[flow_default] Transcription: 003 Landscape materials - Painting terrain.json
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transcriptions/003 Landscape materials - Painting terrain.json
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"audio_file": "003 Landscape materials - Painting terrain.wav",
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"text": "Hi everyone, welcome to the painting landscape tutorial. So today we're going to be creating our materials so we can start painting our terrain. So the first thing that we're going to go and do is go to the World Outliner and the right side of your screen and click on Landscape. On Landscape you can see that accepts a landscape material. And of course you can choose a material here. So let's choose for example grass that comes with the starter content. It's important that you have that in your project. So make sure you have the starter content. So go to... So let's click grass. And if I click grass here, you're going to see it's going to compile some of the shaders. So as you can see, it turns everything to grass. And that's good, but not that good. Because if you go to our landscape editing mode and go to paint. You can't really paint anything besides grass, you know, you don't have anything to do and you can't really like actually can't even paint right. It's just, it just filled it out with grass. So what we have to do is we have to create a sort of like master material, your landscape material that actually gives you different textures that you can actually paint around on that. And that's what we're going to be creating on this tutorial. So let's go ahead and unassign it. We're going to click on the drop down and let's say clear. Perfect. It cleared it out. So let's go to our content drawer, pressing control space. Let's go to our materials folder and let's, if you don't have a materials folder, just right click, create your materials folder. Otherwise, just click materials and right click it and click to create a basic asset material. Perfect. And now we're going to name it as M. So that's just for Unreal and yourself to know that this is actually a material and it's easier for searching and filtering. And then we're going to do underscore terrain. Perfect. We created our landscape material there called terrain and we're going to double click it. Perfect. Let's attach this window here to our editor. So just hold down your mouse and just drop it there. So it's easier. And here we have our landscape material. So landscape materials are a little bit different than the normal materials that you use to it because they have to blend all these layers together, etc, etc. So what we're going to have to do is right click and try to find the layer blend. So material layer blend. Nope, we want to the landscape layer blend. And it's different because of this little guy. This little guy actually is the one that dictates the layers of our materials. So as you can see here, we have layers. So we can also add a layer. So let's say we want to add grass. So we're going to click Add button here. This is the first index because it's a list, it's an array, and we're going to name it grass. Perfect. So this is going to be your first layer. And you're going to understand this. I know it's a little bit complicated, but it's going to make sense very soon. We're going to click another time, we're going to press and going to select gravel so we can create a gravel kind of material to let's do another time and let's do like a normal rocky mount kind of thing. So let's just do rock. So a rocky material. And as you can see, populated here in our layer blend. So this is what it's actually going to output our, our layers in the map. And you're going to be able to choose those layers here on the landscape tools. And you actually can paint with those textures. I know it's a bit complicated. There's a lot that goes into it, but stay with me. We're going to get through this pretty soon. Cool. So what we're going to do and what differentiates this from a normal materials that we get actually going to make our base material here, a material attribute, which will allow us to work with the textures and up independently. So let's just click on empty rain right here and let's go use material attributes. Perfect. It's just this little note and we can connect the layer blend to the material attributes here. Beautiful. And now we have the option to let's select, let's work with the layer grass first. So let's bring that up and let's select make material attributes. And this is just similar to the material, to the original one, but you can have multiple of these and it will allow us to work independently of one another. Perfect. And you can actually do that for all of the other ones. So what we can do is just go to gravel, make material attributes. And let's go to rock as well. I know it's going to get a little bit zoomed out, which is fine. We're going to be working with one layer. Let's do again, make material attributes perfect. So let's work on grass now. So it's not very complicated. Perfect. So for grass, we need the grass material. So you can open your content drawer. If you have the starter content, just go to your starter content and then go to textures. Additionally, you can go to your root content or anywhere and just start and just type the ad asset filter, just type, just click texture and this should filter all the folders by all your texture materials, all your texture assets. Excuse me. So now let's try to find grass. So I found the grass here, as you can see. And if I go to go again, we need the normal map for that grass. Perfect. If you don't remember, the normal map is actually, it's what tells unreal where to lay down the shadows of a material, of a texture. So it's really important to have. So we're going to connect the RGB with the base color of the normal texture and the normal to normal. We also need roughness so we can change between metallic and very rough. So let's drag that up. And what we're going to do is we're going to search for constant. And that's going to be our constant value right here. We can change its default value to one perfect. We can also make this a parameter so we can change that in our material instance. So this parameter is going to be called roughness perfect. Beautiful. So looking good looking really good. And this process is going to repeat for all the other materials too. So let's let's duplicate using control W our roughness and let's connect the roughness to the other materials. Perfect. Once they're connected, let's grab the other textures for the other materials. So let's grab the gravel. Perfect. We have the gravel normal map and we have the base color. Drag the RGB base color, drag the RGB to the normal map. And let's do the same thing for rock. Let's see if there's any rock here. Let's get the basalt one. So let's drag the basalt here and the basalt normal map. Same thing as the others. Pretty simple and perfect. There you go. So if you did this completely right, which the first time I was learning this actually took a while because sometimes you put a node connected to a wrong one, but you get used to it. Don't worry. Let's click apply and let's click save. Perfect. Let's go back to our landscape and let's assign it. So remember, go back to your select editing mode using shift one, press your landscape and then go to your landscape material, press none here and let's search for our terrain asset. There you go. So we have two other ones here. Let's ignore. Let's go with our, the one that is not on the old folder that I had set up previously. So let's, you're only going to have one. So don't worry about that. So just choose your M terrain. And as you can see, this looks dark and that is expected. So what we need to do is we need to go to the landscape editing mode and we need to assign those layers to wave blends. So this basically just assign it the target layer. So what we're going to do is just going to go and press this little add button next to the layer. Then we're going to create a wave blended layer and just save it wherever you want. Oh, it already exists. No, let's save it on the content folder for now. Perfect. And now it's created our layer blend. You can do that for the gravel and the rock as well. So wave blended layer normal, just save it wherever you want. I'm going to save it in content and the rock with blended normal. Perfect. Now, as you can see, we have a very beautiful grass layer in our terrain. And if we want to paint and click paint here, press paint, we can actually paint the grad, so sorry, you can actually paint whatever you select here. So if I select gravel, I can actually paint gravel. It's taken a little bit because it has to compile the shaders. But as you can see, the gravel is starting to show up and the rock too. If you go and click paint, let's just wait a little bit for the shaders to compile and the rock has been painted. But you can see that there's a very big huge tiling going on over. You can see that the textures repeat a lot. And that is a very, very, very common problem. And I'm going to show you two solutions and how you can deal with this. And later on, if we add bonus to the course, we're going to show you more advanced solutions. So let's go over the two solutions that you can do right now, which are very simple and very effective. So let's go back to the terrain. So the simple solution right now is just adding a multiplier for the UV space on a texture coordinate. What does that mean? Don't worry. Let's go over. So press right click, click search. Let's do, um, so search for coordinate and then texture coordinates should show up. And now let's go do that again. And let's press multiply because we want to multiply the coordinates by a constant and that should change our tiling. And what we want to do here is that we only need one texture coordinate for everything. But we need each one of these needs a multiply and a constant itself. So we're going to duplicate, bring it down for the other textures, duplicate, bring it oops, oops, sorry. Oh, I didn't duplicate. Okay, duplicate, and bring it down to the other texture right here. So what we're going to do is we're going to grab the texture coordinate and connect to all the A's or the B's doesn't matter. Of the multiplies and we're going to connect all the constants to B. That's basically just multiplying a constant by the texture coordinate, which should give us a way to change the timely. And let's drag the zero to be perfect. And now let's drag the multiply to the UVs of both the base color and the normal map, because they both have to scale up. If only one scales, the other one doesn't, and it doesn't show the shadows or something can get really messed up. And we don't want that. Perfect. And now we're going to do is we're going to get all this, all this constants and turn them into parameters. So we can actually change that later on. So let's change to a perimeter. So let's say the scale. You can name whatever you want. I, I normally name it scale or like tiny or however way you prefer. So let's just do that really quickly. And no, I don't want to add a comment. And there you go. So we have the scales. Let's apply. Let's cross our fingers and hope everything went right. And let's save the terrain. Perfect. And if you see now, everything is super smooth. Yes, super smooth. And you may ask, why is that? And that's because our constant is zero. So our texture coordinate is actually multiplying by zero on every single one of that. And what does that mean is that our UV maps are zero, so it's not showing any texture itself. So let's set the default values of the scale parameters to one. And yeah, they're basically it's gonna, it knows that it's the same one. So we should scale correctly. And let's hit Apply, Save. If you go to the Landscape, now you can see the texture showing it's the same thing that we had before because one is the default value either way. So what we're gonna do now is, first of all, let's create a Material Instance so we can actually change that without affecting our parent material. And being easy for us too. So we're gonna go to our Content content browser, our content drawer, go to our mTerrain material, right click it and create an instance of it. Just press enter, it should create an instance. Let's drag that onto the landscape material of our landscape. And now we have the instance of the material. So if we double click this right here, we have our roughness and scale to change so we can actually get rid of the styling. So let's say our scale, let's say our scale to point one, let's make the terrain a little bit rougher because it's too shiny. Perfect. And if you can see now, well, now it looks so much better because we just scaled up the texture. So it's harder to see patterns unless you go really far away. You can kind of see the patterns going on, which normally is not going to happen, but sometimes this is a problem. And that's why I'm going to show you another way of doing this, which gives you more flexibility into dealing with this scaling problems. And the math that I'm going to teach you right now, it's called sell Bombie. Yeah, I know it's a weird name, but it works. So let's go back to our terrain material and let's do that with the grass only. OK, so let's erase this nodes right here. And let's say we have our base material normal here. What we're going to do is we're going to get this texture samples and we're going to convert them. So you're going to right click, convert them to texture objects. Perfect. Once you've done that, you're going to right click it and we're going to search for something called texture bomb. Oh, texture bombing. There you go. There's our texture bombing. Beautiful. And we're going to need one for the base color and now you can duplicate using control W one for the normal one. So let's just disconnect this real quick. And we're going to connect the texture objects to the texture objects of those respective textures. Let's just bring it up a little bit because it's going to get a little bit clamped. There you go. So what we need now is we need the texture coordinate to actually go to the UVs of this thing. So we can just search for texture coordinate or you can add the same one that you had before for less flexibility. So let's just add a new one for the UVs. Perfect. The next step here is changing the tiling and the offset. And what we do is we just add simply constants to change that. That gives you the what they call the the bombing flexibility to actually change the scaling as you wish. So another way of getting constants, if you don't remember, is just pressing one and clicking. Then you can add a constant and let's add another one. So let's make the first one a parameter called tiling. And let's make the second one convert to perimeter and let's call it offset. Oops. Offset. Beautiful. We're going to connect the tiling to the tiling base color and the tiling normal map. And we're going to connect the offset to both of them. And let's set, let's set both 2.5 as default valleys. And this is where this is the part where you're going to master on with the parameters to see what fits best for your texture. So let's just say 0.5 here. Let's hit save, apply, perfect. As you can see, it's compiling the shaders again, because we made a lot of texture changes and it has to compile all the normal maps again and how it interacts with the environment. We did something wrong, beautiful. So what did we do wrong? Of course, we forgot to assign the texture Bombay result. So the first one is the base color. So you attach the base color, the second texture Bombay is the result and then you attach to the normal. Perfect. Let's hit apply again. And this time we hit save again. And let's go back and as you can see our texture is in place. Yeah, you did it. This is another method of changing your texture a little bit, rotating scaling that prevents all of the tiling and weirdness that you can see whenever you are dealing with textures in Unreal. And of course, you can see here that is repeating, but if you mess around with the settings again, so if we go to our component here, we go to offset tiling, I think it already changed a little bit. So let's say one, one is the default value. So let's say 0.1, 0.1, let's go to landscape as you can see, much better. Definitely not as repeating. And yeah, cool. That was a big tutorial. I know it's a little complicated and but it's great to know. And once you once you get used to it, this is going to be so much easier for you to create materials and actually paint your landscape. So yeah, and that's it. Thank you so much. I'll see you in the next tutorial and hope to see you messing around with the tools and exploring the landscape.",
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"language": "en",
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"confidence": null,
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"duration": 1112.98
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}
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