Blending Objects into Landscapes in UE5: A Guide to Runtime Virtual Texture
Learn the advanced techniques of utilizing virtual textures to enhance the realism of your landscapes. This guide walks you through enabling virtual textures support, creating real-time virtual textures for capturing landscape material and height maps, and blending object materials seamlessly with your environment in Unreal Engine 5 projects.
0:00 Introduction to Virtual Texturing in Unreal Engine 5
0:16 Enabling Virtual Textures
0:23 Creating Real-Time Virtual Textures
0:58 Setting Up Runtime Virtual Volumes
1:39 Extracting Material Attributes with Quixel Megascans
2:30 Blending Materials with Landscape
2:51 Adjusting Material Blending Parameters
4:30 Solving Texture Stretching on Vertical Surfaces
5:15 Enhancing Material Setup with Functions
6:00 Controlling Material Blending Options
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Пікірлер: 99
This feature has so many steps I have to watch a tutorial every time… This really should be a one click action in the asset’s properties
@MoSolei
3 ай бұрын
I agree; however, I made it once and kept it in a file every time I just migrated to my new project.
@xirtus
3 ай бұрын
great stuff! have you put the blueprint up anywhere or just the tutorial?@@MoSolei
Great tutorial! I just use the clone stamp tool in Photoshop on every frame as someone is playing the game. It works, but it can be a pain if someone is playing my game on the other side of the globe and I have to book 15 hour flight to get to their house. But this seems much more efficient!
@MoSolei
3 ай бұрын
This must be easier.🙂
Amazing videos. No fillers. All cooked. Great content! Thank you for sharing.
@MoSolei
3 ай бұрын
Thank you so much; I will put more tutorials with a similar format every week.
you saved my project with this tutorial thank you so much you little genius gem
Very nice, useful tutorial!!!
@MoSolei
3 ай бұрын
I am glad that you found it helpful. 🙏
Wow! this is a Unity engine level setup (Do that from there, enable that from there, drop that from there and then maybe it will work xD ) Cryengine made this years ago and easy peasy, I was expecting a more simpler way as unreal has a track record of doing complicated things simpler at thje user end, Anyway, Great tutorial brother, You actually made this tutorial much simpler, easy to follow, thanks, subbed.
@MoSolei
Ай бұрын
thank you
Great tutorial!
This is using UE properly! Wow great tip
@MoSolei
3 ай бұрын
I am glad that you found it useful. 🙏
awesome vid, really neat stuff.
This was great.
@MoSolei
3 ай бұрын
Thank you
CLEAN ASF
Thanks this is a great tutorial and very clear. The only issue i have is when i use this on my 16sqkm landscape the textures are blurry. But from what i have read and testing it seems to be an issue with RVT at the moment. It works perfectly on a 2sqkm landscape for example
Thank you.
@MoSolei
3 ай бұрын
thank you
موفق اخي محمد🎉
best tutorial!!!
@MoSolei
3 ай бұрын
Thank you.
This is amazing resource! Thanks. I’m still struggling make an actor dependent on a decal not to be contamines by other decals in the world lol
how does one even figure this stuff out, great tutorial for advanced results
Great video
@MoSolei
3 ай бұрын
Thank you.
If the end result seems blurry, go to your material that is used in your landscape and find the textures used for this material. Open the albedo Texture and disable virtual Texture streaming, Save and then enable it again and save. This fixed it for me.
you have a really soothing voice , but thoese steps take to set up whole thing , waht would I say , holycow.
3:13 187 -> 440 instructions after plugging both rvt samplers, and it will use tons of ram or don't have enough res for a landscape of a descent size. Good for cinematics maybe. but not games.
Great video. It is a little hard to follow with how quickly you launch and close menus, though.
@MoSolei
3 ай бұрын
Thank you, I will keep it in mind for the next one.
How do you just save it and copy to another project. Do you just save the RVT materials and apply the same process ,can you help ?
I have a question.. if the property is decided by world height, does the ground have to be the same height and not have hills and stuff?
does this have to be an object on top of the terrain or can it also be an object stuck into the side of the terrain?
Wow. This technique makes difference :) Is it cheap to be used in videogames? Or it is suited only for cinematics?
@danygilbert6733
3 ай бұрын
No, lots of game are using this technique and it's been around for a long time now.
@MoSolei
3 ай бұрын
Mostly cinematics, but some games as well
This is an actually good tutorial 👍 so many of them are utterly useless garbage that won't help anyone produce anything of quality.
@MoSolei
3 ай бұрын
Thank you so much, I will make more.
Можно подробнее без использования материалов quixel, с простым pbr?
Great tutorial. Can you share the Material Function please?
@MoSolei
Ай бұрын
I will put in description
As a beginner i have to say that the Video was already fast at the middle. But at the End, with creating the Function, it became almost insane... Could be improved
@MoSolei
3 ай бұрын
I will keep in mind.
Absolute world position not showing the z amount 🥺 please response quick
A good thing to note is that the runtime virtual texture volume somehow will not do the capture if your mesh on the ground is using Nanite. Havent found a solution yet.
Thanks for the tutorial. I followed every step, yet my tree didn't blend with the landscape's height as it shows in 3:56, they're completely separated. Does anyone know why?
@kacpercieluch7270
2 ай бұрын
when you transform vector, do transformation from world space to tangent space. By default it's in reverse
2:20 what do you do if you don't see those thumbnails?
HI ! had to watch this alot but finally got it and its amazing. I can add ti to my MS materials, but became stuck when adding it to a different material. The MF didn't mathc with the normal brown material result output .. help please :(. Unless i literallty make only instances that run on the MS master...
@sophiebramley7594
2 ай бұрын
it makes it problematic for when people have made things from c4d.
I dont know what i did wrong.. the Side remover takes effect at a value of 100 and doesnt even remove the stretch. I rewatched the video like 5 times and watched another to see what other did to fix that but they got the same... Please help me (PS: im testing this at my open world landscape that got many ups and downs)
What if there's not enough resolution cuz i have pretty big landscape?
@locinolacolino1302
3 ай бұрын
You can probably use a separate low resolution tiled texture to fill the space, it'd be hard to notice because it's at a seam anyways.
@IstyManame
3 ай бұрын
@@locinolacolino1302 wdym?
@mercartax
3 ай бұрын
Move the two bounding boxes with your player. This blending is most useful in close proximity to the camera.
@IstyManame
3 ай бұрын
@@mercartax what bounding boxes
@locinolacolino1302
3 ай бұрын
@@IstyManame Copy this guy's setup, but instead of blending your ground texture with the object, blend a separate low resolution texture (you know how small textures will repeat themselves, this should fill in the space and make it appear higher resolution than it is).
Just adding this makes my material 4 times slower, going from healthy green to sharp red in the costs... 😅
@MoSolei
3 ай бұрын
Optimization depends on the platform on which you want to run the UE5 file; using this might not be a good option in some cases.
Would it work with pcg?
@MoSolei
4 ай бұрын
I believe it does. I haven't test it.
Tried this with nanite meshes a few times now and its bugging everytime. :(
If I don't use virtual texture, how could I blend object?
this is sooo complicated..wow..I mean thing like that should be easy..
@MoSolei
3 ай бұрын
Just do it once and save it somewhere; after that, just copy and paste.
Thanks for more detailed explanation on RVT blending... I had used a similar setup in my project... But using this also increases shader complexity which has an effect on performance... Are there any tips on reducing the shader instructions and complexity? That's the area I struggle with most...
LMAO. This is so hilariously complicated for something that should be very simple. UE5 engine devs should consider making this much more simple.
Is there any workaround for nanite landscape with displacement? Because it doesn't work with it :(
@MoSolei
3 ай бұрын
I haven't tried it yes
I don't have a problem rewinding a tutorial a few times...a few times. Some steps here are glossed over too quickly. Bit frustrating. I could just be having a bad day. Thanks.
@MMMM-sv1lk
3 ай бұрын
I got lost a couple times too, even though it is one of the better explanations some steps fly by...
@MoSolei
3 ай бұрын
Thank you for your feedback, I will try to be more clear in the next one
@MoSolei
3 ай бұрын
@@MMMM-sv1lk I will do better in the next one.
Never tell me you don’t know what tech artist do lol
For me the blend is very blurry, It's weird, I've already tried setting the RTV to max resolution.
@shawnbecker1026
3 ай бұрын
I was just about to comment the same. What size of landscape do you have?
@dylanmaffeis
3 ай бұрын
@@shawnbecker1026 890x890 if you find a solution please let me know
@dylanmaffeis
3 ай бұрын
@@shawnbecker1026 890x890 if you find a solution please let me know
@dylanmaffeis
3 ай бұрын
@@shawnbecker1026 890x890, are you using 5.3?
@MMMM-sv1lk
3 ай бұрын
Somebody commented it works on a 2km map and gets blurry on a 16 km landscape object.
When i come to "draw in virtual textures" the thumbnails won't show up...
@MoSolei
3 ай бұрын
You made a mistake on one of the steps.
@user-pf2iv2ie9n
3 ай бұрын
@@MoSolei The thumbnails on mine aren't showing up either and I'm doing it perfectly like the video. I've watched the video several times and I can't get the result... and yes, the virtual textures are activated. Can you help me?
@MoSolei
3 ай бұрын
@@user-pf2iv2ie9n@user-pf2iv2ie9n Sometimes you have to play with the numbers; I will write an explanation in the pin to the comments.
so it works only on an axis, when you start having tube like environments it obviously break, gotta revert on old methods I guess
It’s not even worth it for all the steps you must do lol😊
yea , we do not care about performance and optimization . We are just doing this. U5