Creation Sharing Landscape Painting

Discussion in 'PC Editor Discussion' started by DonnyDave, Oct 31, 2023.

  1. DonnyDave

    DonnyDave Active Member

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    I created this thread so people could show their progress on landscape painting and share any tips they've found. I've got my kml and lidar in now i'm beginning to smooth out and paint my landscape. I'm adding a painting section to my terrain guide for beginners found here:
    https://docs.google.com/document/d/...xo8P6djUyCb1jPX13D1AbdYm3PapxTof-Q-7RdG3C/pub
    EDIT: Added a Painting Landscapes section to the guide
     

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    Last edited: Nov 1, 2023
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  2. jackthom

    jackthom Active Member

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    Thanks I’ll take a look at that. I’m still hoping someone from DTG will provide a tutorial or even a masterclass on painting grass and foliage etc.
    I haven’t the confidence to start painting my own route until I know a bit more about what’s involved.
     
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  3. protonmw

    protonmw Active Member

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    Full acknowledge, DTG Matt or dtg_jan please give us a short overview on landscape painting and if there are any special things to consider about (performance, etc.) that deviate from "normal" Unreal editor tutorials out there.
     
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  4. bremen

    bremen Active Member

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    It is just me or all the nodes under "worldaligned" have been switched off?
    If I add them they are blank, instead of having options.
    Maybe the customization they did to the terrain prevent their usage.
     
  5. bremen

    bremen Active Member

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    A simple question: why are there multiple landscapes under "landscape editor"?
    I have three "landscape" and one each from landscape2 to landscape5.
    They cannot be deleted and adding layers to them it is like a maze :D
     
  6. Tomas9970

    Tomas9970 Well-Known Member

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    Here's my attempt at creating scenery. It's not representative of the real section but I did it just to explore some options.
    HighresScreenshot_1698868410_00.jpg HighresScreenshot_1698868438_00.jpg

    First things, I didn't use the Landscape UV mapping. Instead I just divided the world position and used the X and Y channels as a UV map. This is kind of a pseudo-world-aligned texture mapping and it should help with blending if I wanted to have landscape texture on a mesh or something.
    Example 1.png

    Second, I used the "Make Material Attributes" nodes and basically blended together whole material setups instead of blending each texture individually. This helps clean up the graph a bit. Eventually I would like each of the landscape layers to be in a separate function but material functions are broken at the moment.
    Example 2.png

    Last thing, I did a Non-Weight Blended "Grass Removal" layer. This means that I can paint this layers anywhere where I want to have no procedural grass (like in a road) as well as erase it to bring the grass back.
    Example 3.png
     
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  7. fceschmidt

    fceschmidt Well-Known Member

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    Dude, how did you make that mud road fit in so good? Is there anything to it besides the vegetation? :)
     
  8. bremen

    bremen Active Member

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    I followed a similar approach with a couple of differences.
    Since I have taken the textures from my own photos I had to add a couple of nodes to reduce the tiling effect (previously tiled with another program).
    "Tex coordinate" and "tex samples" to add some randomness which, depeding on the texture, can do wonder but not miracle :D.
    Further more a constant to eliminate the "plastic effect" done by the specular.

    I never had so much fun playing around with colors, filtering, normals, etc.
    (The actual bridge is walled off by trees... which I don't have, yet...)
    [​IMG]
     
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  9. DonnyDave

    DonnyDave Active Member

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    wow you have been busy but it paid off the scenery looks very impressive
     
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  10. Tomas9970

    Tomas9970 Well-Known Member

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    Nope. It's literally just a blueprint spline from Vorarlberg and grass removal. I saw it done on the Vorarblerg route and decided to go with it though my knowledge of the technique is much older than that. I think it appeared in one of the Quixel's Medieval Game Environment breakdowns.

    Edit:
    Found the Quixel video that talks about this stuff.
     
    Last edited: Nov 2, 2023
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  11. fecrails

    fecrails Active Member

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    Good to know. I couldn't understand why my materials from the standard UE editor projects would not migrate to the TSW version without breaking them.
     
  12. Tomas9970

    Tomas9970 Well-Known Member

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    Just for funsies since the tiling was brought up more than once, I decided to make a little comparison with a texture that is easy to tile as well as one that is not so easy. It's amazing how a tweaked Texture Variation can come close to the insanity that is Texture Bombing.
    HighresScreenshot00002.jpg
     
  13. bremen

    bremen Active Member

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    As a first time user of UE4 I was not aware that the classic BMP format was not the favourite format for textures.
    I had to change the format to sRGB to have all my textures with the correct palette.

    [​IMG]
     
  14. DonnyDave

    DonnyDave Active Member

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    wow a massive improvement and looking good :)
     
  15. moofers#8902

    moofers#8902 Well-Known Member

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