the intensity for it. If something called
lugs and this setting, if I were to just simply
change it to one, we're going to get this
low type of lighting. And just by doing that, we're able to get
a more of a family looking type of a
Lighting for our son. So think changing it to a value of three might look
a little bit better. I think that's going
to look quite nicely. We can some shadows go in over the height over here
to highlight some of that shape within a house as well as some of the
rock formations over here. We are getting some of the more pixelated shadows from the tree branches going
over the side, over here. But we're going to be
fixing that in the bid. And yeah, we now adjusted the lighting source
within our scene. We of course need to adjust the overall atmosphere
since it is quite bland looking since we disabled the Volumetric Clouds as well
as the entire environment, doesn't look quite as right since it's a little bit
too much of a bluish tint. So we're going to be fixing
that in a less lessons. So thank you so much for watching and I'll
see you in a bit.
76. Working with Sky Atmosphere: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left off by setting up the sun source to be shining over the terrain,
over the horizon. And in this lesson, we're
going to continue working with the overall scene Setup
off the Lighting, and we're going to be setting up the entire atmosphere
in the background. So we're going to be using something called
Sky Atmosphere. If we were to go
ahead and find it within a Lighting folder,
the Sky Atmosphere. So this is what
controls basically this entire kind of a gradient that we have over in this end. And if we were to turn it off, we can see the type of a
resilient we're going to get, which basically it'll
turn off entire sky. And if you notice even
the sun disappears. That is because the Sun is being set up with
this Sky Atmosphere, which allows us to basically get this result over the horizon. So there are a lot of options for us to make
use out of an, even. There is an option to set up an atmosphere to be used
within a planetary scale. But of course, this is not what we want for this
specific environment. What do we actually
want is just to simply change color of the sky
to make it more orange, to make it look like it's
a dawn type of a scene. So it's actually
relatively easy to do if we were to
scroll down until we find ourselves clumping called
atmospheric absorption. We're going to have
atmospheric absorption scale as well as the absorption color. And if you remember, when working with the water, we had a similar
type of a setting. What absorption and
it actually works in a similar manner where
it actually absorbs the type of color
and it gives us a type of a tint
within our entire sky. So right now we, by default, habits set as green. We're to increase
the absorption Scale to somewhat of a
more extreme value. We're going to
notice that absorbs all the green kind
of a color and gives us more of a pink, a purple type of a
ten for the sky. So that's already
looking quite nice. So by default, I
recommend you to increase the absorption Scale to quite
an extreme value like so. And then we'll be able
to see what type of absorption color we want
to get out of our Skype. And so once we increase
the absorption Scale, we can open up the absorption color picker
and we actually want to get a sort of orange
type of a dumb luck. So we just need to
set it up to be a more bluish type of a tint of things,
something like this. Quite alright, actually. And we can keep the
brightness and saturation as is maybe we can
play around with, no, we're going to use more
of a cyan type of way color. So this sort of a color will work quite well enough for us. So now that we have it set up, or actually just a
little bit more, we can tweak to ****,
use quite a bit. So once we're done, once we're happy with the tint, the exaggerated version of it, we can go ahead and click Okay, and we can go back and set
it the absorption Scale to the default value for now just to see how
we would look like. And of course, because it
doesn't absorb enough, it's going to give us
a weird type of a log. So we're just going to slowly, gradually increase
it by clicking and holding and then
scrolling our mouse, moving or mouse the right. And just by doing that, we're going to get
a really nice type of an orange tint
within our scene. So already we're getting ourselves a really
nice typeof a look. We are making it look a
little bit more orange. Maybe we should do it. Mortar extreme. So I'm
actually just going to raise it up even more and see
how this would look like. And paint that's going to
be a little bit too much. So I don't love it is
down around this amount. This might look quite nice. And just like that, we're able to get a much
different type of a look. And of course, because
the Sky Atmosphere is giving us an ambient
lighting within the scene, the overall kind of a shine, the tone within our environment is also going to be a
little bit quite different. Because going into lower this
time by little bit more, I want to overdo it because the sun is actually
within this area, Within this case,
relatively high. So I don't want to making
it look like it's too much. I think there's going
to be quite alright. So a value of 0.014 is going to give us more or less the
same kind of results. And we have couple of other
options for us to use. Like, for example, our direction has a
sky luminance factor, which will also
allow us to adjust the overall color in
a quick and easy way. But personally, whenever I'm
working with the colors, I just Rabaa would use
Absorbtion Scale as that would give us a really nice
result within our area, within the atmosphere itself. Now we also have
couple of options. For example, if we
were to scroll down, we have MIE absorption
and scattering, which would also
affect the lighting. But within this option, the only one that I
might want to change would be the MA
exponential distribution. And by just increasing
this would get a much nicer type of a
light around our Sun. So if we're to put this, put this to an extreme amount, we can see the type
of difference we get from this overall area. And that would make
the overall sun look that much brighter. Of course, for now, I don't think we need that much. We can just increase it to
a value one point free, just slightly increasing
this overall brightness in this atmosphere
around the sun. I think that'll make
it, We're look really nice within this overall area. So that's going to be it in regards to the
Sky Atmosphere, that's all the settings that we need to change Within this. And in the next lesson
we're going to continue on working with the overall
lighting parameters. So thanks so much for watching
and I'll see you in a bit.
77. Setting up Ambiend Lighting and Volumetric Fog: Hello, Welcome back everyone to beginners guide to
building an environment. In our last lesson,
we left it off by setting up the
atmosphere to be used within the background of our scene just to
get a nice red, pinkish type of a
tint or our sunset. And we're now going to
continue on working with this and set up some of the more ambient lighting
within the scene, because right now
it looks a little bit too dark within those areas. So let's go ahead and fix
this type of an issue. I'm just going to click G So
could hide all the gizmos. And now in order for us to control the overall
ambient lighting, what we're going to
use is we're going to make use of something
called skylight. What this will do is
basically it grabs the overall reflection of the entire scene and projects that within
ambient lighting, because when the light
will bounce off, it gets scattered with an
atmosphere in this way, even when we have some thing blocking our view from the sun, the what's behind, for
example, a shadow. It's still be able
to see an object, although it would
be not as bright as if it put it directly
under the sun, for example. But in the areas where it's like behind the reach of a sudden, like the roof over here, you're still able to somewhat distinguish that there are
some tiles within here. And this is basically
what the skylight does. And if we were to go
within its settings, we have couple of
options to use. But the main one that we need
to sort out is we've got to make sure that we're using a
real-time capture turned on. And this will just
make sure that the entire thing gets updated
based on the atmosphere, based on a lighting that
we're getting from the sky, from the clouds,
from the sun itself. And afterwards, once
we have this enabled, we get up another option use and we're going to
make use out of intensity scale end
worked in Greece this dumping to quite a high
amount like 50 for example, we can see the type of difference
that we're going to do. And the entire shadows, everything kind of
gets bleached out. And that is because we're basically amplifying
the entire atmosphere, but quite a large amount. And I recommend you
whenever you're working with intensity scale
of photo skylight to not overdo this value and you usually want to keep it
as one because of course, by making use of the shadows, you get a nice type
of silhouettes, nice type of shapes
within your scene. But because specifically
for this environment, because our sun is facing
from this direction, will want to slightly increase this intensity scale highlights
some of the other areas. So I think by setting this
up to a value of five, we're going to get a
much nicer result. And in this way, we're able to brighten up our
entire environment. The other option
that we have within here that might sometimes be useful might be
a skylight color. And if we were to
change this around, we're basically able to change our entire ambient
lighting within our scene. This is quite visible within our lighting on the
water especially. But usually I
recommend you just to leave it as is as a default, white as that alone, just ensure that we're getting the right type of lighting, ambient lighting to the scene. Now another thing
that's important within ambient lighting, within the entire environment is going to be something called
exponential Hyde Park. And if we were to turn this out, we can see the
type of difference every cat and basically
the mountains in the back. We can see them
then just being not quite as distinguishable
to be in a background. So basically what this does
is based on the distance we get a certain amount of
fog within the areas. And for example,
we have couple of options but may wants
are going to be fogged. Density by default don't give
you a lot of control if you just were to scroll up
and down within this bar. But if we want to
go to an extreme, we can click on this entire value and set it
to something like 0.1 and get a much nicer result. So already by just
playing around with this, we're going to get a much
different type of result. But to bring out
even more lighting and make it look
nicer of a scene. Instead of just
playing around with these values and
kinda trying to get it the right way and just changing up the
scattering color, which would, by the way, just change up the entire were to make this
a little bit higher so we could see a little bit more
would be basically allowing us to change the overall
scattering for this area. But in order for us
to make it look nice, so we're going to
make use out of the volumetric fog instead, just to make sure that the fog itself inherits the
colors of light. And if we were to scroll
down within our Details tab, we're going to find ourselves volumetric fog tab over here. So in order for us to
make use out of it, we're going to enable this
icon over here and right away, we shouldn't get
some nicer results, especially in the background. So if we're not seeing
any types of changes, But do we need to do is we
need to make sure we have volumetric fog settings enabled and we can do so through
the project settings. So we're going to go open
up the project settings. We're going to find
ourselves a fog. And we should get ourselves
this tab over here, which says supports guy
atmosphere effecting height fall. So make sure that
this is enabled. And then afterwards
is going to say restart required to
apply new settings. So just go ahead
and click this and then save out your project. You should be ready to
use a volumetric fog. So since I haven't done
much of it changes, I'm just going to dismiss it, but make sure to restart it to apply the volumetric
fog settings from your project settings. Remember just having it enabled, we're going to get
a much nicer type of a lighting within our scene. And in order for us to get a proper type of a color
inherited from the atmosphere, we need to make sure we
somewhat of a disabled the previous exponential height
for default settings. So we're going to scroll
up all the way until we get to the bulk
scattering color, will need to make sure that this is set all the way to black. Otherwise, if we
were to enable this, we're still going to be applying additional settings
on top of it. So we want to make sure that this is set all
the way to black. So we're only inheriting
the type of color using the volumetric fog
from the atmosphere itself. And then afterwards,
if we were to scroll down a directional
in scattering, and that also needs
to be set to black. Otherwise, we're going to get
additional color applied. So we need to make sure
that this is set to black, like so we're going to
keep it as black hit. Okay, so basically in directional and scattering color and the one previous bargain, scattering color, both
of them have to be black in order to set up some nice volumetric
results for the park. Now if we were to increase this, we can still see
that we're making a really nice volumetric
type of a fog. Of course, this is a
little bit too much, so setting it up to maybe a lower value.
This is still too high. So I'm going to set it to 0.1. Or actually we can keep it as 0.3 just a little bit more
than the default value. That's going to give us
a really nice result. And now we can hide
and unhide to see the difference before and
after within our scene. And we can see the type of resistor we're getting
just by simply having a nice volumetric
fog within our area. Yeah, that's how we
get ourselves a real nice ambient lighting setup within our scene. So thank you so much for watching and I'll
see you in a bit.
78. Volumetric Clouds: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we set up some of the more
ambient lighting within our scene by making
use out the skylight, as well as the
exponential height Fog. And this gave us a
real nice sort of a light within the
entire environment. But we're going to
continue working on this because now we don't exactly have anything
in the background. We don't have any Clouds
or anything of that sort. We just have a nice atmosphere. And the two things that we're
going to be working on to be with the sky sphere
and the volumetric cloud. And actually, the sky sphere
is usually pretty good for whenever you want
to get a nice kind of a light box
within your scene, a background image you have that just kinda
dictates the environment, the Lighting, and just a
nice type of a look Within, just overall
background, atmosphere. But right now, actually, I'm just going to
click F with this selected to show
you what this is. And it's just a massive
sphere basically. And we can apply a type of material with an image and
get some nice results. But I think by default, because we're making
use out of a, just a Atmosphere with
directional light, exponential height,
palms and whatnot, we're not even able to see it. So even if we're to hide the subway or even
if I were to delete this, nothing would happen basically because we're not exactly
making use out of it. So usually I leave it
out as it is if we're working with
atmospheric settings, such as the exponential
height, Fog, volumetric Clouds and whatnot, and of course, the
Sky Atmosphere. So we're going to move on
to the Volumetric Clouds. We're going to leave
this guy sphere is, is actually and we're going to unhide the
volumetric cloud. And we're going to see the way our entire project is
going to look like. So by default, of course, the clouds are going
to look somewhat nice, but they're going to
hide away or sun. So within the
details that we only have couple of options
to make use out of. And the ones that
we have is going to be lighter bottom
attitude, layer height. And the other ones are
going to be more or less helpful to save
out your performance. Since direct where the
clouds and often a distance, and usually it just
like to leave them off. So Light bottom and layer
height are the ones that are allowing you to
kinda keep the distance, keep track on how high up in the air the volumetric
cloud Clouds are and the layer bottom attitude
will allow you to basically control the height of the
overall cloud system. So if we were to lower this
down to zero, for example, get it at a same Horizon level as we have our entire scene. And so we won't be able to see where the clouds and
when they start. And it might be nice
for certain cases, but we're not going to
make use out of that. Then the next step, the next option that I like to use sometimes is
going to be layer height, which you might think is going to be how high
the clouds are. But it's actually used
to mainly control how wide the overall section for the Volumetric Clouds are. So for example, if I
were to lower this down to quiet a small amount, we can see how thin the clouds become an actually,
by doing that, we're also able to kinda get a more of a distribution
between the clouds. We can open up the sun by doing this and
see more of the sun. And by lowering it too
quiet a small amount, we can see all of the
clouds are more or less kind of a flat Latin doubt. So we're not even
having that kind of a Volumetric type of
a cloudy anymore. But of course that
those settings, we don't have a lot control
where we just have control over the height and width
of the overall Clouds. And usually the default volumetric cloud
settings are quite alright. I sometimes like to change them up after I'm done adjusting the other values within these volumetric
cloud parameters. So in order for us to adjust the Volumetric
Clouds themselves, what do we need to do is
actually we need to scroll down until we find
cloud Material. And this is the one that's
going to allow us to make changes for the
clouds themselves. If we were to click
on this button over here to browse it in
a quantum browser, we're going to be
able to see whether volumetric Clouds are
located within our Engine. And if you're not able to see this folder over here
or Engine folder, you need to make
sure you open up the settings tab and make sure you have show
Engine content and show Plugin content enabled. And this will allow you to
see this type of a folder. Now, with this, we basically, we could make changes within it right away within a
Material Instance, but this is a default Material Instance that is located within an engine itself. So all of our new levels, all of our new projects
will make use out of this specific Material Instance. So instead of just adjusting
that and adjusting it throughout all the
upper projects that we have or will be
making in the future, what do we need
to do is we make, we need to make
sure that we make a copy out of it
and then replace it within our volumetric cloud system
within this project. So the way we're
going to do it is we're going to select this. We're going to click
control C control V to make a duplicate out of it, which is going to be
this one over here. Then within a left-hand corner, we're actually just going
to locate ourselves The original content
folder that we have, which is going to
be at the very top. If were to click on it,
we can see that this is actually R1 over here. I'm actually just going to
go back into the folder for where we had our entire
volumetric Clouds, going to go back onto this simple volumetric
cloud instance. And I'm just going
to scroll down, scroll up until we get it to
the Content Browser folder. And then I think
we can just move this onto Landscape section. Since I've pink, we can just have it with your
Landscape folder. So what we're going
to do is we're going to click and hold and
then drag it into the landscape folder underneath content browser that we have. So this one over here, we're going to drag
and drop and then make sure that we
have it set to move. Move here. So it's going to move it
to this area over here. Then we're going to go
onto Landscape folder. So our content folder, Landscape folder like so, which contains all
the materials. And now we're going to have a Material Instance for
the Clouds as well. So we're going to have
volumetric cloud selected. We're going to replace this one with the one that we have. So I'm just going to
click and hold and then drag it Interests box over here. And if we were to hover over it, we can see the underscore
two at the end. That means we have a copy, we basically replace
it with a copy. So now, once we open this up, we can see all the type of
properties that we can change. And there's actually quite a lot of the settings that we have. So we're not going to go
too much into detail, but we're just going to
cover a little bit of them. The ones that we
wanted to change are the ones that
are at the very top. Actually, Base noise scale is what's going to control
the overall kind of annoys, look, or are Clouds. I'm actually just going
to reposition my camera just a little bit so we could
see more of those Clouds. And by changing, It's
changing this scale. We can see the type of effect
it'll have on our Clouds. And by having this to a
lower type of a value, we can see them kind of breaking up a little
bit more legs. So to be them, to have them be more
chunkier like so. And by default, it
might look quite right, but if you want to have them look a little
bit more chunky, we can change this
to be a lower value. So I think a value of 0.06 would look a little bit better, is it has that kind of
a way of breaking up the entire Edges of those
clouds a little bit more. Then we have Base noise, EXP, which will basically
control the strength, not the scale, the
string itself. So I'm actually just
by playing around, we can see the type of result
that we're going to get. And by lowering this
amount of value, we're going to get a more
fluffy type of a Cloud, since this doesn't affect the
overall result of a cloud. And by increasing this, we're going to be able to break apart those clouds just
a little bit more. So that's a nice
way of switching up those kind of cloud
shapes and getting them to kinda break up our entire Edges of those
clouds a little bit more. I think by setting it up, 12 will get more detail. Are these Clouds like so I think that's going to
look much better. And afterwards we
have bear powder, which if we were to
play around with this, we can see the type of result
that we're going to get. And basically it kinda controls the way it behaves with the light within our scene. And if we were to set
it to an extreme, I think is going to make the entire cloud to be
really, really bright. And I think we don't
exactly want this. I'm actually just going to
leave this setting as is. Then the other one that I
like to change up within the Clouds is going to
be erosion noise scale. By default, it is
quiet, a low value. And that means that the overall setting is
actually very sensitive. So we're just going to
double this value from 0.00. I think it has five zeros. We're basically going to
change the last number, 1-2. And just by changing that, we can see that
we're going to get much more detail out or
Clouds just like that. Or even instead of just
changing it from 0.0 to, sorry, we're going to
change it to just 15. So from one, we're going to add basically a five
on the very end. And we're going to get
these sort of Clouds, which already are
looking pretty nice. But of course, just now
we're not going to be seeing the sun quite yet
because we're not changing the overall
shape of the Clouds, so we need to focus on
changing that first. Probably that's going to
be a little bit better. And we got ourselves something
called wherever UV scale. If we're to change this from one from free at the
very end to one, for example, we're
going to see that the overall Clouds get us a
complete different shape. And maybe that one's a little
bit too much to change. So let's go ahead
and go back to free. And it gives us back
the chunkier wants. If we're to change this to
six, something like that, we're going to get this result, which might look nice, but that might be a
little bit too much. So I'm going to go ahead
and maybe change it to four And that might give
us some nice results. I think that's going to give
us a nicer results like so. And actually, I
think we're going to add some when you
are Clouds as well. That's going to make
it look real nice. So by adding global vector
parameter values and enabling been vector will be able to control some of that
means settings like so. So by default, it is said as 11, and that means it's
just moving diagonally. If we're to set the red
value to something like 100, for example, will be able to see the type of results
that we're getting. And the motion is obviously
too fast, and instead, it's going vertically
and we want to go for it to go sideways. So we're going to change
the green channel and said, we're going to keep this red as a one just so we can have
some variation within. And by changing
this green to 100, we'll be able to see which way the overall kind of a flow for the wind goes
and it goes left. I think that's going to look
quite nice for this section. We're going to keep it as is, but we're not going to use
that high of a value of thing. Changing it up to a value of two might give us a
nice double result. And I think that's
going to give us a really nice type of a
transition for the wind, for the overall cloud settings. Now that we're done
with that, of course, we need to change
up to overall look. And we only have somewhat
of a limited amount while using these settings to adjust the Clouds the
way they're behaving. So another way that we can do is just like I mentioned previously at the
start of a lesson, by adjusting the
height of the Clouds. So right now I quite
liked overall the shape. Everything that turned
out from these clouds and the wind, and we're
getting out of them. But of course, we need to make
sure that we're having the sun to be a little bit more
opened up in this area. We're going to actually
just changed up the bottom, the layer height. That is, you kinda make sure
that we squish up the Clouds and get more of a
gap in this section. So by changing its
up to a value of, I'd say, something like this. We'd be able to get some
nice results out of it. Or actually, we might want to increase the overall
layer bottom attitude. And just like that,
we're able to get some nice gaps in-between. This way, I think
we can increase the overall layer height and make sure that
they still have some width within them. And yeah, I think this turned
out quite alright rehab, a nice kind of a separation
of the Clouds in area. And I just brings up the entire scene for
looking quite nice. So that's going to be
it from the lesson. Thank you so much for watching. And I'll see in a bit
79. Creating Fire Fluid Simulation: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
it off by getting some of the Cloud setup within
our entire project. And we're basically covered up our entire lighting setup to be used within
this environment. Now once we have
ourselves the basic, the foundation of the
overall lighting, we're going to
continue working on this project and this time
we're going to set up, sell us a nice fireplace for us to be used within a
front section of the house. So without further ado,
let's get started. And in order for us to
create a nice by Simulation, we're going to make use are
the Niagara Fluid Simulation. So as a starting point, we're going to enable
cells, a new plugin. So we're going to go on
the upper left corner, we're going to click
Edit and we're going to go on to
the Plugin stamp. Once we go within it, we're going to search for a liquid liquid, Niagara fluids. So this one over here actually, and we're going to
enable that one. Like so. We're going to click Yes and now we're going to
restart at Engine. Of course, we need to
make sure that we save everything out like so. And once it resets, everything wants it
restarts or project, we're going to be able
to make use out of it. Now that we're loaded
up within the Engine, we get some shaders compiling
in the bottom-right corner. So that'll take some
time for us to do. We can now go ahead and close
down this window, like so. And actually we're
going to create ourselves a Fluid
Simulation Within a different folder
right now we have ourselves Landscape
folder Still open up. So let's go ahead
and change that up. And we're going to
create it within the VFX folder over here. And actually think I'm going to change the Scalability
from low to high. So could get ourselves in
nicer type of lighting. And actually in order to
save up the performance, it might be just easier to do so by changing up the
Foliage settings. Since this is the
most prominent thing that actually affects
our entire performance, I'm going to go into
Scalability like so. And within it we're
going to find ourselves foliage and I'm just going to change this to low. And this way we're
going to get a much, much better performance in regards to the entire
Foliage setting. And I think for now we're
going to leave it is this. So going back to the Niagara
Particles Fluid Simulation, we're going to right-click. There are cells,
an error system. And this time, instead of
using the selected emitter, we're actually going to
copy an existing system, which because we have
the plugin enabled, we're going to get ourselves a lot of different
templates that includes water and
fire simulations. And we will want to make sure we use a free day Fluid Simulation. So let's scroll down until we
get to the 3D gas section. And we're going to make
sure we get ourselves something called grid 3D
gas simple Particle solus. Since I find that this one is just the nicest
want to start with. Let's go ahead and grab this. And once we have it selected, we can just click finish. And it's going to create us a new Niagara system
within this folder. And we can call this one Fire
Fluid Simulation. Like so. Once we're done with
that, we can go ahead and open this up and see
how it looks like. And I actually got myself
this kind of Windows. I'm think I'm just
going to reset it off the default editor
Layout real quick. So I'm just going to get
the same type of result. And if you just open up
the VFX folder like so, you're just going to dock
this entire content browser. So I'll open it up. So this is the type of
view you're going to see. And by default, you
should get yourself familiarize a little bit more
with the overall layout, which if you follow along the system for the Particle
setup for the border, you'll notice that
it looks similar to the particles that we
used before in which, because it's an agora system, it gives you a graph
system at the very middle, and it gives you a preview
on the left-hand corner. And if you were to
select the properties, I'll give you a bunch of properties on the
right-hand side. So what I'll personally
like to do is actually set up this entire Fire Fluid Simulation
within the world. And all we gotta do is
we gotta just make sure we simply grab and drop
it interval like so. And we're going to get the
same time of Simulation as we have Within a preview
within this area over here. Now, the downside of using
a simulation is that it is quite a performance heavy task
within our Unreal Engine. So what I like to
do is actually I like to turn off the animation for Within the Niagara
Particles System window itself. So what do we have
to do is just at the very bottom where the
animation is playing, we just can click pause, and that'll just pause the
entire system like so. And just in case, I'm
also going to change this from lid for the
preview to unlit, just so you could take off all the performance heavy tasks from this section over here, we're going to be
basically left with a frozen type of a window. Which one we're
going to be setting up our entire
Simulation Results, going to be seeing the results within a level
over here since we got the entire Fire Simulation dragged out into this area. And I'm actually just
going to position it to be placed in more or less of an area of
where our fireplace is. So in this area over here. And basically in short, we got a lot of options in Properties tab for the
particle source emitter. But for now though, we want to set up
the overall kind of a grid for where the
fire is being simulated. Because as you can see, we have ourselves a nice type of a box, which if you look
at the very top, we can see it being stopping the entire
fire within this area. And that just means
that everything that touches the
edges of the pyre, Edges of the boundary box is just going to stop
the entire simulation. So what do we need
to do is we need to fix up the entire
boundary itself. And this, by default
is quite a wide box. So we're going to, in
order to fix that, we're going to open up the Properties tab for the
Fire Fluid Simulation itself. And if we were to
just I'm actually just going to meet
this entire window quite a bit smaller like so. We'd have the Properties tab on the right-hand side and we could still see the entire
simulation within our level. So I'm actually just going to make this a little
bit bigger like so. So we have ourselves
to graph and we have the selection on the
right-hand side. So now that we have the
fireplace Simulation selected, we're going to scroll
all the way down until we get the reuser
prep Parameters. And we have couple of options. The ones that we need
to worry about the most is going to be if I were to make
this a little bit larger so we could see
the actual names of them. World space size and
resolution, max axis. The world space size is
basically what determines this boundary box off the red
area that we see over here. It will determine the entire Simulation
area for the buyer. And by default, it's
set 600 by 300, 300. And that's going to give
us a wide sort of a box. But why do we want
is we'll want to set up a fire that also
is going to give us a nice type of a
Simulation going upwards and right now is
actually going sideways. So we're going to be fixing that in the future for now though, we need to make sure we set
up a nice walled space size. So we're going to get this
to be 300 by 300, by 600. And that's just going to
give us a nicer type of a result for our boundary box. And of course, because we cut
off the side of the fire, we're going to have
this sort of result. But again, we're going to
be fixing that in a bill. Other thing that we
need to talk about a little bit is the
resolution max axis. And this is what
basically determines the overall quality
of our buyer. If you feel like the
performance-wise, it just doesn't
feel as optimized. If you feel like it's
a little bit too sluggish on your current level, what do we can do is we
can always lower this down to something like
very to, for example. And right-of-way,
we're going to get a much nicer performance
out of a Fire Simulation. Of course, because we're
lowering the resolution, we're going to get a much
chunkier type of a fire. So that's something
to keep in mind. Another thing to keep
in mind is that we don't want to go
and overdo this. And usually, I tend to, even with high-quality
type of pyres, I tend to not over
go to five-sixths of a resolution because this
is a 3D type of a noise. It's not just a simple
two-dimensional texture map that we're applying. So it's going to give us a really heavy
performance-wise issue. When we're increasing
this too much, it might even crash
our entire project. So make sure not to overdo it in regards
to the resolution. And one other thing that
I need to mention is that the resolution max axis is also reliant on the
world space size. So for example, right now, if I were to set this
back to one-ninth to and get ourselves this sort
of result for the fire. Looks, it looks quite alright. But if I were to extend this entire world
space size to be, for example, to 1,000. Hopefully, as an example, it's not going to crash. So it's going to noticeably lower in
the resolution because this entire resolution for the
max axis is actually being applied to the entire space
that are entire boundary box. So by increasing
this boundary box, we're actually lowering down the entire density for the
resolution of this area. So keeping it back at 300, we're going to see
a much sharper type of results out of the fire. So that's something
to keep in mind. And so basically,
we're pretty much set with the world space size. We're going to keep
the resolution as 192. And in the next lesson, we're actually going
to continue working on this Fire Simulation and set
it up to be used properly. Within this area, we're going to talk about how it's actually being applied as a
Simulation little bit as well, more in-depth. So yeah, thank you so much for watching and I'll
see you in a bit.
80. Working with Fire Fluid Properties: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left it off by placing a Fire Simulation
within our scene. And we haven't got
anything yet Setup. We just got ourselves a nice
boundary box to work with. But in this lesson we're
going to continue on with this entire
Fluid Simulation and work on it in
order to make it look quite nice within our fireplace. So for us to do that,
we're going to talk a little bit about
Particle System, the way it's being used
within the Fluid Simulation. And I'm actually just going
to show you right away what I mean within
this area over here. And basically, in short, the Fire Fluid Simulation is
making use out of this grid. 3d gas controls emitter, and it plugs in all of
its properties details into this particle
emitter over here. And so in turn, we're getting this sort
of a fire by simply checking how close the proximity is to the emitter Particles, the density of the
Clusters in-between, we're going to get
different types of heat from coming from
those particles. And actually I can show
you the type of particles that are being used
within this section. If I were to turn off the set
Fluid source attributes of like so and simply turn on the source render or the
sprite render itself. We can see the type of
sprites that we're getting. And basically these
are the ones that are creating us the type of
the fire that we want. And as you can see, for example, the ones at the very start are actually going
to be quite dense, but the ones that
are going to be further off are going to be more dispersed as Particles. And in turn, if we're to turn on the set Fluid source
attributes back on and turn off the
sprite renderer. Or we can just leave
it all on for now. We can see that it is giving
us this type of a fire. So yeah, by default, we are basically just
making use out of a simple sprite Particle System in order to give us a nice
relation for the fire. And as a starting point, we're going to set it up so it'd be right in the center
because right now is just being blessing of
entire empire onto the sides. So let's go ahead and
fix that right away. Or Cyrus, we're going to change the shape location for where the particles are being spawned. So we're going to go
into reshape location for the Particle
spawn area over here. I'm actually just going to
make it a little bit larger, so good within this
view, within our grid. So with the shape
location opened up, we have couple of options. One a, which is going
to be offset mode. So because right now
it is being offset by -200 off to the side. We're going to get the entire Particle System to be spewing it out and it's pointing all
the particles on the side. So we're going to change this up to zero and right
away we're going to get it right at the
center of where our grid is. It's already looking much better in regards to where
the fire is located. Course is not quite done just yet because it's still
spewing to the side. And that is because we're adding some velocity to
these particles. So we need to go to the velocity
now and we need to turn off the velocity
settings themselves. And we're going to
just simply take off all of these
velocities like so. And we're just going to get some spawning Particles over
in this area over here, we might want to add some of the velocity to
go upwards that we will get a much
nicer shape to the overall Fire Simulation. And we can just set
it up by something like chew something
miniscule like that. If were to turn on
the sprite render, we can see the type of particles that we're
going to have. And actually we might
need to set it up to be going up a
little bit more. So maybe something to a value
of for just a little bit. Actually maybe even
set it to attend. That might give us the
right kind of result. And I think yeah, I think that's
going to be looking much nicer if I were to turn off the set Fluid source
attributes of we can see that
it's going to give us this type of a result. Now, we can see that
what blueness and the reason being is because the entire particle is actually making use out
of the curl noise force. So of course, by default is going to be a
little bit too strong, so we need to fix
that up as well. So we're going to go into the curl noise force and
change the strength form 100. We can set it to I20. And that's going to give
us a much more constraint of a Fire. And if we were to turn on the set Fluid source attributes, we're going to see it a
different type of result. Actually, the noise frequencies
deliberate too low, so we're going to set it to a value of ten,
something of that sort. We're going to get this result and it's just by wobbling around We're going to get a really
nice type of animation. Made me the strength though
is a little bit too small, so setting it to a 50 might
be a little bit better. And just like that, we're
going to get eight cells, a real nice type of a log. And by default though, the fire is way too big. So what are the ways we
can control the fire? The size is even by
making the Particles, them size to be much smaller. Or alternatively, we can
simply just click our within our level and just make this entire section
a much smaller. So if I were to just lower this down and see how
this looks like, we can basically change
up this entire Scale or the entire particle
within a detailed step. And we can change this
to 0.1 for example. And we'll basically get this entire simulation
to me is molar. A much smaller version, maybe not as small though, we can change this
to a value of 0.5, then it's going to give
us a nice a type result. What if I might be a little
bit too much? So 0.7. So because we have the
constraint log on, it's going to change the
points throughout it all. And as you can see now, it's hitting this yellow box. But basically this yellow box is just resized box of the red one, which we're still seeing by
the way as a visualizer. And we can turn
this off actually. But it's going to be
within a data step. If we were to simply just have the Fire
Simulation selected, we can change, I believe allows Scalability. That's
not going to be it. It's going to be
if we scroll down a little bit, show overlays. That one. If we turn this off, we're going to remove this entire red box and
of course the selection, if we were just to
click somewhere, somewhere off, we're going to take off this entire selection. So that's how we doing. Now. We're going to go back
into its properties, into Fire Simulation Properties, and make some
additional choices. So right now, I think we can, because we have
the box quite tall and it might be better
if we just put it all the way higher-end go
into shape and its own inter-particle spawn
shaped and actually just lower the offset
by quite a bit. So right now it's set to -50. If we were to set it to -200, we're going to get this
entire thing much lower. Maybe -300. I do. That's a little
bit too low, I think. Or maybe just quite alright. Because right now our
entire Fluid Simulation is being placed at the very
bottom of our simulation. We have much more space to
work with in regards to how the Fluid Simulation is being
affecting our entire area. So that's quite nice. So now we have a couple of things to fix. And I think the
first one would be best to fix in order to get more of an area for the fire
to be just spawning in. And I'm actually just
going to turn off this pride render because
I forgot to do that. We had some sprites
still spawning. And that's going to be much nicer if we have
them turned off. We can see the Fire much
better, much clearly. And now we're going to go into the shape location and make sure we switch up this
entire sphere radius. And instead of just
using a sphere, a finger, it'd be best
if we'd use a cylinder. This way we can control
the width and height for our entire Fire and we can get much nicer
results out of it. And the radius, by default 100, I think it's a
little bit too much, maybe something like 50. That's going to be much better. And as regard for the height, we don't need to do it too much. So something like
something like 20, I think that's going
to be better and we just got to worry
about it for now in regards to the overall size of the area for
where they spawn. So maybe we can turn on
the sprite renderer and see how exactly they
are being spawned. And see this type of results. I think there's going
to be quite alright. I think there's
going to give us a real nice by irrationally. So let's go ahead and turn back the set Fluid source
attribute, like so. And it's going to
give us this result, and that's going
to be it for now. In the next lesson, we're
going to talk about a little bit more in depth in regards to initialize particle
as well as the spawn rate. And we're going to finish it off with the set Fluid
source attributes. So thank you so
much for watching and I'll be seeing you in a bit.
81. Working with Fire Simulation Density: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by setting ourselves and nice
Fire Simulation, which is a little bit
too heavy on us right now as the entire fires just being flung
right into the sky. And of course we gotta
make it smaller. So before when we talked about the Fire Simulation and
it being making use out of the Particle System and the overall density
of its Clusters. What I meant is that now
the life minimum and maximum will determine how long the particles will
last within the scene. And if we're to lower this down, this will affect the
overall density. So whenever they
spawn, for example, if we were to lower this down to a value of 0.1 right away, we'll see the type
of a difference within our entire fire. But in turn, so the density
is going to be smaller, but in turn at the same time, the overall shape is not
going to be quite as nice. So I'm actually going
to click Control Z and keep this entire buyer is, is because in turn, I'm actually just going
to lower the lid, change the view to
unlit so we could get more of a
performance identifiers. So you could see the
entire simulation in a bit better kind of away waste going
back to the density, we have some control within initialized Particle
in regards to, for example, lifetime
minimum and for example, something like Sprite size, but all of them would
still keep you, will still give
you the same kind of a fire, more or less. You'd be able to
change the density. You'd be able to change
the heat a little bit, to look a little bit different. But for example, if we'd
go to the spawn rate and see how many spawn
Particles there are. It's going to be the
by default a 10,000. If we were to change
this to something like 100 and see the type of result
that we're going to get. We'll see that the
type of fire is actually going to be
really, really small. We're barely able
to get any smoke. And so if you want to get a
Smaller type of a density, a density for the fire will be basically it just lowering
the amount of spawn rate and that in turn will give us a smaller amount of a
cluster within our scene. So in turn is going to
give us this result. Now I'm actually going to play around a little bit
with this bond rate, increase it to a
value of 200 just to see how it would look like if
were to double that amount. And just by changing into a 200, you can see the type of a
result we're going to get out of our entire
Fire Simulation. And I think we can just go up in a
distance and see how it would look like because
we're trying to figure out the exact amount that we need. And I'm going to double it again just to see how it would look like within this area over here. And we're going to wait for it to end up going up like so, and see how that
would look like. And it's actually a
little bit too much. Maybe the fire is quite alright, but the overall smoke is
a little bit too much. So not always done
with this bond rate. We're going to play
around with the smoke. And before that though, I think lowering it down to
a value of 300 would do us a little bit better
because it was a little bit too much in that regard. So by lowering down
to a value of 300, we're going to get ourselves a different type of a result, much smaller amount of fire. And yeah, there you go. That's much better in regards to how the fire is within
this fireplace. Now we're done with
the spawn rate. We can now add, go ahead and adjust the actual
Fire Simulation, the main property
settings for this area. And so we're going
to find them within the set Fluid source attributes. If we were to click on it, we basically need to
worry about two values, the density and temperature. And by changing them to around, we'll be able to get a
much nicer type of a fire. So the temperature,
just as it says, it basically
controls the kind of a visual look for the
heat of our Fire. If we were to change this to
a value of one, for example, will be able to get a much
harder looking type of a fire, which might look pretty nice, but I think that's actually a
little bit too much for us. So of course we're going
to lower this down. So I think we can
start off by getting a type of a smaller fire or actually a quite
like the default 0.2. Let's go ahead and just see
how that would look like when it starts playing out
within the simulation. And it's quite alright. We might need to
lower this down. And the second option, going back to the second
option, the density, the one that we haven't touched, is going to basically control
the density of your smoke. So if we were to
set this to a zero, we're going to get rid of all the smoke and
we're only going to get the fire
within this area. So if you have a look at it, I'm actually just going to get closer so we can visualize
it a little bit better like so we're only
getting any like basically the type
of fire within our area without
any type of smoke. There is some black
bit of smoke, but that's actually
counted as part of a fire. And so with that, we can determine how much
fire we need to have. So right now, I
think by default, a value of 0.2 might be
a little bit too small. So just in by increasing
adjust by a little bit, your value of 0.22
is going to give us a much nicer type of a heat
coming out of this Fire. So we're going to get
this sort of result. I'm not sure about the fumes
going off a fire like this. So maybe lowering
down to a value of 0.21 is going to give us
the right type of a look. Let's have a look about tweaking those kind of
values just a little bit, seeing how they're going
to look like visually. And I think that's going
to look actually quite nice within this Fire,
within the setting. So let's go ahead and
keep this Fire as is, and ask for the density as for the smoke of the simulation. Let's go ahead and try using it. A value of 0.2. Let's see how this
would look like. And I'm actually
just going to turn off the lid Mode to
be unlit just so we could speed up the performance within our entire simulation. And this is looking
quite alright. Actually, let's try
going a little bit higher just to see how that
would look like in return, value of 0.4 might
look quite alright. But actually it's a
little bit too much and I think we need to go
the other way instead. So value of 0.1. Let's see how that
would look like. And quite like this result, we're getting some basic
type of a smoke going off. And I think in return, if we were to go to the lid mode and see how
that would look like. I'm just going to make sure
I position my camera in the right kind of area
like so going to let Mode, seeing how this would look like. And they go, we get ourselves a really nice type of a fire
with some smoke coming out. But we're not quite done yet. We still need to set up the
file with some Fire ambers and make sure it flickers with
light because by default, the light, the Fire Simulation doesn't have any
type of a light. So we gotta make sure we
create a blueprint for that and we'll basically be getting into that in
the next lessons. So thank you so
much for watching. We can now close down. This is assimilation,
makes sure it's saved out. And yeah, I will be
seeing you in a bit.
82. Setting up Fire Ember Niagara Particles: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left it off by getting some of that Fire Setup using Niagara
Particles Fluid Simulation. And we set it up basically
as a nice fire to be used within the
fireplace over here. And now we're going to continue working on it and actually add additional effects
using Particles and create some Fire ambers. So let's go ahead and
get right into it. We're going to right-click
within or VFX folder. We're going to get
ourselves a Niagara system. And we're going to get
ourselves and emitter. So we're going to click Next. And just like we did previously with water
for example, or whatnot, we're going to use
fountains since that is my usual go-to type of a
particle to start from. Let's go ahead and
selected click Finish. And now we gotta sell some
starting point for the ambers. So we're going to call
it Fire Ember Excel. We're going to double-click on it and we're going to
start setting it up. Don't think right away
we can start setting up the way they look like
within the preview window. And I think it might be
better if we were to just grab it within
our scene just like we did with the
entire Fluid Simulation for the buyer itself. So we're just going
to drag and drop it into our entire
section like this. And we're going to see
the way this looks like within our environment. So I think we're going to start on by getting the
spawn rate changed. By default. It is way too high. We're going to have way too
many of those particles. So we're going to spawned,
have the spawn rates at ten. And in order for us to
randomize the spawn, we're going to also change up the spawn probability because
this way we'll be able to get a more organic
type of a look of ambushes being brought
up from the fire itself. We're going to get
this to be 0.3. And this amount will just
make sure that we're getting some random bursts of
fire in verse like so. Then right away, I think we can just go into the
initialized particle. And actually for now
we're going to turn off the forces acting up upon these particles so we get a better understanding
on how they are alike. So we're going to turn off
the ad velocity for now and gravity force just
so we could get a better look into Particles. And I'm actually just
going to zoom in within this window over
here, just so we could see. Now we can go into the initialized particle and actually play around
with the values. I think for the moment, the default setting
for the lifetime minimum and maximum meshes
too close to one another. And we should get
some other particles that are going to
be straight up, appearing and then disappearing. And then some of
them are going to last quite a bit longer. So the minimum, I think
we can set it up as 0.5, so we're just going to appear
and straight up disappear. Then for a maximum, we can set it up as four. So some of them are going
to be appearing for awhile and some of
them are just going to be straight up disappearing. Then the next step that I want to do is change
up the color. But by simply changing
up the color, it's not going to look quite
right because we're just going to have a single
type of a color. And of course,
that's just going to look to plane is Fire ambers. So we're going to, instead, what we're going to do is
just we're going to have a random type of a
color in-between, a set of values. So we're going to click
next to the color mode. We're going to click on
this button over here. We're going to open up our
window and going to search for random like so to get a
random range of linear color. So now in-between
those two colors, we're basically
going to get a value that's going to be
placed at random. And now we can change the minimum color to
be a reddish tint. Lets go ahead and do that. We're going to get a read ten. Let's not forget to change
the brightness as well. And we can just get a moral
red look like so saturation, we can bring it all the way up and maybe lower
the brightness. We just want to make sure we get this sort of a red
we can hit Okay? And then afterwards,
for the maximum, we're going to set it up to be an orange type of
a tenth as well. A high saturation,
maybe a little bit less towards yellow and
more towards red, like so. I think this will do quite well. Now if we were to
hit Okay, we get, we can see that we get a bit of a variation
in-between those two. Actually just going
to get this window to be more like this. Just so we could see a
little bit more like so. And that's going to
be quite alright. Now, in order for us to get some variation
within the size as well, we're going to change the sprite minimum and Sprite maximum. And I think We can get it 4-8. That's going to give us
a nice type of result. I'm actually just
going to click, going to bring this Particles actually back a little bit so we could see how they look
like within this area. It's going to click F and just slowly zoom in to
this area over here. And just so we can visualize
how they look like, like so I think there's
still white and that is because we haven't saved those Particle setting stress yet. So I'm going to click on this
window over here, like so. And we're going to click
Control and S to save it out. And this way, we're going to
get a nice type of a Light. So there you go. Actually just going to bring
them a little bit more to front you go. Okay, so now what we're going
to do is we're going to set up the shape location
for how they spawn. And we're going to go
into the shape location. And we can keep the
sphere as a shape, spawn location as
its original shape. But I think we need to increase
raiders by quite a bit. Setting it up to a
Fifi is going to be giving us a nicer
type of result. I'm just seeing how they look
like in front of the fire. We don't need to put it right
in the fire itself for now. We're going to be changing
that up a bit later. But for now though, we
should get something like this and are
actually quite bright. So the color for themselves are going to look a
little bit too bright. So we're going to
be changing that up with something called
velocity color scaling. But we're going to do that
in the bid for now though. Let's go ahead and add our
velocity back and make sure that we do have some speed that will make these
particles lie up. So they are already
set in a cone, which is pretty nice. But we're going to set the
velocity of minimum set as ten and maximum set as
instead of 200. I think that's going
to be quite alright. And I think of course we need
to make sure we take them on to make sure we have that
enabled within our scene. And just like that,
we're able to get some nice variation. Some of them are
going to be slower, some of them are
going to be faster. Just like that.
We'll be able to get some really nice
results out of them. And to continue on, we're going to get ourselves some particle
updates as well. For starters, let's
go ahead and change up the sprite size. So based on the scaling with to get a different
type of a result. So we're going to add
a new particle update and we're going to
search for scale, right? Size, like so. We're going to get
this just like that. And we're going to get
ourselves a simple pulse value. But we don't want it to be going all the way to zero
at the very end, since we don't want them to just disappear just like that. Instead, we'll be using a scale instead of the,
sorry, not Scale. We're going to use a
color opacity instead of this scale and
set it up like that, because right now that
you're going to be too small, going up like so. So we're going to
select the very last key, just like that. And we're going to
change this from zero. We're going to change it to 0.5. And just like that, we're just making
sure that they don't completely turned into
a really small type of an amber like that. Then afterwards
we're going to go actually onto the
drag force like so. And we're going to change
this from 0.252, 0.5. So we'll be able to
have some slowing down of an effect whenever they go a
little bit higher up. But that's quite nice. I'm
actually going to turn this off to unlit so we can visualize the Particles
a little bit better and see how they look like
within this window. So it's already
looking pretty good, but we need to add a
scale color as well. So we're going to add
a new particle update. And actually, I think we had, we had, actually had the
scale color already. So let's go ahead and just
make use out of that. We're going to
select it like so. And we're going to get
ourselves at Template. If we were to look for it, I think my window is a
little bit too small, so I'm going to make it
a little bit bigger. Actually, see the templates
of them just like that. And we're going to select
the ramp up and down. So basically the
color, the Alpha, the opacity for these are
going to start off at zero. They're going to increase
and then slowly fade out. And that's going to give us a really nice organic type
of a look for the ambers. So I think that's quite nice. And now we need to set up some
motion with them as well. We need not to forget that. So we're going to actually
add a curl noise force. We're going to search for accrual noise force
just like that. And we'll begin by just getting a really strong animal string so we can see the type of
frequency we're using. And having it as
100 will allow us to just tell apart what kind of a frequency
we need to have. And I think we need to lower
this down to a value of 20. Let's see how this
would look like. It gives us sort of emotions in these, I think
that's quite alright. Actually having a value
of 20 is quite alright. Let's set the strength to ten and see how that
would look like. And that's a little
bit too small Let's go up a little bit
more in strength to 20. And this way we're going to get some nice kinda float to
the side just like that. So that's already
looking quite nice, but we're not quite
there just yet. Because I think we need
to add a little bit more of a curl noise force to the entire Ember flickering
and their motion. And so we're going to add
yet another particle update. We're going to search
for curl noise, like so. We're going to add
this one over here. And just like we did previously, we're going to add
100 of a strength. And we can see the type of
frequency that we need. So we can start off by
having it set to ten and see how this would look like and maybe a little bit
less set to eight. This way we're getting
some nice motion going off on the sides. But it's a little bit too much. So maybe hopping it
will do the trick. Let's go ahead and see that. There's just going to give
us a nice type over swaying, motion while and going up. So already they're
looking pretty good. So that's really nice to see. But now we need to have some control based on the type of speed
that they're having. So right now they're
just all of them having this randomized
type of color. Of course, that's not
going to help us out in getting a nice result
in regards to that, because usually when we
have a harder Ember, they'd be more heated up and they'd usually
fly up faster. And in that regard, we need to set up something
called Scale color by speed. So if we're to add particle update and
search for scale color, high-speed, go this one over here. We're going
to add this one. And by default, the minimum and maximum
threshold is set to us 100,500. And usually what I
like to do is to set the minimum and maximum speed
is I like to go back onto one of my velocities and seeing how the main Kadima speed that we're having is
going to be affected. So the maximum was set as 200. And that means that it's
usually best to keep that as a maximum speed within
the scale color by speed. This will make sure
that we get met the best kind of arrange out
of this entire properties. So we're going to go
back onto the scale, color by speed and set the max speed pressure
200. Just like that. And ask for a minimum. We can probably set it up
not to a value of zero, but something
that's close to it. Something like a ten thing that's going to
be quite alright. Just like that, we'll be able
to get some nice results. So we can change
up the RGB scale, minimum and maximum, and alpha, or minimum and maximum as well. So usually we're just
use one or the other. So we wouldn't get
in the way with, they wouldn't collide
with one another. They wouldn't be amplifying
this entire effect. So what are we going
to do for the Alpha, which is going to keep
them both as one, since we don't actually want to have any opacity
changes for them. We just want to make sure
that some of the and massiveness gets changed up
during this entire process. So right now the minimum, we don't want it
to be set as zero, otherwise they're just going
to not behave as Amber's. I think we can set it up as half of our original value, 0.5. And then the maximum can be
bid a lot, a bit larger. So 1.5, I think
that's going to give us a nice type of a result. So just like that,
when you'll be able to get some real nice
results out of it. And I'm actually just going
to go into that by accident. Going to make sure we go into those embers and
see how they look like. Like so licking F to focus my entire
camera onto this area, clicking G to make
sure we don't have any selections and just seeing how they look like
from a distance. So I think all in all
they look quite alright. We might need to change the orange color since I don't like the
scatter of a yellow. So we'll go real quick back onto the initialized
Particle and change up this maximum color just
to be a little bit more towards an orange,
just like that. I think that's going
to give us a much, much better result they ago. So yeah, that's all it
takes for us to get us some nice Amber's
within this area, we might need to lower down the saturation a little
bit for the red, just a little bit, and make
it a little bit brighter. By tweaking some values
around like that, we'll able to get some nice, really nice results for
our entire Amber system. And we can now close this down and see how they look like. Of course, we got
a Setup them to be in fire itself, like so. So it'd be, they'd be combined with the entire Fire Simulation. And this way we're able
to see how they look like in regards to the
entire camp site fire? Yeah, that's going to be it. We're still missing
a five Flicker, so we're going to do
that in the next lesson. So thank you so much for watching and I'll
see you in a bit.
83. Setting up Light Flicker Blueprint: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
added some Fire Amber's to our scene and made the Fire look just a
little bit better. But we still don't have that Light Flicker coming
from this fireplace. So of course we need
to make that happen. And so we're going to make
use out of a blueprint in order for us to get a nice
light flickering effect. So right away we're going to right-click and we're going to get ourselves Blueprint class. Let's open this up and we'll simply want to get
ourselves and empty actor. So we're going to click
on an actor like so. And we can call this one
Light, Flicker, like so. And I think we can right
away just add it up, even though right now doesn't
have anything within it, we're just going to
add it onto the scene. Let's click G to
make sure we see are all the icons
within the scene. And we're just going
to position it to be right above the fireplace just like so maybe lower
down just a little bit. That and around this area, we're now going to open as
Blueprint, Blueprint Class up. And if you ever worked with something like unity
for example, it's, it can be used similarly to a prefab in which it basically stores items within itself and it can also contain
codes and whatnot. So we're going to
just simply create a cell is a very basic
blueprint for the flickering. So for us to do that, we'll need to get ourselves
into the view port. So I'm actually just going to make this a little bit bigger
like so just like that. So we could see the scene as
well on the left-hand side. And I'm going to just position the window just
a little bit like this. On the left-hand side
will have components. And with the view port
window open will be able to add ourselves
as simple spotlight. So we're going to click
on this button over here. And within it, we're
going to search for spotlight or just we can
search for, I guess, Light. And we're going to find
ourselves a point light legs. So we're going to add it. And once we add it
right away because we added this Blueprint
within the scene, we're going to light
up our entire scene. So for now we just
need to set up the properties for
this light source. And we're going to have the properties with the
point Light selected. We're going to have
it on the right-hand side, the Details tab. And we'll basically
wanted to start off by changing up the
attenuation radius, which will affect
how much it affects the level to how Larger perfect. And we'll want to
set it up to be affecting it basically to
the edge of the house. I think that's going
to be quite alright. I'm actually going to
deselect it and select the Blueprint again
so we could see the visual attenuation rate is within this area over here. And we'll want to set it up in a way that's going
to be like this. I think can just use a value of 500 that's going to be
more than enough for us. The more we use typically, the more performance every
the lighting will get. So keeping into as small as possible while not
making it too small, soda would still affect most of the radius within
a light source. It's still going to be giving
us a real nice effect. So the next step that we need to change is of course the light, because by default
is going to give us a wide type of a thin. So we can just click on
this area over here and change this to be more of
an orange type of a light. So by adjusting it, so we could get a real nice
type of a result like so. It's going to give us
a really nice type of intensity we
can now hit Okay, and see how it is looks. And we also have an intensity or the light
area over here as well. But we're going to
use a Blueprint in order to change
up the intensity so we don't have to
worry about it just now in regards to the
intensity itself. One more thing though,
that we'd like to maybe change up is going to
be the source radius. If we were to increase this to more of a high value like so, we're basically softening up the shadows that are around it. Because otherwise, if
we have a too small, I'm going to zoom
in a little bit just so we could visualize that a little bit more within
this area like this. So by having this
of a smaller area, we're basically telling
the source angle, the source radius of this point Light is
actually quite small. So we're going to get some
really hard shadows on the edges near the fireplace. So by increasing it
too much though, we're going to get rid of all of those shadows and
that's going to get, not give us enough our deaf. So we gotta make it
somewhere in the middle. And I think by adjusting it to a value of 100 is going to give us the right
type of results. So let's go ahead
and keep it as this. Now, in order for us
to create a code for the Light Flicker will need
to go into the event graph. So that's going to be located in the upper corner of our window, or actually right in the middle of the
window like so we're going to open this up
and we're going to get ourselves to Blueprint graph, which will be able to use in order to get ourselves
a really nice Flicker. So for us to make
the set Flicker, we're going to start on by making use out of the
event begin play. And that means that whenever
the scene gets played, it will start flickering and in turn will give us some real
nice results for the lights. So we're going to just simply drag it from this
area over here. And we're going to search
for an event timeline. So we're going to search
for timeline like so. And we're going to add a new
timeline just like that. And we can keep the name is as we don't need
to worry about the name since we're only using one timeline, that's
going to be fine. So we created
ourselves a timeline that is going to be
played whenever a, an event is going to
be beginning plane, we need to make
sure that it gets played in a loop and we'll be able to get ourselves a constant Flicker
within the scene. So for us to do
that, we're going to double-click on a timeline and open up the timeline
settings within it. All we need to do is set the loop to be
constantly looping. So this button over
here, with this enabled, we'll be able to
basically get ourselves a nice flickr constantly
within the scene. So of course we can now
close down this tab like so and get back
onto our Event Graph. And we're going to get ourselves a sequence which
will allow us to get multiple events
happening at once. Because we'll want to be
changing the intensity with the intensity
of float value that is also randomized. So we want to at same time change the intensity and
randomized a certain value. So for us to do
that, we're going to drag it from the Update, which will be
constantly updating our entire section within
this Light Flicker. And by dragging it out, we're going to search
for a sequence like so. Then we're going
to get a sequence of two. Just like that. We don't need a third
one, but if we do, if it wouldn't need
it, we can just click on the plus
symbol over here. That would give us
a new sequence. Just like that, I'm going to
click Control Z to undo it. And now in order for us to create an intensity
for the point Light, well, first of all, just drag the entire point light into
our scene just like that. So from the left-hand side, we're going to drag it
out into the world, into the Blueprint that
is just like that. And this'll give us a nice point light
area just like that. And of course we'll need to
set up an intensity from it. So we'll need to
determine the intensity. And the way we do it is just by clicking and dragging it
from the point Light like so we're going to search for intensity or more like
set in density that is. But this one over here, we're going to set
ourselves and intensity, and we're going to get
ourselves this type of a node. So now we just need to connect our sequence to
this node like so. So it'll be constantly
setting us a new intensity. Of course, we need
to tell the type of intensity that
we're going to create. For now we're going
to leave this as is. We're going to put
this a little bit more to the side, like so. And then for the next sequencer, we're going to get
ourselves a new event. So we're going to drag this from a sequencer and
we're actually going to begin by getting
ourselves a delay, node. Delay, like so, which will
allow us to give us a sort of a delay between those
Flicker intensity changes. So we'd get a more of an organic type of a look
and it wouldn't be too fast. And it'll make it look like
a natural type of a fire Flicker Light type of a delay? We need to set up a value and the value by
default is set at 0.2. But of course we need to
slightly change that up. And instead of just
changing the value as is, we're actually going to make
use out of a random range. We'd get a more organic
and randomized value. So we're going to right-click within a blueprint
and we're going to search for a random range, like so, so random
float in range. We're going to get this
sort of a node right away. We're going to connect
this to a duration just like that and ask for
the minimum and maximum. We want some past differences, a pass the type of delay. So we're going to get
a value from 0.082, a value of 0.13. And this will give
us a nice type of result for the delay. And then after each layer, we need to basically
get ourselves a type of a change Within a value. So for starters, we need to get, we need to tell this Blueprint
what kind of value to use. We need to get ourselves
a new variable for it. And so for us to do that, we're going to click on
this plus symbol over here. You will create ourselves
a new variable. We can call this
intensity like so. And we're going to change
this from a boolean. We're going to change
this to a float value. So this will allow us
to get us a number or this entire variable. And now all we need to do is just click and drag
and drop it into a Blueprint and make sure we're setting an
intensity this time. So we're going to be
able to, every time After a delay, set a new
intensity for this section. And we're going to
attach it right away after the delay
into this set node. And of course we need
to set the intensity. And just like we
did previously with a delay for a random node, we're also going to
randomize the intensity as well just to make
it more organic. So we're going to
right-click search for random float in range. So we're going to attach
this to an intensity. As for intensity, we are
going to change this to a value of between 200, just going to delete it 200 and a value of thousand, like so. So it is going to
have a last type of arrange between
those two values. So it's going to be
changing a value after every delay of
a randomized value to a randomized type of an intensity type of
a float variable. So now that we have
a change like so, now that we have ourselves
a randomized value for our intensity, of course we need to add it up to our point light
intensity over here. So the way we're going to do
it is actually quite simple. We're just going to make
use out of Alert value. And we're going to hold
L and we're going to click on a blueprint or sorry, because that's not a Material
Blueprint really need to actually right-click
and search for a loop. Like so. We're going
to add a float, and that's going to be switching between those two values. So now what we need to
do is tell the which is a and that's going to be an
original intensity value. So for the point Light, so we're going to drag it
out from the point Light, Light so, and get
ourselves and intensity. So for search for intensity, we're going to get ourselves
a light intensity. So this one over here, this is not the
intensity float Valley, this is a light intensity. So this is going to be a different type of
a value, like so. And we're going to
attach this to a, an, a just like that. Now as for the B, we're going
to be attaching this to a randomized variable that we had to discipline over here. We're going to drag it
and drop it over here. And we're going to get the intensity value
just like that. Then we're going to attach
this variable to a B. And of course, to finish it off, we're going to attach the
slurp to a new intensity. So every time this sequence
is going to be activated, is going to change us
with a new intensity. And of course, right now because the Alpha
is set at zero, we're not going to get anything. So what we need to do is
actually change that up. And basically the
higher the value for this is going to be, the more of an intense of a change that's
going to give us. And by default, I prefer to
use something of a value of zero point a that's
going to give us a real nice type of a result. And then afterwards, it
will basically add a, it will combine
between the values of an original value and with the intensity
variable that we have. This way, we'll get ourselves something of a value in-between. And then afterwards,
another time it activates, it's going to get that new
value that it just created and apply our new intensity that's going to be
randomized again. So that's going to
be the way it works. Basically, it's Unreal,
nice and simple type of a blueprint that gives
us a nice type of Flicker. So once we compile this type of a Blueprint by clicking on the top left-hand corner
like so we're going to get ourselves nothing because we still need to play the scene. So I'm actually just going to close this down closest
entire Blueprint like So hit Control and S
to save this entire scene. Now going to position
my camera to be right above this area over here and then
going to hit play. Just you could see how it
looks like within the scene. So just by doing
that, we can see the type of Light Flicker
is going to give us. And just like that, we're going to get ourselves a really nice dipole Flicker. It might be a little
bit too yellow because we can see
that the light, the flame itself is
actually more orangey type. So what I'm actually going to do is actually I'm
going to close this down and go into the
blueprint itself, which in order for us
to add it to Blueprint, again, we just have to
select the Blueprint. And on the right-hand
corner we're going to click Edit in Blueprint over here. So after we click this button, will be able to go back
onto the Viewport, have the point Light selected, and change the color over here. So I'm actually just
going to click on it. And I'm going to make it just a little bit
more red, like so. And maybe a little bit more. Just going to click Okay and
see how that looks like. And I think that
looks quite alright, actually, quite like it. We can keep it as is. And just like that, we're going to get
ourselves some really, really nice results
for the Light Flicker. But that's going to be
it in order for us to get ourselves a nice type of a fire within the
section of the hut. So thank you so
much for watching and I'll see you in a bit.
84. Sculpting out a Bird Mesh: Hello and welcome back everyone
to Unreal Engine five, beginner's guide to
building an environment. In the last lesson, we left it off by getting ourselves to fireplace that out with all
the ampersand light clickers. In this lesson, we're
going to continue building upon this
level and actually set up more of a natural look
within our landscape. And we're going to get some
birds within this area. So without further ado,
let's get started. We're going to begin by setting up the measures
for the birds. So what, we're going to go into the select mode
and we're going to change that to our
modeling mode. And within it, we're
going to make sure that the new asset allocation is
set within auto-generated, auto-generated folder,
moral relative. And of course we'll start
off with the shapes. This time we're going to
start on with a sphere. I think that's going to
be a much easier way for us to get a nice
silhouette of a bird. We're going to have
it in a bag of our environment flying
over these mountains, in front of the
mountains that is. And so we just need
to make sure we get ourselves a really nice
silhouette for the birds. And so we're going to just click on a sphere
and actually just place it somewhere in the scene like so we're going
to hit complete. And for now, that's what we're going to get
basically out of it. And I think we can just put
it on the side of our yeah, we can put it on the side
of our area like here. And we're going to click F
to reposition our camera so it'd be facing the
words, objects like so. So now we need to get ourselves a basic shape of a
silhouette or a bird. And the way we're going to do it is actually quite simple. We're going to scroll
down and we're going to go into the form. There are two deform
sculpting modes. The first one is going
to be, be sculpt, and the second one is
going to be D sculpt. The second one is a
dynamic mass sculpting. If we want to not worry
about the vertices too much, we can make use out of and get the really real nice type
of a shape out of it. But for now though, I think we can start on
with the vertex sculpting, which will allow us to, if we click on it, just
basically sculpt out a shape out of this type of a sphere. And we'll begin by
just increasing the scale to a quiet
larger amount like so. That's going to be a good start. And we basically have
a couple of options. The first one like flow spacing, that's going to
control the type of a way the brush is
behaving basically. We also have something called
the Hidden back paces. I usually keep this on
as that's just going to make sure that it
hits the back faces. But if we have a larger
brush, for example, and we don't want the bottom
of this sphere, for example. It'd be affected when we're
stretching out the top. We're going to have
this disabled. Now though, we're
just going to keep the rest of the options as is. So we're going to
have a brush set, sculpt n with a region as a volume and a
follow-up as smooth. And this will just allow us to, if we were to click and hold, to just sculpt out
these kind of a shape. So I'm going to click Control Z because that was too much. And what we're going to do is basically we're going to
start sculpting and we're going to keep in
mind that we're only going to be using one
side of the mesh, since other one
we're going to just basically mirror the mirror and tight mesh around
and get ourselves to symmetrical catalyst
shape or a bird. So let's go ahead
and get started. We're going to
stretch out the very front like so just
by quite a bit. And then we're
going to, actually, this might be going a
little bit too high up. So I'm going to hold shift and we're going to
click on the mesh. And that'll just kind of bring this entire mesh
backwards, like so. And we're just going to
expand it just like that. We're also going to get some bit of a shape out
on the side as well. Just like that,
we're going to get a really kind of a nice
basic type of a wing. And as for the body, as for the back of it, we're going to just hold it and just drag it
out. Words like so. And the top might be, if we were to hold Shift, we're going to just kinda squish it down a
little bit like so. And I think that looks, that looks quite bizarre for
a moment, but bear with it. Or as we're just making a very, very basic shape of a bird, at the very least one side. So keep in mind,
we're going to have a line going across
this section. And that'll just help us to get a nice kind of a mirror
of this bird area. Now for example, once
we get it like so, we want to move the
vertices around. We can click on this
button over here and change this from sculpt
n to change it to move. And this will allow
us to just click and hold and then drag
the vertices around. And it will help us to reposition the vertices
in a way that we want. So we're just going
to reposition them all just like that. And I think the bottom of this is actually a
little bit too wide, so we're going to
love it, It's down. Otherwise it's
going to look like Chunky type of way burden and
I don't think we want that. So let's go ahead and use the move tool to
drag this back leg. So if you want to smooth
out the vertices, we can also do that as well. Within a sculpting
brushes modes, there's something called smooth. If we were to click on it,
we're going to select it. And now we can just simply
tap on the very bottom. I cut up average out to
vertices the way they are. So it's not going to have
any type of a bumpy detail. And for now though, I think that's going
to be quite alright. It's going to have a bit of a messy type of an
area for the vertices. But we're going to
fix that up in a bit. We're going to hit
Accept for now. And we're getting
to get this sort of a shape for our bird. Of course this is, doesn't look quite as, Alright. So we're going to
be fixing that, but we're going to actually use dynamic mass
sculpting this time. So if we were to select it, the difference between
a vertex skeleton and dynamic scoping is that this one is going to be able to add additional vertices,
additional details. So for example, for
the edge of the bird, we only have one vertices
that points in this area. And if we were to click and tab, we can see that we're
actually adding additional vertices simply
by sculpting this out. So the brush type
is set as move. We can change it up to something like
inflate, for example. And we can just inflate,
inflate the vertices. Size, of course is going
to change up the size. So we're going to increase
the size like so. Just by doing this,
we're able to get some real nice results. And if we want to have some
control over the remeshing, over how many topologies, how much topology actually, as we can make use out of
these settings over here. So for example, if
we were to change the relative triangle
size to a low version, we'd get more of a density. So if I were to do that
like so minus one, we're going to actually, sorry, we're going to get a
smaller amount of vertices. And just by using that,
we're able to get some more topology
out of this area. So we're going to
use this for a bit. We're going to actually
use another brush type, which is also available
when the vertex sculpting. But of course,
we're going to add some vertices to this area. So we're going to
make use out of that. We're going to make
use out of Latin. And if we were to use that, we're going to be
able to flatten out these wings a little bit. So we just want to create a nice sort of a
silhouette just like that. And we don't have to worry
about the shape at the moment. We will not have to worry about the vertices amount
because we're going to change up the vertices
themselves in a bit. We just have to make sure we get a sort of a head shape at the very front and some
wings on the side. And the thing that's going to
be quite alright, actually, we just need to set up
something like this. Get more vertices, lot of it we can hit Accept and
we can actually go back onto the vertex cool thing and just go, going
between those two. We can get some nice results. And I think this time we
can just get ourselves into the Move tool and just
set up a really nice, a bit of a nicer shape. So we're going to actually make the size to be a
little bit smaller. This is going to be too big. If we were to yeah, we're going to change this up to be to a much smaller
size like so. And we're going to
move this entire oh, it's because I have the
water plays selected. It was giving me a
complete different size for the sculpting brush. So I'm going to make sure
I have this mesh selected. Goto back to the
vertex painting. And now we can lower this size and we should have
the right type of sides. We're going to use
Move tool to just move this out like so,
just like that. And we're going to
get ourselves a bit more for the wing as well. So we're just going to drag
this wing out just like that. And I simply playing
around with these, we're going to be able to
get a sort of a shape. So if we want, for example, we can go
to the top view as well. That might help us out to get a nicer shape so we can click
on this button over here. Then there's going to
be something called Mu. If you're not seeing it,
we can always change that up and select top view. And then we can click
on the same button, but within only that
window over here. And we're going to
get this result. And now we can just simply
sculpt it out within the top view only and get
the right type of a result. We're going to get
something like this. We've got to make
sure that the body is basically Placed
position in a right way. And the head, I think
we should have more of a neck over here because otherwise it looks a
little bit too thick. So I'm actually going to lower the size a little bit like so. And I'm going to just
kind of push it in words and get this head
to look like this. So that's going to be alright. We don't need to worry about, we don't need to worry
about it too much. We just got basic
shape out of it. And now we're going
to hit Accept and we're going to get this result. So now I'm going to go
back onto the view, onto our main view
that we had to see the type of
progress we've made. And of course, this
looks a little bit weird because it doesn't
have the other side. So we're going to be
fixing that right away. Actually. We're going to go into the modeling mode and make
use out of the mirroring. So we're going to use
tri modal select mirror. And right away we
should get ourselves. Again. I think I selected
the water plane, so I'm just going to
hit Cancel real quick. Make sure that the
bird mesh is selected. Hit mirror. And now we're going
to get this results. Of course, we don't
want to make sure That we're just connecting
the front and the back. We want to have this burden
be facing sideways to it, mirror to the side,
other side like so. So what we're going
to do is we got some mirror preset directions. If we were to go through them, we can see the type
of presets we get. So left and right, it seems like it goes to one side and number. So think up and down should be, doesn't seem to be
going the right way, forwards and backwards. They go forward, seems to
be the going the right way. And once we get this
sort of results, are we gotta do is
reposition our gizmo. And if we were to just
simply drag this in words, we're going to get this result, which is already
looking pretty nice. So I think I'm
gonna go ahead and hit Accept and keep it as is. So we're going to get this
sort of a shape for the bird. And of course, I think we need to adjust the
head a little bit. We want to make it a bit more
of a solid type of a shape. Since the main concern when
we're looking at this side of a sort of a bird is the
site of way kind of a view. And I think I'm
actually just going to squish it down just a
little bit like so. So this sort of shape for the bird is actually
looking quite nice. So we've got to make sure we just have a bit
more for the head. So we're going to go into the sculpting mode just
like we did previously, and find ourselves
the sculpting mode within all those
modeling mode areas. And there you go,
vertex sculpting. We're going to enable this. And this time we're going to, instead of using Move tool, we're going to use and inflate. So what inflate will do
is basically it'll expand all the vertices based
on the selection. So it's quite easy to give
us more of a solid shape. What is kind of a head? Actually, we can use
this to soften up the shape for the wings as well because they are too a little bit to
figure at the moment. So I'm actually just going to
make use out of it and hold Shift and it'll invert
the entire effect. And instead of inflating it, it'll kinda shrink
everything down. So I think that's
going to be quite nice in order to give us a nice type of a flat
shape for the wing. So that's going to
be quite alright. There you go. I think we can fix up this middle
as well a little bit. So we're going to
use a smooth tool. So we're going to go into
a smooth option like so and just move out the front a little
bit just like that. Now as for the back, we also need to make sure we fix up the bottom
just like that. And I think that's going
to give us a much, much better looking
off a result. I don't like the way this
thickness is really real quick. I'm just going to
fix that up using a move tool and just
kind of bringing this entire wing a little
bit upwards, just like that. A thing that's going
to give us a much, much nicer result
in that regard. There you go. We need to fix the top a little bit and
maybe just flatten it out. Maybe that might give us
the better type of results. So we're going to use
a flattened tool, which if we look for it, should be over here. So that will flatten an
entire mesh quite nicely. That might have been a
little bit too extreme. So I'm going to click
Control Z to undo it. And this is the point where we actually make use
out of the head faces because we don't want to our ends to be affecting it. Upper side of the
wing to affect it. And I think it's too strong. In order for us to
lower the strength, we can use the flattened
brush strength and you set it up to be 0.1. And this way we can
just click and tap real quick to give us this result, which might look quite right, but I think the bottom bid is, needs some fixing as well. So I'm actually just
going to do like so. And just like that we're going
to get some nice results. We might need to
finish it off by getting a and
inflate real quick. So we're going to go and
open this up and just kinda fixed this kind
of a hole over here. And I think that's going
to be quite alright. We just need to use a
smooth tool to just kind of average out to vertices
a little bit over here. All in all, this is going to look like a nice type of wings. So can, we can now hit Accept
finally and get this shape. And just to make sure
that it is symmetrical, we're going to go into
the mirror tool again. And it was, I think was
forwards like so we're going to set it up to be just
like we had before. Something of this shape, we're going to hit Accept. Now the only thing that
we need to sort out is going to be actually, well, first of all, the entire shape I think needs
to be going forward. So we're going to lean forward
just a little bit like so we're going to give us a
nice the type of results. So it's going to lay
sideways just like that. Then another thing
that we need to sort out is going to be actually something to do
with the overall vertices. So we'll need to
fix that as well. And we're going to use a simplified mesh
in order to remove excessive amount of vertices that we're going
to click Simplify. And this will allow us to remove our vertices
based on a percentage. So if we were to
increase the percentage, we're going to get
back the vertices. If we were to remove them. We're going to remove
all those vertices. And when doing this, we need to keep in
mind that we're going to actually have some of those vertices to be used within a vertex pain in order to
have those wings flapping. So we gotta make sure we have a certain
amount of vertices. And I think this amount is going to give us a right amount. Maybe set it to ten, a little bit too little. So set it to 14, and that's the right amount. We don't need to do too much. We don't need too many vertices, but just a little bit
enough for us to get a certain transition in-between those rings and actually think, setting it up to a high amount. I think that's going
to be quite alright. Since we will have
more control over the way the wings
are going to behave. And setting it up to a target percentage
of 20 and lowering basically 80% of amount of vertices is going to
do us quite well. Now we're going to
hit Accept and get this sort of a simplified
shape for the bird. So we just need to focus on
an overall type of a log. I was thinking about making use architecture
for a burn as well. But actually what we're going to do instead we're just going to make use of a
simple silhouette. And before doing that though,
I'd like us to go into a quick fix for the
rotation of this bird. So we're going to
go transformation, bake are as we're
just going to remake our position for the bird like so we're going to get
this sort of a look. So there you go. Now, in order for us
to get ourselves, the bird to be
just a silhouette, we're actually going to
go into the materials. And I think since we're
done using modelling mode, we're going to go back
to the Select mode so we can get rid of this tab
on the left-hand side. And that's going to be here. We pretty much set
up a nice mesh or a bird to be used at the
very back of our scene. And we're going to make
use out of the wireframe to set up some nice motion
for the wings as well. So that's going to
be pretty nice. And we don't need to worry about the UVs because we're
actually going to be setting up by a real nice
silhouette type of a material. So that's going to be for
the next lesson though. So thank you so
much for watching. And I will be seeing in a bit
85. Setting up Bird Material: Welcome back everyone
to Unreal Engine five, Beginners Guide to
build an environment. In the last lesson, we created the basic mesh for the bird, the Silhouette upper Bird. And in this lesson we're going
to continue working on it and set up a Material
for it to be used. So could have it lying over the terrain are
next to the mountains. So for us to view that, we're actually going to get
ourselves a Material are created and I think we can just keep it within
the VFX folder, since that's also part
of the visual effects, I suppose we're going
to right-click. We're going to create a Material and we're going to call
it Bird flap Material. We're going to double-click
to open it up. And the first thing that
we want to do is actually set up a material
that is going to not be affected by the light
since we want this Bird to actually be as simple
Silhouette in front of a sun. So we're actually
going to simply make a selection for the
properties Material. And we're going to
change the shading mode from the default ggplot, be unlit and right
away, once we do that, we get most of the options to be ticked off and we're
only going to be able to make use out of the
mess of color to set up a nice sort of a
Silhouette of a color. Since it is unlit, Material, emissive color doesn't get
affected by the light, so we're only able to
make use out of this. And of course, we're also able to use out of old
position offset, which will be able to set up in order to make this bird flies. So actually, before
doing anything, I'd like us to just apply a Material Instance
onto this bird. So we're going to right-click onto material
that we created. We're going to create
a Material Instance, and we're just
going to apply this directly onto our Bird, just like that, which seems like I didn't make
an assignment. So I'm actually just
going to minimize the Material window
that we have. And I'm going to have
the Bird selected. Just apply it onto
the right-hand corner within the Details
tab, just like that. And I think that works out well. It's like right now as science. So we're going to
open up the material and we're going to firstly
change the color for it. We're going to get ourselves a very basic setup parameter to change the color just
in case that we want to, we're going to hold free. We're going to tap on the
screen within a Materials tab, and we're going
to attach this to emissive color and ask
for the parameter itself. We're going to right-click and convert this to a
parameter just so we can make some adjustments in case
we needed in the future. For our Material Instance, I can call this
one color like so. And default one is black, which is actually
totally fine for us. We're going to click
Control and S to save it and compile the
entire material. And this is a type of result
that we're going to get. So right away it's actually
going to look quite a nice like a silhouette
type of a Bird. We're going to put it all
the way in a bag so we can see how it looked like
behind our Lighting. And now we're going to set up the motion for the
birds to flap. So what we're going
to do is actually going to be relatively simple. We're going to firstly make
use out of a sine value, and that'll just
allow us to move our entire birds so
by right-clicking, searching for signs like so. And of course we'll need to attach the time to it as well. But before doing that though, we need to make sure
we have some control over the speed of the
motion of those wings. So we're going to
right-click search for time and waste the time. We're going to set
a simple parameter for a Bird, fly speed. So we're going to hold em, we're going to tap on the screen and we're
going to hold S and tap on the screen as well to get ourselves a parameter, we're going to call this
one wing speed, like so, going to basically attached
to time and the wind speed, both of them into
the multiplier. Just like that. And of course, we're
going to maybe just move them a little
bit to the back. And we're going to
attach it right away onto the sine
value just like that. Of course, the default
parameter is going to be zero, so we're going to change it to one so we could have some bit of the movement from the get-go. So now we're going
to basically attach this to the world position and see how this would look like. We're going to hit Control S to see what kind of emotion
actually gives us. And it just gives us a
slight bit of a wobble. So the next step that
we're going to do is actually go ahead and add an intensifier that
basically will allow us to make the bird to have an increased amount of intensity for from
this sine value. So we're going to simply hold S. We're going to create ourselves a parameter and
we're going to call this wing flap amount, like so. And we're going to get a cell as a multiplier holding M tap,
tapping on the screen. We're going to both combine the sine value and
the wing flap amount. And we're going to attach that to the world position offset. Just like that. And maybe the default value
was a little bit too small, so we're going to get them
default value to set the free. And now we're going to click
Control and S to see how the motion is going to
look like what a Bird. And that's going to
look a little bit more of an intense type of value Just to see it works
properly though, I'm going to set this to
maybe something like 50 just to see it wobbling
around like so, so that's going to
look quite nice. There you go. And it's already having
a certain emotion. But of course it's
not the type of motion that we want because we don't have motion
in the right way. Cartilage just
wobbling sideways. If we look at it from side, it's actually just going
diagonally like so. So we obviously don't
want this to happen. We want it to be
going up and down. Only know before we even
create a motion for the wing, we've got to set up the
motion first properly. And so for us to do that, what we need to
do is we actually need to get ourselves
a new multipliers. So I'm actually
just going to move the emissive color out of the way when to just reposition
my window real quick. And now what we're going
to do is get ourselves a multiplier like so holding M, tapping on the screen. And we're going to
attach the B to B, the sine value that
we had previously. We're going to attach this right away through
well-positioned. And as for the a,
we're going to make sure we can mask
out only vector Z. So we only the zed value will represent the
up and down motion. So basically we're going to
get ourselves vector free. We're going to click and hold free and then tap on a screen. So we're going to get
ourselves vector free. For this vector, we're going to simply extend
this entire value, like so we're not going
to go into Color Picker, and we're just going
to set it to be a blue value of one and rest of them are
going to be as zero. This way we'll be
able to control only the blue value like so. And then we'll need to basically right-click
and search for transform vector
or vector like so. And actually we're
just going to need to use only transform. So by searching transform, we're going to get
this one over here. We're going to select it
to get transformed vector. And we're going to connect this blue value right
into it, like so. Now we need to make
sure that it is being used as a local space
instead of world space. So having this node select
a liberal need to change it up from whitespace
to local space. So this way, we're just
making sure that it is not using the vectors
within a world space. And we're able to attach it directly to the
objects individually. So that's going to give us
the right kind of results. Now all we need
to do is set them up with the multiplier like so. Once we do that, we're going
to click Control and S to save it up and see the type of result that
we're going to get. An actual, this is what we're getting at the
moment because they just realize that it is not the right
type of local space. We need to go into
it and we need to change it from destination. Instead, this will need
to be world space. The source itself, though, needs to be local space if we
change those two together, like so, we're going to get wobbly effect going in
emotion of up and down. Now if we click Control
and S to save it up, we're going to get
this sort of emotion up and down within the Z axis. So they're always going to be wobbling like so that's
going to be quite nice. But of course we're not
quite done just yet since we need to set up some
of additional settings. And so for starters, what we need to do is firstly, we need to make sure that we are using Vertex color
within this area. And the way we're going
to do it is actually, we're going to just right-click or actually I'm
just going to move the color, but AMISOM color just a
little bit out of the way. And we'll need to just right-click search
for Vertex color. We're going to get
this one over here. And we're going to just multiply this by the red one, like so. And by using them up, using the previous multiplier
with the multiplier for B, attaching this to the
world position like so, we're going to get the
right type of result. Now, if you click Control
S and save it out, it should still be wobbling. But that's because we don't
have the vertex Painting yet. And we're going to paint out
the entire body in the BID. Before doing that though, what I'd like us to do is set up the wobble motion for us to be a little bit
more randomized. And the weekend we
can achieve that is actually if we're to add an additional setting
onto our timer before adding it to the
sine value over here. If we were to simply
add a world position, would be able to basically
move the Bird a little bit because right now
if I were to make a duplicate out of it
by just holding Alt, you can see that both of these motions are
actually the same. So we're going to be changing
that up a little bit. And we can do so
by right-clicking and just getting ourselves
the world object position. The object position in
world space like so. Now we're going to of
course, use a mask, because right now it's
just making use out of a free directional vector. And we need to just use a
simple one type of a value. So I think the best one is going to be if we
were just to drag it out, use component mask, like so. And we're just going to
use one value actually, I think that's going to
be more than enough. In this case, we're going
to set it up like so. And by default, the value is actually going to
be quite large, so we need to divide it. We're going to drag this out, search for divider like so. And the right value that
we're going to make use out of is going to be 1,000. I think that's
going to be quiet. Alright, you go. Now we just need
to add it up those to the time and this position, if you hold a and add it
up to the side like so, we can simply add both of these together and add it
to a sine value. We can click Control
and S to save it up. And now if you
have a look at it, we're going to see
that both of them are actually wobbling in
different directions. Now what's not going to change is that both of these
birds, if, for example, we duplicate it to the side, we'll notice that
they're actually still they still keep
the same motion. So in order for us to make
sure we truly randomize it based on a position
we're going to make a duplicate
out of this mask. And the divider as well, going to hit Control C,
Control V, just like that. And we're going to attach
this world position, this time the component mass. Instead of using a green one, we're going to use a red one. So this way, it'll be
the x-axis instead. And now we're going to add the, add them both
together basically. So we're going to hold
a, tap it on the graph, and we're going to add these
two together, like so. And both of these, we're going to just add it up to the entire
value just like that. So now we're going to hit
Control and S to save it. And now, once it saves up, we can see that all
of them mobile in their own different
kind of a Pattern. And that's actually going to
make it look much nicer in regards to how to look like. So that's going to be it for
the regards of the material. In the next lesson, we're
going to continue on with this and actually
set up a nice type of flock of birds going over the side of the Horizon
within our landscape. So thank you so
much for watching and I'll see you in a bit.
86. Vertex Painting Bird Static Mesh: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
off by setting ourselves a nice Material
Instance which allows us to move our Birds
route the Sky. And now we're going
to make use out of those vertex Painting nodes. We set up with this
entire mobile mesh and actually make only
the bird wings to move within this area. So right now they're moving
and we need to make sure that we set them up in a
nice way for service, we're just going to
grab the first Bird that we had, this one over here. And I'm actually just
going to rename it first. I'm going to select it within my outliner and just
click F2, like so. And then we're going to call
this Bird just like that. And I think that's going
to be actually alright. We can delete the rest
of the birds for now, or we can leave
them as is for now. Since when we're going to be doing vertex Painting is better. It might be as well better
to have multiple Birds, one area just to see
how the wings will flap in multiple
varieties of measures. So let's go ahead
and just select the Bird that we just
renamed, like so. And we're going to go
onto Modeling Mode. Sorry, not the Modeling Mode. We're going to go
from the select mode to the mesh paint Mode. And we're going to make sure that we have
this Bird selected. Then we're going to go
onto the pain Mode. And we're going to
make use out of the red channel just to pay out the different types of
a section within this bird. So we're going to change the color view mode
to be a red channel. And what you'll
notice is because we are having it selected
within a red channel. It's actually not going to be affected by the
material anymore. It's not going to
be moving around. The rest of the meshes are
going to be moving around. But this one, we have
it within our channel, is not going to be
affected anymore. So we're going to
make use out of that because right now
it's not moving. And we'll be able to
paint it in a nice way. And actually, I'll just
go back real quick and just move this away because the wings were kind
of interacting with one another and they were
overlapping with other birds. So I'm just going to
move it to the side like so what we need to do is basically we just
need to pay it out this entire section in
black for the main body. So we're going to go into
pain mode just like that. And we're going to change the paint color from
white to black. And are the secret is to have
the falloff to be at 100%. So when we're painting it, or actually one more painting is going to
be completely hard. But if we were to
set this to 100, the fallout will be
the maximum size. And that'll allow us to have a nice transition for the wings. So we need to not only have
the body set as black, but we also need to have some transition in
between the wings. So this way we'll have some
less of a strength go in, in the areas that are close to their body and the areas
that are further away from the body for the wings are going to actually
be more affected by this movement of the bird
flap Material Instance. So without further ado, we're just going to paint
out the body first, like so. Just like that, we're going
to paint it out entirely. And let's not forget to have the bottom painted in as well. I'm just going to love and
my camera and just have this section painted out
as well, just like that. Now we can also lower the strength for
this entire section. We can put it as 0.1 and
we can just lightly tap on the sections of the size
of the bird for the wings. And just by clicking and
holding and slowly tapping it like so we can darken it
up just a little bit. But it's going to
be enough for us to have some more variation
within these Bird played, a Bird flap wings. So we're just making sure
that we have some nice, nicer transition just like that. And once we're done with that, we're pretty much going to be
able to live it out as is. So we're just
focusing on getting ourselves a nice gradient. I might need to increase the strangers by a little bit more. So 0.2 maybe will be
a little bit faster. And I'm just tapping
it out at the front, making sure that the gradient
is a little bit nicer. And if you want to
go from dab away, just use a wide channel exhorts. I'm just going to click
X and just change up this and just kinda get a
nicer type of a gradient. That's all we need to do basically in order
to get ourselves a nicer kind of a
vertex Painting. And I think that's
going to be alright. Don't need to overdo it. So now once we're
done with that, we can actually leave the red channel and turn
the color view mode off. And we should see that only the wings are actually moving. So it's going to be much nicer. Now in order for us to apply this to the rest of the mesh, to its original Static Mesh, because this is only applied
to the instance of it and it's only going to be
onto this one of the mesh. We need to make sure we apply by clicking on
this button over here. So if were to click Apply
and then click Continue, It's actually going to apply all of those vertex Painting onto the rest of our meshes
Within the Static Mesh. That's going to be quite nice. We can now go back to the
Select mode and just take off this tab from the side and see how the wings
would look like. They're looking quite alright. They're looking quite nice. But of course, they might
need to have more adjustment because they're not flapping quiet enough from
the side except, for example, if you look at it, we can see that
actually they're not, they're not behaving as
the 3D type of birds. We might need to
adjust them even more. So we're going to go
into Material Instance, the one that makes use
out of these emotions. And we're going to
actually just make use out of the wing flap amount. And we might as well turn on
the wing speed just in case. And what if wing flap amount, we're just going to increase
this by quite a bit. And just by increasing this, we can see the type of motion
that we're going to get. So they're going to be
looking much, much nicer. If we set it to 40. I think that's going
to be quite alright. We're going to get a
nice type of motion, especially for looking for a distance and maybe set
it to a little bit more. But in general, I think that's going to
be quiet, alright, because we're only worried
about the overall Silhouette, although from the front
they don't look quite as well because we
don't have a nice type of a gradient applied because of course we using
less amount of vertices and that doesn't give
us a lot of control over the way they're behaving
the wings themselves. It's actually going
to be quite alright. We now need to worry a
bit, a bit, a little bit. In regards to the wing speed, I'm going to be affected by
the position of this object. So for example, when
we're moving it, they're going to have
a much different type of automation, a much different type
of a wing flaps been. So we're going to live this
setting for now as is. And then in the next lesson we're going to
continue working with the Bird and actually set
them up to be animated, to be flying through the sky
using a level sequencer. So yeah, that's it. Thank you so much for watching
and I'll see you in a bit.
87. Animating Birds Flying Across Horizon: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we left it off by setting some of
the vertex Painting. So the birds were actually flap their wings instead of just
wobbling their entire bodies. And in this lesson
we're going to continue working with
them and set them up to be a nice kind of flock of birds to be going for
the side of the mountain. So we're going to
start off by just getting the Bird
that we renamed. So this one over here, and we're actually going to
delete the rest of them. So to make our lives a
little bit easier in regards to having
them named properly. So I'm actually just going
to take them off like so. Delete. And now we've got ourselves a single
name, Bird Lake. So what we're going to do is
actually we're going to make duplicates out of
them and set up a nice shape out of them. So we're going to hold Alt. We're going to just simply drag it out like so to
make a duplicate and we're going to just
position one of them to be on this side. Then for the next one we're going to do it on
the other side. So we're going to
hold Alt, we're going to drag it out like so. And we basically are going
to make a nice V shapes. We're going to actually go, go ahead and grab both of
them just like that. We're going to hold Alt,
we're going to grab them to the back, like so. And we're going to grab
one of them and put it on more reside and the
other one on our side, just like that, we can make it as long as you want it to
be a thing for now though, we can keep it as
as and worst-case. We can always add them up
to be a little bit more, but they're going to be looking quite alright as they are now. So we're actually
going to make use out of them and in order
for us to just animate it nicely and to just speed up an entire
process instead of just animating the motion of them moving all of them
each one of the time. We're just going to animate
one and we're going to attach the rest of them
into that section. So the way we're going to
do it, There's actually, we're going to grab all
the birds except for the one in the very front, like so. And we're going to
Within outline and we're just going to
click and hold and then drag it and drop it underneath
the original birds. So now when we have
this selected, when we move this around, we're going to have
all of them selected within the same Bird
cannabis space. And this way we're able to
just move them around nicely and have a nice
Motion algorithm. And now the way
we're going to set them up is actually
we're going to go back onto the content folder
and just set up in level sequence for the Bird
motion within this area. So that's going to
be a little bit easier for us to navigate. So we're going to right-click. We're going to go ahead and get ourselves a level sequencer, which if we're
just simply search for Level sequencer like so, we'll be able to
find it over here. There's going to be underneath
the animation section. Let's go ahead and add
this up and we can call this Bird Motion just like that. So now in order for
us to animate it, we're going to double-click
and open it up, which should open it up at
the bottom hand corner. And our tab, if
we're not seeing it, we can sometimes
have it hidden away. And that's because when we have our cognitive browser
doctrine and the secret NJ, the sequencer by default
is just going to automatically dock
itself next to it. So we've got ourselves a content browser and the sequence
of browser as well. So keep in mind that if
you're not seeing it, just makes sure you open up the tab is going to be over
in this section over here. And all we're going
to do is firstly, we're going to
position the birds to be on the side of the terrain. So we're just going
to our camera to be way off in a distance. And I think we can just
drag the birds out like so and put them off
in the distance. I think we can start
off by getting a default kind of a look to see how they're
going to look like exactly by flying
over the mountains. And I think I'm just going
to position my camera firstly to be like so and just see which angle exactly we need to
set them up to be. So just having a
camera like this, we're going to see the Birds. And I'm actually just going
to click G just to make sure we hide away
the gizmo, like so. And we're not quite
seeing the birds. I think they're
actually too small or they might need to be a
little bit more to France. So let's go ahead
and to bring them up a little bit more
to the front like so. And I think that's going
to be quite alright. Now we're just going
to lower them down. Just like that. That's going to
be quite alright. Actually, we can see
some Bird motion. And I'm just wondering
if they need to be a little bit more to the back or if they're
going to be alright. Think we should get them a
little bit more to the back. So we're going to go ahead
and have them selected. Like so the very first Bird. And we're just going
to move it motor bag. And it's going to see if they're going to look nice in
this kind of a height. Just by dragging and
across our entire section. Camera is going to be somewhere
in this area over here. Like so. And I think they're
going to be quite alright in this section. So let's go ahead and make
use out of this area. I'm actually just
going to select the bird, the first Bird, just going to click F to
reposition my camera and we're going to see where exactly
they're going to be landed. And there's going
to be landed on a very edge of this Terrain. And I'm actually just going
to position this like so. That might be a
little bit better. And just going to go
actually go back to the section and see if they're going to be not
adjusted by too much. We don't want them to make Big of a focal point when
we're reviewing our scene. So just having them off in
the distance like that, I think that's going
to be quite alright. We might need to raise
them up just a little bit. And we're tweaking this value, were able to get
it in this section that's going to be going
across the sunlight. So now we're going to click F. And now in order for us to get the Bird section in the
level sequencer by default, it actually already gave me a section for the
transformation, but if you're not seeing this, we can just reset it and redo it again because when
we have a sequence, it tends to add
automatically sections of our Static Mesh and whatnot when we have different selections, they tried to automatically
add it into the sequencer. So we're going to actually
reset this entire thing. We're going to delete this area and we're going to
start out fresh. So with an empty
level sequencer, we're just going to
position this bird with its flock on the
side of our level. Just like that. And we're going to simply add a key starting point
within the sequencer. And actually before adding that, we're going to change our
frames to be seconds. This way we'll be able
to tell the timeframe that they take to travel from this area to the other side. So the way to do it is
we're going to change up this FPS to be shown as time. So we can just hover over Showtime as seconds and we
can just change that up. Now by default, we should
have something like 0-5 s to see it, to see the entire timeline. But that's going to be an
downside for us because we need to actually set up
a much longer animation. So we're actually going to
increase the working range. And the way for us to do that is by on the right-hand side, we have something
called working range. And so we need to change a sub. If you wanted to change this
up to something like 300, we get this bar on the
bottom to be much smaller. And now we've worked to
increase this entire thing. We can see much more
of our timelines. So by simply clicking, holding, and dragging this out, we can just expand our entire timeline. And I think we can
just set this up to be something like 25 s. I think that's going
to be perfect, which is going to be over
in this area over here. So by clicking, holding
and dragging this red bar, we're able to adjust
where our time, our level sequencer ends. And that's exactly
what we wanted. The beam. Now we're going
to add the birds. So we're just going to
simply click and hold from the outliner and drag it into
sequences that's like that. And we're going to get ourselves a Bird Static Mesh alongside
with the transformation. So now all we gotta
do is make sure that our first initial frame is
positioned accordingly. So the top orange type of an arrow allows us to position this at where
we want it to be. Just show us where exactly
it is within a time scale, the timeframe of
Level sequencer. And we'll want it to
be at the very start. So we're just going to
click this button over here to get back all the way to 00. And then afterwards
we're going to click ourselves this
button over here, which will add a new frame. And afterwards we'll want to
put this at the very end, like so by clicking on
this button over here. And once we have ourselves this orange arrow placed
all the way at the back, will just want to drag our entire sequence of Birds all the way through
the upper end like so. And just like that, we'll be able to get ourselves a really real nice
sort of emotion. So by just doing it over in
this EGN like so and clicking another Add keyframe
will be basically able to get ourselves a nice
motion going across the sky. So let's go ahead
and check that out. If we were to select ourselves the sequencer and then click
the Play button over here. Or alternatively we can, we can just say space
with the sequence is selected and we'll see
the motion of the birds. Now by default, I
think the motion of the wings are actually going to be a little
bit too fast maybe, or a little bit too short. But we need to set up the
motion first properly and we're just
going to reposition our camera back at
our Environment, back out our dock. And I'm just going
to position it like so we could see where the motion is for the birds will want to have our camera shots,
something in this area. And we'll basically
want the birds to start flying out as soon
as the shot starts. So we'd have some motion within our entire
environment right away, instead of just waiting
it for them to appear. So what are we going to do
is actually quite simple. We're going to determine the speed by just having
this basic animation. We're going to tell where it actually starts and how
long do we need to wait. And actually 6 s before it actually even
appears within this shot, I even positioned my camera
a little bit more to right, so we can see more of
this area over here. But the way we're
going to do it, it's basically we're going
to start out by moving this entire frame motion all the way to this
area over here. So we're basically only
seeing the birds only barely. And actually even
instead of that, we're just going to position
them to be out of the shot itself so we can see just barely a tiny bit on
the right-hand corner. Then what we're going to do is actually we're going
to create ourselves A new keyframe by clicking
on this button over here, we're actually going to
delete the original keyframe. And we're going to
select it, hit Delete, and we're going to drag our keyframe that we just created into the
back, just like that. So this way, we're
actually going to start this animation to be moving within the very first Within a very first level
sequencer of an animation. And we're going to get
this sort of a result. So of course, right
now the motion for the birds might be a
little bit set to off. So we're going to have them
flying off in a distance. And emotion itself is because it said as Automatic kind
of an interpolation, we're not going to have a nice type of shot because they're
actually going to slow, start slowly and then speed up and slowed down once
it reached the end. So we need to make
sure we fix that. We're going to select both of these key points holding
shift like that. And we're going to
actually just right-click and set them to linear. So what this will
do is just make it, we'll make sure that motion is constant and doesn't
get affected by any type of a speed
in-between the frames. And we're just going to have a constant type
of a speed go in. The birds go in through the
mountains just like that. And that's going to make it
look really, really nice. So once we have it like so
we of course need to set up this entire level
sequencer to be set. So whenever the level would get played out,
they'd start moving. So the way we're going to do
is actually quite simple. We're going to go back
entrepreneur browser. We're going to get this
level sequencer in reward like so it's going
to drag it and drop it. And we can actually see it
because I had a game view of. So I'm going to click G and then we're going to
see the icon over here. So this Level sequence
or just needs to be made sure that
it automatically gets played out whenever we're actually just
running this level. So we're going to, Within the
bottom right-hand corner, we're going to go on to the playback section and
we're going to hit auto-play. And this will just make sure
that whenever we hit Play, it's going to start playing out. We can actually just position
your camera or like so, or I'm just going to put my character over here and just see how that
would look like. So now, once we hit play, like so, we're going to see the Birds
Flying Across the sky. That's actually quite nice. Now, in regards to
the emotion itself, we need to determine
the animation overall kind of emotion
of those wings. So let's go ahead and
do that right away. What we're actually going
to start off with is if we were to go on
to the sequencer, just like we did before, and we're going to set
them to be looping. So we have the constant
motion of looping so to be able to play around with the settings while
it's in motion. So we're going to
click this button over here and enabled
Basic loopback range. So now whenever we hit Play, we're going to have
them constantly go in and add whenever
they reach an end, which is going to be right now. So if we give it a second
and then they go like this, they're actually going to reset this entire thing
and there's going to continue starting going
across the sky again. So that's quite nice. And I'm actually, I think I'm going to hit pause real quick and just change this up from
a Scalability to a low, just so we can have more
of a performance while I'm recording this and I can see the motion in real time
a little bit better. And now we're going to hit play just so we could
see how it looks like. And they are looking
quite alright, but of course we need to
make some adjustments. I think there are a little
bit to slaughter moments. We're going to go to
the content browser. We're going to open up the VFX and Bird lab Material Instance. And we're going to set
up the wing speeds. So let's try something extreme. Let's try something like ten. That's obviously
going to be too much. So maybe something like to, I think two is going to
actually look quite alright. I'm going to have
some nice wing flap going across the sky, like so. And that's all it
takes for us to get us some nice Silhouette of the
Birds Flying Cross the sky. So, yeah, let's
not forget to turn off and pause the sequencer
for the Bird motion. And let's go actually
back on through high view and see
how this would look like within our sequence
you'd like now. And I quite like the overall Silhouette
going over the mountains, over the shadows of the sun. Yeah, we're going
to leave it as is. So thank you so
much for watching and I'll see you in a bit.
88. Creating FireFlies: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left it off by getting some
of the birds to be going across the
mountain Across Horizon. Now we're going to continue
working with this project and set up even more
motion within the scene. And this time we're
going to get ourselves some fireflies to be
going across our area, just buzzing around over
the top of the water. So in order for us to
do that Bird, firstly, we're going to close
down the sequencer for now as we'll be able to
open that up later on. So I'm just going to go
ahead and close this down. And now within the VFX folder, we're going to create ourselves a new Niagara system particle. So we're going to right-click, get ourselves a Niagara
system like so. We're going to create
ourselves a simple emitter. Click Next, and we're
going to make use out of the fountain added to
our entire emitter. We're going to click finish. And then of course we're going
to rename this so we can call this Firefly, like so. We can open this up. And now we can finally
do some settings within it to get ourselves
some nice FireFlies. So I'm actually going to just open this up
entirely like so. And it's actually rather
easy to set them up. So without further ado,
let's get into it. We're going to start off
by probably lowering down that matter particles were
spearing this out of this. So within spawn rate, we are going to change this from 1930 and we're going
to keep it as is. And now for now we're
going to just remove all of those initial
voices that we have. So we're going to just
simply untick the velocity, gravity force and drag force
and just going to have some nice Particle System
over here, just so good. Clearly visualize it how they look like
within the section. And we're going to straightaway change up the shape location of this entire thing where they sponsors to currently
kind of clustered up to gamma. So we're going to open
up the shape location and change the shape radius. So we're going to get this 8-200 to get it be spread out
a little bit more like so. Now there's also additional setting that we can make use out of something called Spirit
Surface distribution. By default, it's always zero, which will mean that it'll spawn everywhere within this sphere. But if we were to sport, set it as one, which will notice
is that it will spawn everywhere
around this sphere, around this shape that is making use out of in order to
on all of those particles. So we're going to
actually get it to be spawning a little bit
outside of the center area. So won't be just
clustered up together. All of those Fire box
that we're making. So right away we're actually just going to change
this instead of just one. We're going to
change this to 0.7. And this way they're going
to be spawning Within the inside of this sphere shape, but at same time
they're not going to be completely inside of it, inside of the middle section. Now going, moving on
with the Particles, we're going to go onto
initialized particle and we're going to set up the lifetime minimum and lifetime maximum to be
a little bit longer. So we're going to
set it to 86.8. That is. So they're going to be
lasting much, much longer. And in turn, we're going to get more motion out with them. But keep in mind that while we're increasing
the lifetime also this bond rate will make it look like there because
they're lasting longer. They're going to
be more types of particles within this section, which is actually exactly
what we want for a moment. But just keep in mind
that whenever you're playing around with lifetime
minimum and maximum, you are probably also want
to adjust the spawn rate. So continuing on, we'll
want to set up a color, but we'll want to
have a random range. So let's go ahead and simply click on this
button over here. Search for random carousels, random arrange, Excel, or sorry, that was in the
lifetime maximum. We need to click on this arrow over here, search for random. There you go, random
range linear float. We're going to get two
colors, minimum and maximum. And we're going to set
the first one to be an orangey type of a look vein. That's going
to be quite alright. Let's go ahead and click Okay. And I actually forgot to
turn up the brightness, so I'm just going to
move it back within a color picker and just increase
the brightness like so. And it's going to
be quite alright. Let's go ahead and click Okay. And as for the maximum mortgage
is going to get ourselves a yellow type of a
color just like that. So we're going to get arrange of a orange and yellow
type of FireFlies. Then as for the size
and we can keep something in-between of 5.10. Let's go ahead and just
those actually right away. We're going to get ourselves a nice variation of
sizes just like that. There'll be popping in
nicely in our area. And I don't quite like just a circle or type of a look that we're
having out of them. So we're going to
adjust the way. I think we're going to make it to be slightly squished up. So the way we're
going to do it is actually relatively easy within the sprite size if
we're to change this from random uniform
to non-uniform. So we can have ourselves, right, size of X and Y. And we can just change X to be half of the original value. And we're going to get
this sort of results, whether you're going to be squished up and you're going to look like a bit more
like Buck Shapes. So it's going to be much, much nicer in that regard. Now we need to set
them up to be actually moving along the area of
how they're shaped up. So we'll start off
by getting ourselves a really quick
vector, noise force And for a city that we're going to go into the particle update, we're going to search
for a noise source, enrich, going to get
ourselves this one over here. So this one allows us to just get ourselves a
simple force amount. And that just gives us a
really quick and easy way to just get some nice
motion within this area. I think we can just increase
it by a little bit. Try something like that. Think by default is
actually quite alright. Let's go ahead and
keep it as 240, like so I think that's
going to give us a nice type of result. Now because you can see
it's actually they're moving sideways,
diagonally or whatnot. We need to go ahead
and fix that. So we're going to go into
the renderer interests, but no a here, and we're going to adjust the
parameters from here. Now that alignment
is set to unaligned, we need to make sure we
set it to velocity align. So they're always going
to be moving in a way of the velocity are
always going to be rotated position in that regard. So that's going to give us a
much nicer type of emotion. Now, going back to the
size of our particles, size of those fireplace, what do we have right now is
because we set them up to be with the same
sprite size of 5.10. They're all going to
be the same size. So we need to find a workaround carve away
because otherwise, there is a way to randomize
these values within here. But we can exactly do
it because they'll try to randomize not
only between X and Y, they'll just randomize
between those two values. And some of them, the
bugs will be kind of squished up a little bit more and more roundish and whatnot. So of course, we need to
find a way around that. And the easiest way would
be to just make use out the scaling within a
particle updates, so forth. Just search for
scale size. Like so. We're going to get
ourselves Scale sprite size by just using this to, let's say we can just
use a ramp-up and get both the starting point
and the final point before to click and hold Control
Shift and just select them were to just get these
to be 0.5 of value. So whenever they
start off going to be small and they're
going to get larger and then go back to Smaller. And in that regard,
because we have so many of them
spawning constantly, some of them are going
to natural look Smaller right away and some of them
are going to look bigger. And in that regard, we're just going to have
a variation of sizes just by using
the scale of a curve. Now of course they're popping
up right now randomly. So we're going to make
use out with scale color, and we're just going
to select it and equip quickly add a ramp up and down. So I'm just going to
appear disappear. Simple type of emotion. That's going to be
quite alright, Perez. And that's all we
need to do actually for the regard of
the scale color. But if we want to have them slightly a flickering and
make them look even nicer, we're going to make use
out of a scale RGB value. Or nowadays, they're
going to be set in the vector free
type of format. So they have X, Y, and Z. And if we were to just add
a curvature right away, we're going to have
multiple curvature lines and that's going to give us more of a hassle to work with. So what we're going
to do is, well firstly convert this to a, just a single float value. So we're going to search for a vector from float
that it'll just give us a simple type of a number that we can control
by going up and down, they'll be able to just increase in the brightness for them. And of course, we're going to adjust this using the curvature. So we're going to click
on this part over here. Search for curvature, the
float from curvature, like so we're going
to get this result. We're going to get
ourselves a ramp up, down. Or actually we're going to start off with the pulse and
we're just going to make a couple of
additional values. So I think we can just
get ourselves hey, of the front and back
value to be set as one. So that'll be a default value
for it to select those. We're just going to put
in the one value like so. For this middle one, we're just going to drag
it up a little bit. And we're going to get ourselves a new key by right-clicking
and adding a key. This key is actually
not automatic, so we're going to
right-click and also change this to be Automatic. So it'll be a nicer
type of a transition. And we're going to lower
this down to 0.5 over value, just like that. And we basically need
to transition between those two values and just
get a nice Kadima results. So we're actually going to just right-click and get
a sells a new value. Or actually we're
just going to copy this key and just paste in the values like so to select it. Or actually, I'm just
going to delete this key, right real quick and get ourselves the key
data from this value, which was 1.75, gives us a quick copy control
C at a new key. Like so, make this key Automatic and put it in the
valley that we had. And this way will give us a, this type of a result. And just for good measure, I'm going to add one more
and set this up to auto. And this was a value of 0.5. So we're going to
lower this out. We're going to get
this sort of result. And finally, just more and more. And we're going to just
bring it all the way up, set this to Automatic as well. And we're going to get a 1.75, just like we
did previously. We're going to get a bit of a
zigzaggy type of a Pattern. They don't have to have a type of a pattern
that actually has a rhythm to them so they can have more of a
variation within them. But all in all, once we have more or less this
sort of a Pattern, we're going to have more within these sort of life flickers for whenever they're
flying around. So we might be able to see it a little bit more if we were
to change it to unlit. And this might give us a better understanding
on how they work. And for example, if I were to
change this value to eight, then just to exaggerate
a little bit, just to see how they look like. We're going to see
more of a Variations. So I think that's going
to be quite alright. But keeping it as the value
of 1.75 is going to be quiet. Alright? So yeah, we're going
to get ourselves a real nice type of a Flicker. Now, we just need to make
sure that are actually kind of lying around in
a certain pattern, in a certain position because right now they're just
randomly being spread out. And so for us to do that, we're going to get ourselves
a new particle update. We're going to get ourselves
point force, like so. So Using this point force, if we were to set this
to a value of -300, just like that, they should
be going inwards like so. They're going to give
us a nice result, but of course they're colliding
right down in the middle. We want to fix that
up right away. So we're going to get a, another point for sexually. And we're going to actually this time we
can just make use out of a point attraction
force because this will give us an attraction
radius as well. So attraction radius
will basically tell how effective it is
within that area. And we also have a poll
of that area as well. So it's going to create a
certain gravitational sphere that wants the, the bugs the particles
are inside of it is actually going to start
affecting the overall section. We're going to start off
with the strength of -350. This way, because it's
negative at the moment, the point for us will
always try to repel. So by setting this
to minus value, that's going to actually
attract them all together. And this one is actually
the opposite of that. So by setting this
to a negative value, it's actually going
to repelling. So by setting it to minus 350, they're going to start to repel from this
section over here, we just need to
make sure that the attraction radius
is set properly. So right now it's a
little bit too much. By setting it to a 50,
we're going to start getting them to start
attracting to this area. But when they reach
the middle section, they're going to be
repelled to this amount. And when we're working with
the repelling and attraction, we just need to make
sure that the repellent, it's actually going to
be just a little bit bigger than attraction force. And this is set as
300 and this is 350. And this is going to give
us that sort of a result. So we're pretty much
done with that now we can go ahead and
just close this down. Of course, we need
to save it out. And once we have the FireFlies, we can place them within our world and see
how they look like. And what's nice
about them though, is when you just keep them in a place or it's going
to have a nice sphere. But once we start
moving them around, they're just going
to fall around this attraction type of a force. And so we can make use out of that within our level sequencer, Within the one that we did
for the board, for the birds. And get ourselves a
real nice motion of them flying around over
the top of the water. So that's going to be in
the next lesson though. So thanks so much for watching and we'll be seeing it in a bit.
89. Adding a Pattern Motion to our Fireflies: Hello and welcome back over
on to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it all by setting up some nice fireflies to be
used as Particle System. And in this lesson
we're actually going to make use
out of them and set up a quick animation
using a level sequencer. So for that, we're going
to create ourselves a new level sequencer and just allow us to get ourselves a quick motion in a similar way that we did for the birds. So we're going to right-click. And on the folder we're going to search for Level sequencer. Or actually, let's make sure
that we have R over with a mouse over the entire
menu Level sequence alike. So you can call this
Firefly motion Excel. We're going to open
this up and that'll pop is with a new tab
of a sequencer. And right away we're
just going to get ourselves a quick
Motion for them. We're going to change
the FBS to be from FPS to a seconds, like so. And we'll make sure
that we extend this. We can extend this to be
like 300 as well. Like so. We're going to
extend this entire thing just by a little bit. And I think we can
use the 22nd mark. I think that's going
to be quite alright in regards to the entire motion. So we're going to
set it up is 20 s. Now right away, we're
just going to bring this FireFlies into
this section over here. And I think we can just
get those fireflies to be going from the
side of our house, our Hut, to the other
end of the river. So we're going to just put
them in this area over here. Like so. Going to get them to be within the entire section of a level sequencer and actually they don't have transformation. So I'm just going to
redraw it just in case and now added myself by clicking on track and then adding transformation
male manually myself. So this way we'll
have some control over where it had been placed. So by having them
behind where it's going to get ourselves
the first frame, we're going to set it
to the front section. Like so. I'm actually just
going to turn off the lid Mode to be unlit. So we're going to see
a little bit more in regards to how the
fireflies are behaving. So right now we just
have it at very end. We're going to create
ourselves a new frame. And we're going to straight
away go to the very end and just basically move
this entire thing. I'm just going to play G to move this to date
our end like so. And by doing this, by adding a new
keyframe like so, we can see how they look like. And if we hit play, actually going to drag all of those our Fireflies, riverside. But basically what it's going
to get a motion that's just going to go across
this entire section. Now that's actually going
to look quite nice. This might be a little
bit too far off, some actual just
going to grab it somewhere over in this
section over here. So three second mark, and then just going
to click a new frame. So they'd start a
little bit faster, going to delete the
original frame and just bring this new frame
to the very start. This way we're going to have a nice sort of a motion
for these fireflies. And they're going to give us a really nice type of a
look within the scene. But of course, just
having them move forwards like sodium are
going to look quite as nice. So whatever I Can we should
do is reshape gage is going to add a bit of a
loop for our emotion. What is FireFlies just, you could have a bit of a playful type of a
look over the water. So the way we're going
to do with is actually we're going to grab them for when they are actually
over the entire world leg. So we're going to get
ourselves a new frame. So we're going to
click the plus symbol over here when
they're like this. And now the other frame
that we're going to have is actually going to
be on the other end, over, on this section over here. So like this, we're going to create ourselves a new frame. And now what we need to
do is actually we need to set up a couple of
frames in-between, in-between those two frames. So we'll have a more while
loop, sort of emotion. So we're going to
get it around like one-fourth of the way in
between those two frames. And we're going to
basically move this to be going actually
backwards, like so. This way, when we add a frame, we'll see that it actually
goes upwards just like this. But of course, we need to
make sure that we set up a Motion to be going over
in this end over here. So when we're going
to do is actually, we're going to get ourselves a different frame that's going to be in-between
those two frames. The one on the end
that we just created and the one that we
created the most recently. And we're going to
add a new frame by moving this
position over here. Like so, we're going to click Add symbol and we're going to get ourselves a nice
sort of a loop. Now by looking at
it, it seems like I created my life's loop
to be right above it. So it's actually just
going to go straight up in this sort of emotion. So we can see that it actually just picks
it up straight up. So I'm actually going
to select this and move this key a little
bit more to the side, so we have some adjustments. We've got to make sure that
when we're doing adjustments, we need to just select
the keyframe first And so to be in the right
type of a timeline. And then we can just
move it a little bit to decide and add a key. In this way, it
will allow us to, by adding a little override the previous key and it'll give us a nice type of adjustment. So now we have this
emotion of them going up and then moving to the
side and then down again. So in order for us to
create a loop though, we'll actually need to flip
these two frames together. So what are we going
to do is actually we can click and hold and drag it to the side over
to the other end like so. And right away
she's going to give us this sort of a zigzag and the one that's before we're going to move it a little
bit more Tree bag. So basically, the one
that we had a bit more to the front
of our sequence is actually going to
be behind it now. And we're able to flip
around the motion between those keyframes to get a
more intricate Adjustments when we need them to be. And I quite liked the way the results
from that to be with. I don't like the way
that the fact that it's just this area is
just straight up, kind of a horizontal. We should probably get
a bit more of motion. So I'm actually just going to position this entire section to be right in the middle
of the loop, like so. And we're going to add
more of a motion to it. So by just simply dragging
this top a little bit like so, adding a new key, we're able to get an
automated kind of a loop. And this entire line just shows us where the
motion is going to be. So now if I were to click Play, we can see the motion is
actually going to be quite nice. When they go over the river, they're going to start going in a kind of a loop of
a pattern like so, and then continue moving
sideways like this. So that's already
looking quite nice. I think though, it's a little
bit too fast in regards because they're being thrown
our way like right away. So we're actually going
to fix that real quick. You can see because
the motion is so fast, they're getting thrown away. And actually, just
by looking at it, I'm going to simply click, simply, go over it with it. And yeah, it's, the frames
are a little bit too tight. So what we're going to do
is actually we're going to make a slight
adjustment to them. So I'm thinking
that we could well, let's go ahead and
fix up this frame. A finger got this frame
at the very start just so we could get it at
the end of this house. So I'm just going to
replace this one. It's like I did previously. And now we're going
to get this motion, this entire motion a little
bit more spread out. So we've gotta make
sure that they have more or less
similar kind of gaps. Like so. Actually just going to
put more emotion in here. And this way it's going to be a much slower type of emotion. And now if you hit play, hopefully they're going
to be more attracted to one towards that kind
of origin point. And they go, when we move up, they're going to give us
this sort of emotion. And even so it
looks like they're actually quite a bit fast. So another way for us to adjust the keys to make them
slow down overall and actually give us a
nicer type of a result is within the detail step of
the entire level sequencer. Actually, I don't
think I added this to the Firefly motion
of these areas. I'm just going to drag
this entire thing out. So let's go ahead
and just simply drag this Firefly motion
into our Level exome. We're going to just get it next to the Bird motion like so, willing to make sure
we have it auto-play. And right now what
we need to do is we need to make sure that
this entire thing is actually just slowed down in
regards to the entire play. So the way to do it is actually there is something
called playwright. If we were to set this
to a value of 0.5, it's actually going to slow
down when we hit Play button. So if I were to just
position my entire camera, like So hit play and so we
could see how it looked like. We can see the type of motion that we're going to
get out of it and it's going to be slowed down by half of it, half of the Spirit, and in turn, is
going to be a much, much nicer result, although the 0.5 might be a
little bit too much. But already it's
looking quite nice. So I think I'm just going to speed it up
just a little bit. So a value of 0.8, I think that's going to be going much better
in that regard. So neither we're done
with this, we can pretty much save it out. Click Control and S to save it. And we can keep it as is
one more thing though, before I forget that, we can also set the
motion to be looping. So there is something
called loop. If we were to select
this loop indefinitely, this entire sequence will
be always looping said. So even also for the birds, if we were to get
on the Bird Motion, we can set this to
loop indefinitely. But honestly, both
of these sequencers, one is set as 20 s and the one, the other one is said 25 s. So both of them are
actually going to be long enough for us to give us a nice sort of a composition within the scene for when we're rendering
everything out. So yeah, that's going to be it. And thank you so
much for watching. And I'll see in a bit
90. Fixing Water Reflection: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we left
off by setting some of the FireFlies to be going
across our environment. And in this lesson, before we move on and set up the nice Composition and some
post-processing effects. We're actually going to
begin by just fixing up the water because right now
with this type of lighting, it doesn't look quite as appealing as a sort
of a water body. So an awkward us to do that. Well, firstly, make use out
of the reflection probe because in this version
of Unreal Engine, it doesn't, the single
layer Water Material doesn't exactly support
the lumen lighting. So what do we need to do is
actually we need to go and add ourselves a
reflection probe. So if we were to
open up a tab over here and search for
reflection, reflection. So sphere Reflection capture, if we were to just
simply click and drag and drop it into a role, we can see the type of
difference it already is making. And by default, the overall radius is not
going to be quite as big. So we need to increase this by quite a bit with a bottom
right-hand corner. We're just going to increase
this to a much larger value. And we can just set it up to something of
value like 10,000. That's going to looking quite right and right away
we can see the type of effect that it
gives us before and after for our
entire environment. And I actually want to add this sphere Reflection
capture right at the very top where we
have our lighting setup. So by clicking and holding onto the Reflection capture and
then scrolling my mouse wheel, I'm able to just scroll up all the way through
the top like so, and just simply place
it within this folder. So by doing that, we have everything in one
place and now moving on wastewater to continue
talking about the water itself. Because of the way
this Water is said. And with the sun going over
the distance over here, we have our entire Canada Reflection position
this certain way. So now instead of just
adjusting the colors and I'll wait for what
we can do is water. It doesn't quite
look right just yet. And so we're going
to be changing up the overall color using the material Instances
that we had. So we're going to go into the VFX folder,
into Water folder. And we're going to start off by changing up the main water body. So when we actually
just going to select this one and located within my folder by clicking
this button over here, we're going to get this Material Instance and
we're going to start playing around with
the values to get a nicer type of a result. And we're going to start
off by just changing up the Scattering color thing
that's going to give us a nice for gear type of a log. So this is already pretty dark. We're just going to lower
this down by quite a bit. And just by having a
much lower of a value, we're going to get a much, much darker type of a look. So zero point one-six might give us a nice
type of a look. Now another one is absorption, but the absorption is going effect the transparency
of the water. So keep in mind while
working with this, we might even just go into color itself
and just play around with the color only of pink. If we were to just lower
this down by little bit, we're going to get a
much brighter type of a color from our entire Water. I think I'm just
going to lower it down by a little bit so I can see the edges are more
transparent actually. So that's going to be much
nicer type of a result. And in regards to the
Absorbtion value, we might need to adjust
that a little bit as well. But I don't really want to, so I'm going to click controls. There'll be like
because I already liked the amount of depth that
we're getting out of it. And instead just
going to continue playing around with the
Scattering multiplier, actually just going to
lower down by quite a bit. Even more value of 0.001. Let's try that. This might give us a better type of result. We might even change the
Scattering color itself. And we don't want it
to be changing it to a complete blackout because I'm not going to get at
the right type of a result as otherwise. I think I'm going to change
it back 2,180.018, like so. And by just tweaking couple
of hours, just like that, we're able to get some
really real nice type of a look at of our water. Now of course, the water itself
might look quite alright. But we also have some
water over in distance for the river itself, for the flowing of
the waterfalls. So we need to adjust that
a little bit as well. So for us to do that, I think the fastest way
would be to just copied the Scattering color
parameter value and then paste it in
interest of the body. So we're going to just
right-click, hit Copy, then close this down and just simply reapply this through
all the rest of them. So we're going to actually
open them up all at once like so Water Base Material regard, multiple of them opened up. I'm just going to replace this value to each and every single one of
them. Just like that. By right-clicking and
pasting all the values in. We're able to get the
same type of a result. And just by doing that, we're able to darken everything up. We can now close this down and it's going to update
all the textures. Then we're going to
get a real nice type of a river in the background. So that's going
to be quite nice. Yeah, that's all it takes
in order for us to adjust the overall main body of the water and we're going
to leave it as it is. So thank you so
much for watching and I'll be seeing in a bit
91. Color Grading Scene Using Post Process: Hello and welcome back everyone
to Unreal Engine five, beginner's guide to
building an environment. In the last lesson,
we left it off by setting some of
the flexion for the water to be looking a little bit better within our scene. And in this lesson
we're going to continue on working with
the post-process effect. So I think we can just close down the sequence or
Anaconda browser for now. So we'd get a nicer
view within this area. So I'm just going to close
tab on both of those like so. And right now, right away, we're just going
to get ourselves a post-process effects within
quickly to add project. We're going to search for post-process and visual effects. We're going to get this
post-process affect volume, which if we're to drag out, I'm going to click G also
to just show the icons. We're going to get
ourselves a simple box within the scene. Now, this box by default, it's just going to get affected. The post-process
volume is going to affect everything
inside of this box. So what we need to do instead is actually we need to set it up so it'd be affecting
the entire environment within our view. So within as Details tab, we're going to
search for infinite. And it's going to find us
infinite extent unbound. We're going to enable this. This will just make
sure that it affects the entire level within
our environment. So now we can close this down
and we basically have a lot of options to work with for
the post-process effects. And we can set up a lot of different little visual looks in order to get ourselves
a nicer type of a look, I'm actually just going to
click Control G just to hide away the entire icons. And I just forgot to
unclick the search bar. So I'm actually just going
to click within the scene, then click G so we can
hide everything away. And now we're going
to set ourselves up a nice post-process effect
within our environment. So the first thing that I like to do within a post-process, seen within a
post-process volume, which I actually am ticked. So I'm going to just quickly re-select it within my outliner. And now I like to basically
set it up so the exposure would be a constant type of an exposure
because by default, the Unreal Engine characterize
the simulate the way your eye tries to adapt to the environment
within dark areas, within brighter areas, and it changes the exposure
based on that. So we gotta fix it up
and make it constant. And a way for us to do
that if we were to go for the settings and find
ourselves in exposure. So I'm just going
to scroll through all of these settings and get ourselves into
Exposures tab like so. We're going to enable basically minimum and brightness
and maximum brightness. And we're going to set both
of these values to one. And this way it'll give
us the right type of exposure without any
type of adjustment, is just going to give us
a default type of a look. Now, right away, of course, this is a little bit
too dark for us, so we need to adjust
the exposure itself. So actually, the way we're
going to do is we're going to make use out of
the exposure compensation. So let's go ahead
and select this and change this value to A2. And I think that's
going to give us a nicer type of a result. So it's going to give us a
dimly lit kind of an area. It's going to make it
look a little bit darker. And in turn, set
our entire scene to look like a type of
a dawn that we want. Now scrolling down, we also have couple of
additional settings. We have a lot of our options, but of course we're
only going to touch a couple of
them in order to set ourselves a basic type of a post-processing
within our environment. And the ones that I want
us to make use out of a is actually going to be
underneath the color grading. This is where most of the
post-processing effects, the visual color tuning is going to be placed for
us to make use out of, and we'll mainly make use
out of a global setting. So we have saturation contrast, Gamma, Gain and offset, and each one of
those scanners work with one another and
they overlay on top of each hour in order to give us the right Calloway
visuals within our scene, we'll start with saturation. If we were to take this on, we'll be able to make
use out of it now. Now we're going to
extend this entire tab. And in short, if we were to lower this down and we'll get
the saturation lower down. The colors are going to be
more or less black and white. If we were to turn this to zero, we'll get completely
black and white type of value, and vice versa. If we were to purchase
their maximum, we're going to get a very
saturated type of a look. So what I like to do is
just simply set it to 0.9. And this way we'll just take off some of that color out of our scene a little bit
and make it look a little bit more greatly within
this environment. Then the next step that
I want to do is to sharpen up all the colors a little bit using the contrast. So if we were to open this up, make sure we have this contrast Enabled as well. So this one enabled. And in short,
contrast is just in a way to sharpen up
the entire scene. It's going to look quite nice. We're going to use
a value of 1.23. And I'll just slightly
sharpen up the entire scene. And we're also going to blow like to do in
general when working with the contrast is set
up this a more of an extreme type of a value and then play around with
the color picker. So when we're playing
around with this, we'll get a more of an understanding on how it
affects our entire level. So we want to basically set up the contrast to be a
bluish Hi of a contrast. In this way, we're
going to get a much, much nicer type of a result. So something to this
sort of a value like so. And now we can
finally it lower down our entire contrast
to a value of 1.23. This will give us
a nice type of a golden within the scene. And moving on. For the gamma, the
gamma basically applies kind of an
overlay in itself. It doesn't sharpen up
the image or anything. If we're to set this
to an extreme and even bleaches out the entire
color to quite a bit. So what I'd like to
do with gamma is I like to increase this
to something like a value 1.5 and basically offset it from
the contrast color. So because we had this
on the blue area, we're going to set it to
an opposite value like so. And in turn, this is going to
give us a really nice sort of look as it will offset that kind of a sharpness that
we get from the contrast. But in turn, the
color itself is going to make it look so much nicer. I think it was a little bit too much though in
regards to the Gamma. So we're going to lower
this down by quite a bit. Actually we are going
to increase this. And instead, I think we're just going to
lower down the contrast. And just like I said before, by playing around
with these two type of contrast and gamma, we get a really nice
natural type of a look. And because each one of those have just an overlay
on top of each other, the contrast and
Gamma, for example, you can see that even though
we changed up the gamma, we have now different
result and we had to go back to contrast and
change that as well. So once we're done with this, once we got this
type of a result, we can now scroll down and get ourselves some
additional settings. We're going to leave
the rest as is in regards to the
global settings, we also have something called shadows
within this as well. Basically, it'll work the
same way as a global, except this time it will
affect only the shadowy areas more so we get more control over how it's being graded out. So what I like to do right now, what I'd like for us to do is
turn on the Gamma, like so. And if you were
to increase this, we can see that it affects the darker areas
within our scene, which is actually quite nice. Then what I would like
us to do in this case, with regards to the
gamma is actually set it up to be a bluish tint. Wherever the sun is not reaching is going to
give us a bluish tint. And in turn, it will make the entire scene look a
little bit more cold since we are having those kind of
a trace and whatnot is just going to add to
this entire environment, the wilderness of it. And I think that's going to
make it look really nice. So we're just going
to play around a little bit with the
overall setting leg. So it's going to be quite
alright, just like that. And if we need to lower it down quite a bit, so I'm
going to use a value. I'm actually just going to
click on this area over here and type in
the value myself. I think that's going to help us get a much nicer type of result. And that's all it
takes for us to set up a nice type of lighting. And yeah, once we're
done with that, we're pretty much get ourselves
a nicely colored toned type of an environment with pain are Unreal Engine project. And I quite liked
this overall look, so I hope you do as well. And in the next
lesson, we're actually going to start and set up our camera shots and
compose our entire scene. So that's going to be
it for this lesson. Thank you so much for watching
and I'll see you in a bit.
92. Setting up Camera and its Composition: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson, we
left it off by setting up the post-process volume effect and getting some color Grading
done within our scene. And in this lesson, we're going to continue on working with this
and actually set up some of the camera shots so we can later on
render them out. So in order for us to do that, we're going to go onto the
upper left-hand corner. We're going to quickly
add to project a camera and we're going to search
for cinematic Camera actor. So this one over here, we're going to simply click and that'll just bring
it into our view. And what I like to personally
do is actually just I will turn off the lid Mode
to be said to unlit. And this way we're going
to get a nice type of a perspective
within our view. And I'm just like to
position my entire view, myself personally and set it up nicely within the
viewport itself. And once we get ourselves
a nice type of an angle, just like this one. Like so. What the next step Water likes
to do is just simply place the camera Within the way
that Viewport is facing. And the way we can do that is actually we're to
right-click on our camera. What do we can do is just simply snap our object to the view. Once we do that, we
get this result. Now we're not going to get the same type of
outlook right away because it actually uses
a different focal view, different FOB by default. So in order for us to
just bring it back, what we can do is if
we were to scroll all the way up with
Bennett settings, we get focused settings. And within here,
there's something called current focal length. If we're to lower this down, we're going to be able
to bring our camera back to the way the
view is facing. And we get a much
more proper type of a result in comparison
to what we have over here. So by just bringing
it back to something like say like 12 degrees, I think that's going
to be too much. We don't have to overdo it. Otherwise, it's going to be stretching out our entire view. And obviously that will
be a little bit too much so we can just bring
it up like so. Maybe we can bring out
the entire camera. So actually we're
going to set up our current focal length
to be 14 degrees like so. And in order to bring
it back a little bit and get the
right kind of shot. So we'd see the side of the house within our
cinematic camera. On the right-hand corner, we're going to actually
select the camera itself. And we're going to
just simply change the gizmo from the world
position to the local position. And this will get the
same kind of rotation. All we gotta do, shes, use the gizmo to just bring
the entire camera back. I'm just going to
click G so we could see where the camera
is actually change the position because
we were using right-click to snap
it to the view. So we actually need
to just unclick and click back and we'd get
the right kind of a gizmo. And we're now going to just simply bring it
a little bit back leg. So we're going to get
this sort of a view. Now we might look in, now we might need to just position or camera a little
bit more to the right. So I'm actually going to click E and slightly rotated sideways. But of course, because
we have a local axis, we need to turn it to the
world axis so they wouldn't rotate our entire
angle for a short. And just by rotating it
a little bit so we get some mountain center
right-hand side and a hat on the left-hand side. I think that's going to be
looking much, much nicer. And actually I just want to bring it more to left like so. And even now, we can now
bring it back forwards. You make sure we don't
have too much of an empty space within a shot. And I think I'll go back to the local gizmo end position my camera a little
bit more different. And one more reason
why we work within unlit mode during these kind
of shots is because not only we are rendering
out our Viewport, we're also rendering
out this angle of a camera in the
corner over here. So because this
camera has already a visuals with all the type
of lighting and whatnot. If we were to set
them both up with lead mode is going to be
quite performance heavy. So especially if we're working with multiple
cameras and whatnot, if we want to have multiple
cameras over in here, than it would be quiet
performance heavy to just have multiple view
shots of our scene. So by just using unlit Mode, we're able to just get ourselves a nice unlit Mode within the
viewport and we can still see how it will look like with normal lighting within
our camera itself. Now that we have
our position for a camera or something
of this sort, we can now go ahead and sort
out everything in regards to making a presentation or video to render out
our entire scene. So for us to do that,
we'll start off by creating ourselves a
new level sequencer. We're going to go onto
the contents folder. We're going to right-click and
search for Level sequence. Level, sequence,
this one over here. We can call this one
camera work excel. And we can drag this into
our level just like that. And of course we'll set
it up to be autoplay. Then what we'll do is
just simply click and drag and drop the
cinematic camera, enter camera work of
our Level sequence. Once we're done with that, we're going to set up
the cinematic camera, be within Level
sequencer itself. So with this camera work
Level sequencer selected, we can actually
open it up through the details tab itself if we're to click on this
button over here. So it allow us to just simply get ourselves to
Sequencer tab like so. And now we can just
select the camera and drag this from our outliner into the sequence
is just like that. And let's make sure that it
is showing time in seconds. So we'd have some
nice visibility of, in regards to the framework of how we're going to work with, we're going to set
this up to 304 now. We basically will basically
are going to leave it as is, but we can't move it at the
moment because when we drag it into sequencer is going to start piloting
this entire camera. So what we need to
do is we need to click this button over here to undock our view from it
being linked to the camera. This way we'll be seeing
our entire level would be able to move around without
moving the camera around. If we do want to see
what the Preview would look like
within our level, within the camera shot itself, we can click on this
button over here to lock it to our Camera cuts. And once we have it locked, your Camera cuts, it's
not going to be piloting. So previously, if you noticed, we had something
called Pilot active. If you were to just
simply select the camera. But by selecting on this, we basically can't move
our entire view and we're going to be able to just simply preview what the
camera is looking. So yeah, that's a quick and easy way in order to not
mess up the camera. In order to not mess
up its movement. We gotta make sure that whenever we're
moving our Viewport, it doesn't have the pilot. Top left hand side will be moving or camera
whenever we're moving our view, our view within a report. So that's going to
be pretty much it. In the next lesson, we're
actually going to be setting it up using a movie sequencer to get ourselves a nice shot rendered out within the
Unreal Engine five. So thank you so
much for watching and I'll be seeing you in a bit.
93. Rendering out our 3D Environment: Hello and welcome back everyone
to Unreal Engine five, Beginners Guide to
building an environment. In our last lesson, we
left off by setting ourselves a nice
composition with a camera. And in this lesson we're just going to render
everything out and make sure that it gives us a real nice image
for us to show off. So in order for us to
get that, first of all, let's go ahead and make this
video a little bit longer. I'm just going to extend this entire video
range because by default it's set as
5 s. And actually, if you're not seeing
more of this sequence, so just make sure to go
through bottom right-hand corner type in 300 and that should give us
plenty of work room to make sure we extend this out. So I'm actually just going to extend this bar just by
a little bit like so. Until we see a two-second mark, then what we'll need to
do is just simply drag this entire red bar that are very end of a two-second mark. So this entire, so
you can search, it's going to be 20 s like so. And of course we need
to make sure that the camera itself
is also extended. So we're going to just drag this as well onto 22nd remark, which should snap to
our red bar like so. So that's going
to be quite fine. Yeah, we're pretty much going
to be now rendering this out in a nice way
for us to do that. We're going to make use out of a movie scene, capture legacy. So let's go ahead and use that. Now in order for us
to render it out, we're just going to click
on this button over here, which will open up a
random movie settings. So for us to render
out everything nicely, we're going to first of all, change-up couple of settings. And the first and foremost is going to be
imaged output format. This has to be set as an AVI. Otherwise, it'll just give you a bunch of image sequences. So for us to avoid that and get ourselves a nice
video right away, we're just going to
make sure we have this on that afterwards
since we have no audio, we don't need to
worry about this. We got ourselves a frame rate, which we can leave it as
a default to be honest, 30 frames is going to give us
a real nice set of results. And as for the
resolution though, we need to change this
up to be 1920 by ten at just to get ourselves really
nice HD type of a video. So let's go ahead and do that. For the advance, we
don't need to worry about enabling
texture streaming. So let's close this down. In regards to the compression, I usually leave
this on by default, TikTok and compression
quality set as 75. The higher you go up, the less of a compression
is going to give us. And the lower you go down, the more of compressed
file you get. The advantage of it is
basically you just get a smallest size of a video. And usually you want
to leave it on unless you have some rain or
some snow in the scene. In which case the
compression will work really poorly and I recommend you
turning it off at that point. But by default, living your
own is going to give us some nice results in a
high type of a quality. And we want required to have a lot of space in order
to save out this video. So, yeah, just leaving it all is going to give
us a nice result. Afterwards, the output
directory, by default, it's just going to save it
within our project folder. So that's going to be fine. We can change it by clicking
on this button over here. But leaving it on
is totally fine. And then afterwards
it's just going to save out the file format is a level type of a name which is totally fine and advanced. We don't need to worry about
this too much because it's going to give us the right
type of results as all it is. It's just additional
couple of tweaks to get us a custom way to save out the render a video so we can leave this out
as is the sequencer. We're going to leave
them both take tan and ask for advanced. We can leave this
on as well since we changed the movie
extension at the very top. In regards to cinematic, we definitely need to make sure that both of
these Arctic tone, this will make sure that the
Scalability is basically changed up from just
the high to cinematic. And that'll give us much better and CRISPR type of a result. And yeah, that's pretty much it. We don't need to
worry about this. We don't have any hands or
anything of this is not going to help us out for rendering
out this sort of a scene. Then afterwards,
at the very end, we got ourselves and
Advanced tab over here, which is actually we're
going to make use out of. And we just need
to make sure that the warm-up frame
count is set, is 42. So let's go ahead and just
make sure reuse that. So this will just make
sure that whenever it starts rendering out at
one start recording, and it'll give us 42 frames
to just load everything in within the scene
before it actually starts giving us a
nice type of result. So yeah, that's all it takes. Once we're done with it all, we can now go ahead
and hit capture movie. We don't really need to worry
about delay before warm-up or delay after every
frames and already, we're going to give us
some real nice results. So let's go ahead and
hit capture movie. Let's make sure that we save
everything out like so. Once we're done with that, it's going to start rendering it out. It's going to give us very
bizarre looking of a camera, since that's actually
started off to warm up our entire video. But after the warm-up, it's going to put it in
the right kind of a place. Start rendering everything out. And yeah, that's
all it takes for us to get ourselves
a nice video there. By default, the previewed, this is just going to be
a low type of a quality, is going to give us
much better type of quality once it's
done rendering it out. So that is going to be
the end of our journey. We started off from scratch with a simple gray box in our scene and started building it up using Quixel Assets router course, we learn how to sculpt
out environment, constantly paint them,
and even generate them from scratch
using height maps. During the lessons
we made use out of various types of adjustments
within the Meshes, things like deformations,
color adjustments, and even cutting out
the shapes themselves. All of it to build a custom hut for cells within
Unreal Engine five. And in order to
enrich environment, we went on and made antiwar system for
the river and lake, including Materials
and Particles, all of which adds up to get a nice flow for the
water within the scene. We worked on atmosphere
and lighting to get a nice sunset for the area, which to make it cozy. We enriched it with a nice
campfire by our little hut. If finished it off,
broader to life, all with nature,
vegetation, birds, and insects, using a
variety of methods within Material and
particle systems. By now, you would have
learned a variety of new and interesting
techniques which you will definitely be able to make use out of in your
future projects. So thank you so much
for watching and I hope I will be seeing you
soon on our 3D courses.
94. Bonus Lesson Setting Up Curved River Meshes: Hello guys and welcome back
to Unreal Engine five, Beginners Guide to
building an environment. In the last lesson,
we pretty much finished off our entire course. But just as a bonus lesson, I figured I'd show
you how to get ourselves a nice riverbed. It has more of a
curvature then this, since by default I
personally preferred to keep a reverse to be as straight
as possible whenever I can. Since that doesn't over-complicate
certain scenarios. But I realize now that having
some additional ways of working with a reverse and just sometimes you want to have a
nice curvature within them. Makes the entire scene
look much nicer. So I'm just going to show you a quick way on how
to set that up. And let's go ahead
and get started by getting themselves into
modelling mode like so, getting ourselves a rectangle and just placing
it in the world. Let's go ahead and hit complete. We're going to just
make sure that the rotation is
set to 00 is zero. And we're going to get
this sort of result. And I'm actually just going
to expand this right away. So let's go ahead and just simply extend this all the way. Like so to this gamma amount. I think that's going
to look quite alright. I'm actually just going to make this quite a bit
larger, actually. Just like that. I think
that's going to give us Nice type of a
starting point. Once we're done with
that, of course, we'll need some
vertices in order to make use out of
the vertex Painting. So sure it away. We're going to make
use out of that, which of course will
also allow us to make some Ben's
within this area. And actually I'll just
make it a little bit smaller like so a
little bit thinner. So we'd have more control
over how it bends. And once we're done with that, let's go ahead and add some
more vertices to this. And it's going to
be rather easy. We just need to
make sure we make use out of Mesh ops 3D mesh. And once we do that,
we're going to get this result by default. It's set as 5,000. I think that's going to give us a nice type of a density
within our Mesh. Let's go ahead and hit Accept. And we're pretty much
done by setting it up. But before we actually
start making curves, we actually need to
set up ourselves a real nice starting point
in regards to the UVs, since we're going
to make use out of the EVs in order to get a nice low of Textures going
throughout this river. So in order for us to do that, we're going to scroll
all the way down until we find Automatic
UV unwrapped. We're going to hit this. And this will give us, actually, I stress out kind of a curvature because
before doing how do we actually are going
to go up until we find within a
transformation type bag R, S. And let's just make sure
that we hit Accept and this is just reset the scale so it
doesn't get stretched out. So now when we're going to make use out of the
Automatic UV unwrap, we're going to get the
right type of a ratio. So that's not going to be
stretched out or anything. Let's go ahead and hit Accept. Then we're going
to get ourselves a much nicer type of a result. Once we're done with the
UVs, once we set them up, we can now make use
out of deformation if we were to go up within
a lettuce, for example, if your work to make
use out of that, we can simply go ahead and add more actually vertices within
the x-axis, I believe. Yes, it's going to be x-axis. So let's go ahead and
just increases by, let's say like by ten. Now we can go ahead and simply just adjust the way
we want them to be. So I'm just going to
grab both of these and simply make some curvatures the way I want them to be. And yeah, that's
all it takes for us to set up a nice
type of a shape. I think that's going
to be more than enough in regards to the shape, the overall shape of a river. Let's go ahead and hit Accept. And we're going to get
ourselves this sort of result. Now, depending on the type
of shape that you want, you might get a different
type of result, but that's going to be okay. So afterwards all we need
to do is just make use out of a or to just go
back to the Select mode. So we wouldn't see the
tab if I were to go to Content Browser and I'm actually just going to
dock this outright away. We're going to go into VFX Water folder
and we're going to make use are the
same mesh we use previously actually are at
the same Material Instance. And that's going to be
this one over here. So I'm just going to
simply drag and drop this. And right away we're
going to get this result, which I didn't tell, realized
that it's going sideways. So just to make sure we're doing it in the right direction, I'm actually just going to
make a duplicate out of this. And this will give us a nice
Material Instance duplicate. We're just going to drive
this into here over like so. So now we're going
to get ourselves a nice type of our Material
Instance of our Water Mesh. We're going to open
this up and of course change the vector for it. And that's going to be
underneath the wave, Normal x-direction
and y-direction. I'm just going to take this
off the x-direction and change it up the Y direction depending on the type of
results you're going to get. You're going to get
this sort of a low. And that's all it takes
for us to get this look. Of course we need to
based on the mesh, we need to change up
the scaling as well. So we need to just go ahead and increase this
to a larger months. Something like for my might give us a nicer type of result. And yeah, that's all it takes for us to get a nice type of curvature for a river if you want to make
that sort of a look. So that's going to be it
from this bonus lesson. Thanks so much for watching
and I'll see you soon.