Landscape creation in World Creator 2, export to Unreal Engine 4 and work with materials from Quixel Bridge - Megascans. The first part - https://www.youtube.com/watch?v=Ijlm2zdbC_8 In this part we will talk about how: - create a landscape in World Creator 2 with 4K textures. - experiment with filters and get the desired shape - optimize Viewport in World Creator for comfortable work on weak video cards - create multiple texture layers - add sand texture based on ocean level - import the created landscape into Unreal Engine 4 using two methods - import Megascans materials using Quixel Bridge - create a special function that allows you to draw these materials on the landscape - fight with tiling and create special parameters for this - configure displacement - increase memory in Texture Streaming Pool and fix Texture Streaming Pool Over *** Budget error. - export Split terrain from World Creator 2 - use World Compositor and Levels Tool in Unreal Engine 4 - import terrain by layers - work with large landscapes - what should be the resolution Displacement maps from World Creator - Texturing, so that closeup is all right. - create a group of parameters in Unreal Engine 4 - streamline workflow and speed up the shader compilation - Avoid problems with drawing textures with different layers. More tutorials: - Quixel → http://bit.ly/2lYV3vZ - Unreal Engine 4 → http://bit.ly/32ybShJ - World Creator 2 → http://bit.ly/2lK3MSx Video content: 0:00 - Theme of the lesson. → Creating a landscape in Wolrd Creator 2. 1:35 - Generation of the base form. 2:54 - Experiments with filters 7:45 - Filter settings and viewport optimization using a multi-frame generator. 13:54 - Using Height Select to adjust the effect of filters by height. 16:13 - Adding Textures 20:16 - Creating sand focusing on sea level 24:57 - Export setup in Unreal Engine 4. → Import to Unreal Engine 4 (first method) 25:46 - Creating a project. 26:40 - Import of landscape. 27:41 - We are talking about the principle of working with landscapes from World Creator 2 28:43 - Creating a folder of materials and functions. 29:23 - Working with Quixel Bridge and importing materials for all terrain layers 33:55 - Creating Master Material, Material Instance and Material Function for landscape painting 35:12 - Setting up the function to work with Megascans 37:41 - Adding it to Master Material 38:15 - Creating a Layer Blend. 39:38 - Adding a parameter to import different textures into the Materail Function 52:34 - Creating a group for the parameters 54:30 - The purpose of the Landscape Instance on the geometry of the landscape. 55:39 - Loading Weight-Blended Layer (normal) for each layer → Workflow optimization. Speeding up shader compilation. 56:49 - Temporary feature simplification 58:54 - Creating a temporary landscape to speed up work → Material customization 1:03:23 - Loading Megascans textures into Material Instance 1:06:12 - Correction of errors with textures in the function 1:07:56 - Layer Info and drawing materials. 1:08:31 - Solving problems with drawing. Method with Sample Source - Shared Wrap. 1:10:08 - Adding parameters to fight with tiling 1:35:19 - Fix Texture Streaming Pool Over *** Budget bug. 1:36:31 - Displacement Settings → Import to Unreal Engine 4 (second method) 1:42:04 - Setting up export to World Creator 2 to divide the landscape into several tiles. 1:43:15 - Working with World Composition 1:43:38 - Import Tiled Landscape 1:45:01 - Loading a layer using layers in a Persistent Level 1:45:27 - Checking terrain tiles in World Compositor 1:45:54 - Drawing with different materials Megascans on the imported landscape 1:48:48 - Organization of nodes, creating comments and separate tiling parameters for each layer. 2:07:37 - Demonstration of materials and nodes which turned out as a result. 2:13:07 - Forrender Renderfarm 2:13:14 - The promotional code for using the 15% lifetime discount on our render farm. 2:13:17 - Info Partners 2:13:20 - Ending and preview of other lessons. Enjoy watching! Sincerely, Andrew Krivulya Charly.
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