11.2 | Getting Started with World Creator 2 | UE4 World Composition

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[Music] hello everyone and welcome back to getting started with real creative - I'm Tyler and we're going to cover how to take your terrain from wrote creator - split it up into multiple terrains and import that into under engine fours world Composition feature now this feature is almost necessary for any large-scale terrain to use in order to have the best optimization in performance in ue4 for those new to this feature here is the essence of what rural composition is and how it works so let's assume this is our terrain a massive terrain if we were to use this one landscape in a game you'd have to load the entire terrain at the launch of the level that could be really taxing on your system to help optimize this landscape we split this terrain into any number of sub terrains this action of dividing up your terrain into multiple smaller terrains is the basis of what role composition is and in ue4 each of these smaller terrains it's its own level so you can load each level independently and only work on one at a time if you want or you can load them all and then work on the entire map at once completely up to how your workflow and your optimization is so now before you even dive into world creator 2 there are two things you need to decide or figure out you need to decide how large you want your terrain as a whole to be then from that you need to pick an optimized or recommended terrain size to divide up your terrain based on the Unreal Engine 4 or landscape technical guide or if you want to understand how the optimized sized work I'd recommend watching my previous video regarding the breakdown of how Unreal Engine forest landscapes work then you can pop back down over here and begin so for this tutorial I'm just going to use 505 by 505 landscape size for each of my sub terrains or each of my levels and if we add up four splits by four splits that gives us a total terrain size of 20 20 by 20 20 so 20 20 by 20 20 will be the terrain size we set up in world creator 2 so here in role creator - I've already made sure that my terrain sizes are 20 20 about 20 20 that we've just previously discussed and our precision level is one meter you can do 1/2 meter if you want but or any other precision level but just to make sure that the final output is one of you for its recommend in landscape sizes now I've already gone through and done a preliminary design of our landscape here so the first thing that we have to do to get this in to ue4 is obviously export our height map so we're to go up here to the export tab right here we're gonna make sure our settings under the surface tab is set to height I prefer to use raw is the most Hall that you can get obviously there are some other options but make sure that it is a 16-bit image as you can see right here the bit-depth best fit make sure it's under the Windows version unless you're using the Mac version to export this and we're gonna make sure our game engine is selected to unreal you've got none unity and unreal as your options so we're gonna make sure unreal is selected then what we need to do is we need to make sure to flip our wise because Unreal Engine 4 inputs them with the wise flipped now we're going to make sure that the split option is selected and here you're going to input the 505 by 505 tile size and this is going to be what it splits up our main terrain with do not flip the Y here this is going to flip the tile wise individually but the flip wire flip X up here is the global flips which is what we're after so only flip this why not this y unless you're wanting to do a certain use case now when you're splitting the train for unreal engineering to make sure to include the border so what's this going to do is let's pop on over to Unreal Engine 4 real quick so here you can see that I've got two different terrains here and Unreal Engine 4 which is basically just the starter terrain and well created two on the left side here I've got this terrain with the included border turned off and our terrain here on the right is with the included border turned on and to showcase the difference is here let's zoom into our train here on the left that does not have the border included and right away you can already see the issue if we zoom in a little bit further you can see what's happening here so if you don't include the border then both tile sets aren't going to include this single strand of what's supposed to be shared vertices you can see right here they're supposed to be at this point and in each one of these quadrants if we go to the same location on the terrain that got the border included if we go and select one of these tiles we zoom in you can see that both of these tiles have the exact same vertices lined up so that's with the embroider included so you always need to make sure that that option is checked when you're doing the world composition should split now back in were created to once we have all these settings set up we can go ahead and click export and be sure that if you want your Z values to match up to world creator 2 to remember this Z skill number here just like we discussed in the previous video you don't have to scale it to match procreate or two if you don't want to you could set the height scale to whatever you want but for those who want to match just be sure to remember this number now that our terrain has been split and exported let's look back at this graphic you may have noticed that the tile number one is in the top left it is in this location because in the top left corner is the origin point at which ue4 imports the terrain this is one of the reasons why we must flip the y coordinates to all Unreal Engine 4 landscapes from this origin point this is how all of our split terrains will be named as a suffix in the file structure here you will see how each tile will be named starting with the x coordinates first then the y's i've created this graphic to further showcase the naming scheme per terrain split you'll also notice that the first tile starts off zero this is one of the values that Unreal Engine 4 starts with so instead of a one two three four naming scheme they start out with zero as their beginning value feel free to pause this video at any time to stare and look at this graphic a little bit further to understand the order of operations here and if I were to go ahead and import this graphic as a texture and world credit to you could really see three dimensionally how this terrain that we created will be split up and import it into Unreal Engine 4 and looking at the files and Windows Explorer you can see all of our height maps have the corresponding suffixes added to them automatically so have Unreal Engine launched here and one thing that you need to make sure that you have is your levels tab right down here to the bottom left this is where I've put it but if you don't have that open which it's not open by default go up here to window and go down and make sure the levels category or levels window is checked on then after you have your starting level loaded over here to the right under world settings we need to enable world composition because it's not on by default so under world settings if we go to the world subcategory and right here if we enable world composition just go ahead and click check and then before you do anything else you need to make sure that you save the current level you could do that here or right here under the new levels window that you have if you click this little green pencil you can save the level and then after we've saved it we're gonna go ahead and click this little drop down box here then we're going to go an import tiled landscape and then this window is gonna pop up and it's gonna give you some options then we're gonna right here at the top going to select our height maps that we've made and you don't select one you literally select all of your maps and click open and then right here it says it's found 16 images each of those are 505 by 505 tiles and for a total landscape of 2020 by 2020 it's already pegged everything out for us it's even made sure that that tile size is optimized by go ahead and setting up our sections and quads and components automatically you don't have to do anything that's why in the beginning you need to make sure that you have one of the optimal sizes so all this works flawlessly and if you remember in world creditor 2 we've already globally flipped our Y's so by default in Yui for this flip y coordinate is always going to be on so just uncheck it if you didn't flip your Y's globally in world creator 2 then having this checked is okay and if you remember that our z height in world critter 2 + 46 26 so I'm going to input here that value 46 26 you don't have to do this set it whatever height you want I'm just make sure that I match world created 2 and then it's as easy as selecting import I do want to go back and point out to my height map naming here you will notice that in each one of the some hype maps that I do not have any obscure symbols in there I only have just raw text in numbers and an underscore anything like a period in your nomenclature or your file file naming systems will not import correctly it'll give you an error and you won't know what that error is until you spend time and time trying to figure out what the heck it is so do not put a period or any other obscure symbol as far as your naming of your file structure so here under our levels box here only pull this out so if I was explain this a little bit further it has imported each one of our height maps and they're grayed out by them being greyed out means that they haven't been loaded into the map you could right-click one of these and select load or under here I want to go ahead and point out if you summon world composition brings you up to this new window and it has oriented our terrain spaced on that original point remember this was the first tile this was the second tile so our first tile is going to be oriented based on on-rails origin point if we select all of these we can also right-click and load so let's go ahead and do that so now if we go back it has loaded all of our tiles in you see over here in the levels window all of our tiles are not gray anymore they're more of a brighter white and you we can actually click on each one of our tiles so let's go back to the world composition window here so you can see all of our tiles here are loaded but I want the center of this landscape to be on the center of the origin that's no problem if we just select all of our tiles then we just click hold and drag it snaps our terrain to any of the inbuilt grids and we've try to line up the center of our terrain there it snapped exactly in the middle as you can see here you can even click one of these terrains and pull them off and inside the editor you will see that that particular terrain is pulled off let's just put this right back where it was this some moving of tiles will only work if every single tile is exactly the same size so that's why we've made sure that each one of our tiles are 505 by 505 also say we like this but we want you know there to be a little bit more to this if you had created something that wasn't a perfect square but a rectangle here you could add even a rectangle you could have a terrain that looks something like this if you want it doesn't matter it's all about your how you've set up your game so let's put these back here before we forget where they went coincidentally within this world composition view if you select one tile and right-click it you can't add an adjacent landscape to this level so we can add one to the left side one to the top bottom and right so this is handy if say you want to keep adding and you want to do the landscape sculpting or texturing it will seamlessly go from one piece of the landscape to another piece of the landscape and just like before if we select one of our tiles here and zoom in in the crack between we could see that both of these are exactly seamless together because we share the border next let's go ahead and redo this process except this time we're going to make sure that our textures that we have on well created two are lined up in Unreal Engine 4 as well okay so back in world critic 2 you can see that I've got all my textures here and it's quite a bit of textures for this tutorial but it's a test that I was doing earlier but anyway what I would do is the first thing you need to make sure is that your tags here or name something that you'll remember in the order that they're going to be so for simplistic sakes for this guide I've just named each one of them starting with the number scheme that ue4 uses so for the base layer I've just tagged it as zero and the second layer is 1 2 3 4 so on and so forth that way if we go to the export tab we're going to export the heatmaps of these I don't want the textures but I want the the heat maps or the white maps going to select textures PNG is fine and to remember to flip the white globally we're going to split each of these into a 505 by 505 size and remember do not flip the tiles but only the global and then you can see here each one of my textures are in order from 0 to 6 so we have 7 textures total be sure to include the border so that everything's match up and we can go ahead and click export once exported you can see it has exported a plethora of white maps or heat maps for our textures it has gone from let's go ahead and change our view to details a lot there should be 64 of them so you can see I just named it white map and then tax text would be the name of the layer itself or what matters is these double numbers here in the middle so this first string of images here is our first 16 for our first tile so now let's get these into Unreal Engine 4 but before we bring all of those in need to go ahead and work on your material structure e orbitty really outs so for guides sake on seeing the import process we need to make sure that our material is already kind of pre set up you would necessarily have to do this upfront you can do it later but I'm going to show you the quickest way to get your white maps in there without having to worry about how to do this aftermath so you want to go ahead and make sure that your material layers are set up so I already have that set up here let's go ahead and load our material layer so what I've done is as you can remember in our previous video you right-click and type layer blend so we're gonna add a layer blend node with that note we're going to keep hitting this plus till we have seven elements and we need to rename each one of these elements here you can see 0 1 & 2 and for me remember in world crater 2 I named the tags 0 1 2 3 4 this is for me to remember that hey this is the zero layer so it matches up with the zero texture name and however you want is perfectly fine so once you have all of these layers named however you want you need to add these sample textures in here or the texture samples by right-clicking and type in texture sample there we go so if we add a texture sample parameter to denote that is basically the exact same thing as we add here or if you set it up right instead of them a texture sample that would be great if this was a material function node that way you can add multiple different types of textures per layer you can get complicated we're just going to showcase the simple version of this and then I've added a landscape coordinate node so you right click and type in landscape and then landscape layer chords if you click on this what you can basically do is change the mapping size so each one of these textures that I have imported from mega scans is I fork a texture and I want to increase those sizes a little bit in the engine as it's only going to import as like a 1 meter image I believe it is so if we're going to scale these 4k images up to 6 meters by 6 meters and then so our terrain isn't so glossy for this tutorial I've just held down the 1 and clicked and add a single constant node of value of 1 into our roughness shader here so that the terrain isn't too shiny for this example so once you have this set up you want to apply it and then we're just gonna go ahead and save it now after everything is set up there we can go ahead and go back to our levels here in Port Todd landscape go ahead and select our height map tiles so we're gonna go back to where these were select all of our height maps click open be sure to uncheck the flip line I remember this was 46 26 and now this time under the material category we're going to click it and then we're going to select our material landscape here so if we scroll down on the materials then we've got here material landscape click that and now you can see automatically all those layers that we had made in the layer blend node have and what we've made them are all right here so now we need to go through and select all the weight maps or heat maps that we exported from world crater 2 per one of these images so we're gonna select the one and we have our textures here so let me bring this to the side so this is one reason why I've named it the way I've named it this base layer is technically layered zero is zero so you can see the zero zeros here in the center are going to be inputted on this first blank and the one here is going to be inputted on the one slot so since we have the zero zero selected we're gonna select all the zero zero numbers click open in register 216 select it again we're gonna make sure all the ones are selected then all the twos so on and so forth I'm gonna speed this up real quick since you get the gist okay so we have all our late Maps imported there are 16 images per wave map since our tiles are 16 tiles now all we have to do is click import and it's going to import all this in one hit now this is one good thing to point out once it's done loading and you have this issue where none of the hype maps are showing that's okay you can either a double-click on your level to reload it and for me that worked if that didn't work you could go to file create a new level and then load that level then load back your original level you need to basically what you're having to do is refresh the levels so now since I've double clicked our original level here our persistent level as you can see in the top which is blue it has brought in all of our hot Maps back so we're gonna go ahead and select all of our high maps right click and select load perfect and now it has imported everything exactly the way it was and what created - let's just real quickly go to our world composition screen we have everything selected and pop this puppy back in the origin spot where it needs to be exit out of that let's zoom over here and everything import it just perfectly everything is exactly where it was and we're all created - except this time I haven't set up materials too great in here but the material is exactly what I used in World Creator - but it's the actual material not a material export from real credit to this is all done manually with in ue4 and that is the way I recommend doing it so that is the basic workflow to getting your terrain into Unreal Engine 4 through broad composition if you like I can dive into Yui 4 more specifically into the material setup Ramy so let me know in the comments below what you'd like to see and I'll be sure to try and cover it when I can thank you everyone for joining me in this video till next time I'll see you in the next one
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Channel: Design with TP
Views: 24,711
Rating: undefined out of 5
Keywords: World Creator, World Creator 2, World Creator Tutorial, Unreal Engine Tutorial, Unity Tutorial, Lumberyard Tutorial, Unreal Engine Landscape, Unreal Engine Terrain, Unity Terrain, Unity Landscape, How to use World Creator 2, world creator 2 exporting, UE4 exporting, ue4 importing, texture exporting, ue4 alpha mask, ue4 weightblend, ue4 heatmap, World Composition
Id: iIZxgp2a-to
Channel Id: undefined
Length: 20min 34sec (1234 seconds)
Published: Fri Aug 09 2019
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