Hello there!
I am new to UE and the reason why I started it was that I could make a hyper-realistic landscape with UE.
I tried to make my own material using Blue Prints ( I followed several tutorials), and I also tried Quixel Mixer&Brigdge combination, both solutions to be applied on “Landscape”
Here is my question :
The displacement in the materials are applied on a cube, the displacement works.
But when I apply on a plane mesh or on Landscape, the displacement doesn’t work anymore.
I then made a subdivided mesh on Blender and imported it, and applied the material, the displacement works.
Is it possible to use displacement on a Landscape? on a plane mesh ? or do I have to import a subdivided mesh from an external 3D software every time? what would be the solution if I want to make an open world for walking simulator?
thank you for your input!
BTW, if you have any tutorial on the environment making for a walking simulator, it would reaaaaaally help. thank you again!
Heya.
thanks for your reply really,
I tried that tut already, but it didn’t work.
In case I missed something on the way I am going to try that again, and get back to you!
thanks loads!
In fact ( IMHO ), displacement is vastly overrated on landscape. You have to get the camera on the ground to see it, like, who every plays a game like that?
It also sucks a whole of frames too. Frankly, carefully chosen materials and good normal maps goes a long way…
Ok, what you are saying is interesting (I am learning so that’s why I guess) :
so you would only use Albedo, Normal maps on Landscape, and then add other elements like foliage, trees, and rocks with displacement on top? is that how you would do it?
Nearly. Just good ground textures with normal map. Add foliage and rocks etc, but they don’t need displacement, because they have the shape in-built in the mesh.
I think the only time the player is EVER going to see displacement on the LS is if you have sudden cliff face jutting out of an auto-material or something like that.
But then even AAA landscapes wouldn’t stand up to that kind of close inspection, so you might as well have a cliff mesh.
I actually will consider that seriously.
you may be right. When I began, displacement was the “woaaaaaaahhh! so cooooool!” kind of thing,
I am afraid that doing my auto-material with displacement is too costly for the GPU anyway. Maybe I am going to try both options and compare the result, so that I can choose.
Hey, no worries. I was also going to say ( but couldn’t re-find this ), that careful application of noise to the landscape also goes a long way to making it look more rugged etc…
So you have your sculpting, but also some noise that you apply later, just to make everything a little uneven.