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[RELEASED] [SUPPORT] Automatic Landscape Material Kit

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  • replied
    Hey Redot3D!

    This is an awesome piece of work, it was really worth it! I only have one problem. When I try to use the auto foliage nothing happens. I've plugged the grass type into the master material, I've turned on the auto foliage option in the instance but it still doesn't show up on the terrain. When I do the same on the showcase level it works like a charm. Don't know what could be wrong with my terrain but it's frustrating. Do you have any idea what's the problem?

    Thanks

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  • replied
    I think I messed something up as my material instance is showing up very dark. Is there an easy way to reset to defaults? Thanks!

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  • replied
    UPDATE:
    • Asset is now compatible with UE4 4.23

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  • replied
    frostic the issue has been quickly SOLVED by marketplace support.
    I just checked and the download for 4.20 has been restored. Now, I wait for your confirmation.
    Feel free to email me if you have any other questions or issues!
    Cheers!

    Leave a comment:


  • replied
    frostic sorry for that!
    Some time ago another user got the same issue, but it was quickly solved.
    I've just replicated your procedure and I confirm that on 4.20 the asset is not downloadable anymore.
    Allow me to point out that this is not related to the asset itself, because the download is managed by the Epic server, indeed
    last time there was an issue on their side, but they fixed it quickly.
    I already got in touch with the marketplace support, so I'll get you back as soon as possible.
    Thanks for your patience!

    Leave a comment:


  • replied
    Redot3D i purchased it, logged out of epic launcher, relogged in still can't add it to my projects. 4.20 and 4.21 wont download. 4.22 does but i can't update to it because of an engine bug that renders my game broken
    Last edited by frostic; 09-04-2019, 03:43 AM.

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  • replied
    it wont download or install from launcher. tried in 4.20 and 4.21...

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  • replied

    Originally posted by Wolfen View Post
    Just noticed this was updated. Did I miss an update note?
    I updated the previous post with the update note.
    Thanks!

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  • replied
    Just noticed this was updated. Did I miss an update note?

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  • replied
    UPDATE IS NOW AVAILABLE!
    • Height-based layers (see the video below for more info)
    • Roughness control improved for layers
    • Global parameters in the Material Instance are now splitted into different sections
    • Added one more example map with a height-based layer

    VIDEOTUTORIAL for height-based layer
    http://bit.ly/2HQDZjU


    This layer is painted according to a specific elevation decided by the user.
    You can control different parameters in order to achieve to look you want.

    Height-based layer features:
    • height range (min-max)
    • bounds opacity, to avoid the abrupt border effect
    • noise, you can set the texture and the tiling
    • modulator to decide the quantity of noise affecting the bounds
    • slope effect
    Last edited by Redot3D; 09-08-2019, 04:05 AM.

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  • replied
    Originally posted by Vekien View Post
    Brillian work on this, saw the reddit post a while back and saved it, just getting round to buy it and it looks to be such a breeze and joy to use!!
    Thanks man!

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  • replied
    Brillian work on this, saw the reddit post a while back and saved it, just getting round to buy it and it looks to be such a breeze and joy to use!!

    Leave a comment:


  • replied
    Originally posted by Redot3D View Post

    There is only one problem: the shader explosion. Those nodes are at compile time and they exponentially increase the number of shaders. With this new update I already reached 3 of them. A material with many of them applied to a landscape can be very frustrating during the dev time, since each time you press the check box you must wait for the recompiling. Definitively against the philosophy behind this package.
    Anyway, if you want to craft your own version with this feature, I'm glad to help you, just email me.
    Hope that helps!
    No worries. It's your asset. I made the request, it's against your philosophy for it. I can respect that.

    Appreciate the offer. I will probably be able to figure it out myself. I've done a lot of material work in the past. Would be a good exercise to get me back into the swing of things haha.

    Leave a comment:


  • replied
    Originally posted by Wolfen View Post

    Maybe look into https://docs.unrealengine.com/en-US/...tmaskparameter

    Switching channels. It's probably not going to be doable / easy from a material function though. You may have to somehow manually set it up or change up how you are doing most stuff.
    There is only one problem: the shader explosion. Those nodes are at compile time and they exponentially increase the number of shaders. With this new update I already reached 3 of them. A material with many of them applied to a landscape can be very frustrating during the dev time, since each time you press the check box you must wait for the recompiling. Definitively against the philosophy behind this package.
    Anyway, if you want to craft your own version with this feature, I'm glad to help you, just email me.
    Hope that helps!

    Leave a comment:


  • replied
    Originally posted by Redot3D View Post

    Thanks for your feedback. You can also send me a screenshoot to better clarify this feature.
    It could be a good idea for next release.
    Maybe look into https://docs.unrealengine.com/en-US/...tmaskparameter

    Switching channels. It's probably not going to be doable / easy from a material function though. You may have to somehow manually set it up or change up how you are doing most stuff.

    Leave a comment:

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