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unreal-openland's Introduction

Open Land for Unreal Engine

This is a set of tools for building landscapes in Unreal Engine.

Right now, it comes with an auto-material that you can customize & create themes very easily.
[ soon we will have more tools like Road support, weather control, Megascan integration & so on. ]

Have a look at the intro video:

Unreal Open Land

Installation

Get it via the marketplace ๐Ÿ›๏ธ

For non-commerical projects, you can also get it from here:

  • Close your existing Unreal Engine app.
  • Download this GitHub repository.
  • Copy OpenLand/Content/OpenLand of the repository to you app's Content directory.
  • Start your app

Documentation

Issues & Questions

Nothing is perfect & so does the Open Land. But we would like to fix issues, add new features & answer your questions.

Here are some links:

Support Us

We need your support. Here are some ways you can help us:

  • Use OpenLand & make videos, tutorials, etc.
  • Help to answer questions on GitHub & inside Discord

unreal-openland's People

Contributors

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unreal-openland's Issues

Can't enable "Enable Texture Variations"

I keep getting these errors while trying to enable "Enable Texture Variations"
[SM5] Function MF_OL_Texture_Variation_With_Params: Missing Material Function
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrtutes) Error on property Normal
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrdutes) Error on property BaseColor
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrioutes) Error on property Metalic
[SM5] Function MF_MapAgustments: (Node MakeMaterialattroutes) Error on property Specular
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrioutes) Error on property Roughness
[SM5] Function ME_MapAgustments: (Node MakeMaterialattrbutes) Error on property AmbientOcclusion

Support mobile platforms.

For this, we need to render OpenLand in the Mobile Preview playmode.

Then all the materials look the same.

Landscape Course with OpenLand

Basically, this is the getting started guide.

  • Landscape Basics
  • Env Setup
  • Landmass
  • Landmass Painting
  • Add Grass
  • Layer Painting
  • Add Custom Textures
  • Adding Puddles
  • Specular Control
  • Parallax Painting
  • Performance
  • Adding a New Layer

Update Smart Masks

  • Add support for textures
  • Do not spawn auto grass if a smart mask is functioning. (Think about that)
  • Add a range slider (goes with the threshold)
  • Use this on top of an existing layer
  • Add remove from layers.

Add support for displacements maps.

Tasks

  • Basic Implementation
  • Edge Displacement Reduction
  • Reduce tesselation factor at far
  • Backport to Legacy
  • Add to all layers
  • Add to other master materials

Add a new master material to support static meshes.

With this, we should be able to add layers based on

  • Vertex colors
  • External flow maps
  • It needs to contain a single height-based layer as well.

This master material should be a reference implementation. But, it's meant for customizing.

Suggestion: Change your Patreon amounts.

They are to high for a new product. Try 1$ for Fan 10$ for backer, maybe 25$ for priority support and priority feature requests. Something like this. I care much more about support, tutorials, feature requests than I do about having my company logo on this project or in a video. I think, hope you will get more support as I like the idea and look forward to future enhancements.

Thanks,
Dan

Add proper grass hiding support for OpenLand

Currently, our Grass hiding system does not work well when used with "Edit Layers".

Basically, it won't work with Edit Layers-based Splines, Landmass & the Water System.

To fix that, we need to add RVT based grass hiding system.

This will work even without OpenLand Grass. The grass hiding system that comes with "OpenLand Grass" is universal and does not depend on OpenLand or even with a landscape.

RVT material issue

When I opened the sample map, the following error message came out from the manual.How should I modify it?

image

Create RVT specific documentation. So, we can answer a lots of questions there.

Here are some things we can do:

  • Add rock into the demo scene with RVT
  • Create a getting started guide in RVT with the demo scene. In that, ask the users to go through different params and get the look they want.
  • Create brief info on RVT and how they work.
  • Create a tutorial on how to add RVT support to OpenLand.
  • Create a tutorial on how to add RVT support on Non-OpenLand material.
  • Create a tutorial on how to add RVT support assets. (show both attributes & non-attributes examples).

Feature Request: Import texture mask

When using a landscape tool such as Gae or World Creator you can export a texture mask. This mask then connects to the automaterial and textures the landscape based on the mask. See this video for an example of creating and using a texture mask in an unreal material. https://youtu.be/V54kqpy1Q-Q?t=8180 just watch for a minute and it will show you how the texture mask is used in a material. TY

when i enable "Enable Texture Variations" the texture dont work

[SM5] Function MF_OL_Texture_Variation_With_Params: Missing Material Function
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrtutes) Error on property Normal
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrdutes) Error on property BaseColor
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrioutes) Error on property Metalic
[SM5] Function MF_MapAgustments: (Node MakeMaterialattroutes) Error on property Specular
[SM5] Function MF_MapAgustments: (Node MakeMaterialattrioutes) Error on property Roughness
[SM5] Function ME_MapAgustments: (Node MakeMaterialattrbutes) Error on property AmbientOcclusion
Warning: ARD samples /Game/Megascans/Surfaces/Mossy_Ground_tmtjfd0r/MI_Mossy_Ground_tmtjfd0r_8K.MI_Mossy_Ground_tmtjfd0r_8K

i have also enable Virtual textures

OpenLand Roads

Let's have some dedicated paint layers for roads. Then let's create roads using landmass splines (or landscape splines tool) to make roads.

Also, let's implement RVT projection as well. That'll help us with performance & proper blending.

Let's also think about some options to add puddles & other stuff into the road in a procedural fashion.

Introduce Adaptive Performance Tools.

This is based on Unity's adaptive performance system: https://youtu.be/d5O4Uw6gPBI

They do this by looking at some device-specific metrics. But we can do something similar by looking at the FPS values.

Then if the current framerate is below the target framerate, we can update some parameters in OpenLand and reach the target framerate.

Showcase video scene creation and tutorial demonstrating open land

I think making a complete scene creation tutorial would help get more people interested in open land. Something high quality like the Australia project that was just released on the market place. Of course not as big just a small scene with trees, grass, cliff, river, mountains all using 8k textures from mega scans. The scene should showcase the use of the paint layers such as mud, sand, snow and so on. The current default map is a nice place to start but it would be cool to showcase a photo realistic beautiful scene and how easy it is to make with open land. Maybe after you complete the biome. Cheers!

RVT Tools Extend Bounds needs to re-calculate min/max height of landscape and adjust

OpenLand as of commit c9ca2d9
UE5 Preview 2

To Reproduce:

  1. Create a new Empty Level
  2. Setup HFM and RVT using OL RVT Tools on a flat landscape
  3. Sculpt a deep hole

In the first pictures you will see the material of the hole turns to black as the hole goes beyond the RVT depth boundry. Also note that you cannot dig any deeper than what the picture shows.

UnrealEditor_b3xvheMZaa

UnrealEditor_aCsU8jOmeu

The next picture shows the landscape with HFM,RVT, and rvt cache removed/disabled. I was then able to dig a deep hole as expected.

UnrealEditor_xlrdLb0Zos

From what I can tell I believe the problem is with the rvt bounding boxes.

UDW integration compilation error

OpenLand 2.2.0
UE5 Preview 2

When adding the OpenLand_UDW_Support function to the landscape material you get a compilation error.

UnrealEditor_RXHgc9xujA
.

Support older UE4 versions

Currently, all the assets are based on UE 4.26. We should try to 4.24 & 4.25.

In order to that, we need to re-create the project on 4.24. But then, we won't be able to use newer features.

Explore some ways to do this.

Rethink about Texture Variations

We need to experiment with doing texture variations.

  • Here are some existing methods:

    • Simple noise-based color changes
    • Using the new Texture Variations node
    • Do some randomized UV based tiling
    • Use the above to do the rotation instead of offset shifting. (As we see on the Unreal Sensei's videos)
    • Explore texture variation node in UE 4.26
    • Use the Texture Bombing Node
  • Recreate a version based on 4.26 Texture Variations but with procedural noises, randomness

  • Allow baking that procedural stuff into a map

  • Add in-node documentation

  • Move this setup to OpenLand

  • Use this in OpenLand

RVT cache is not working correctly when using Open World Level or other World Partition Level

To Reproduce:

UE5 Preview 2
Windows 11

  1. Create New Open World Landscape
  2. Import Height Map following your procedures by adding material instance during import process
  3. Setup RVT according to your instructions
  4. Enable Rvt cache

The landscape will turn black when rvt cache is enabled even thougth rvt is setup correctly. If you disable rvt cache the landscape looks normal.

Test heightmap

https://1drv.ms/u/s!Aq4OgSZRh__uifpl5XL7TFiGsCnTYg?e=xH7XNn

Temporary Fix:
Enable rvt cache on Material Instance before you import your heightmap. Then setup rvt using your rvt tools per your instructions.

Here is the result when I enable rvt cache before import

UnrealEditor_6LTTrq2uRO

Notice most of the landscape looks normal except for the top of the mountain. This is because the OpenLand_RVT_Widget Extend Bounds is not calculating correctly in this example.

To Fix:
Increase the Z-scale of the RVT_Volume_Material

UnrealEditor_ZyedUQYRh9

Add 3D puddles and water that reacts to a players body such as a splash in the puddle.

I am new to unreal so please forgive me if I am asking bad questions.

Currently puddles are created using texture paint but it would be nice to be able to place puddles down that when I player walks through it the puddle splashes and maybe mud gets on the shoes.

One thing I am learning is that 2D texturing for visualization is used a lot, I guess for performance reasons.. The 2D texturing is not very realistic and I would prefer using 3D assets that respond like it would in the real world such as walking on sand and dynamically leaving footprints versus the method now of just painting a picture of sand with footprints. Since UE5 can support the higher poly count it would be wonderful to move towards real life interaction with the landscape versus just texture painting. Thanks for your hard work!

Create a SkyBox

With this, we can add support for HDR cube maps based skys. We also need to support the new SkyAtmosphere, so we can see the sun.

Automatic RVT camera depth setup.

We don't need to change those RVT scales & power values.

  • Experiment with it
  • Change One-Click RVT to set the volume a bit low from the original position
  • Calculate bounds from the RVT Widget & set that value via some MPC
  • QA

OpenLand Multi Biome Support

Here we allow users to create biomes manually & we provide some nodes to do it.

  • Auto material node, which takes care of 3 layer auto material
  • Add Ground Color (optimization)
  • A way to run smart masks over a specific layer or auto layer.
  • Provide an altering layer to the smart mask. So, it can use that to fill inside the mask.
  • Provide multiple auto blend layers
  • Use it with the main map
  • Migrate to other maps
  • Do a QA
  • Migrate to Legacy version
  • QA Test
  • Update docs for usage
  • Create a guide on creating custom biomes
  • Create a guide on creating another auto blend layer
  • Create a Downloadable Demo Map with What's possible with Multi-Biome Setup

Dead link in readme

At:

For non-commerical projects, you can also get it from here:

Close your existing Unreal Engine app.
Download this GitHub repository.

The link in:
"this"

404s for me.

I assume it would link to the github release.

Tut for grass support for megascans

Roadmap Add OpenLand Grass support for MegaScan plants (or any existing plants) #1

Just a suggestion it has been open a long time with only tuts remaining. It would be cool to have this feature and to finish that and get it off your list. TY

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