How To BUILD AN ISLAND In 20 mins | Unreal Engine 5 Tutorial

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hello there today we are going to create this island in the previous one we learned about all the water bodies and now we are going to create this island which later we will put the water on we are going to create the best shape texture it and bring it in unreal and have all of this set up so this is the base island that we'll be creating it's a fairly simple graph and we'll start fresh in a new graph so to have the outlines of the island we are going to draw them and in gaia to draw an island we have two nodes the first one is the mask and the second one is island since the video is based on island it's clear which one we are going to use but let me show you the difference between these two nodes they both have this edit island or the edit mask right here which if we click we can draw a shape so with the mask selected here we can change the size and strength of the brush to make it a bit bigger and then we painted something now we can see it in the 2d view or in the 3d view right here and the preview in 2d is also flat so let's visualize it in 3d so we'll right click on the mask and under show as we'll click to rain this is what it looks like in 3d so it's a flat shape with smooth edges and the smoothness of these edges is controlled by this power right here and when we have more power and then the edges will be smoother and if we go lower on the power then the edges will be sharp so at power zero you'll see it's a sharp corner and if you look at the shape we do it's overlapping the shape the island is a bit different so let's go to edit island increase the size a bit now if we draw let me close the edit part so we'll see in the 2d view right here that it's created this great looking island with all these edges looks pretty cool and it can be used as the outline of our island and it's again a flat shape and this time it has sharp corners with the breakage we can control how much we want to break the shape here it is at lower and here we are breaking it a lot next the complexity is how complex you want the shape to be if we decrease it then the shape will be less and less complex so now it's clear why we are using the island node so let me just make the island a bit bigger and close the editor and we'll be using this island right here now to change it from a flat shape to a more sloped version we'll use the node distance distance is like a distance transform so right now we are seeing it as a mask if we right click show as train and we'll see it in 3d so you can see the type of shape it creates from a flat shape right here to a more sloped version and with the distance we can create the off so we'll decrease the fall of a bit so we are getting more of the original shape and height so right now you'll see that this is very smooth and we want to break it up a little and have some of the roughness so for that we'll use the warp node so here it is and you'll see that we are getting some of the roughness in the areas so we'll decrease the size because we don't want to change much of the original shape so you see right here these corners are moving a lot so if you decrease the size a lot it's not moving much and now you'll see it's rougher than before and by putting the roughness value to the maximum we can have more roughness now in the next part separate from this we'll create a risk node we are using raise because it has some of these highs and dips and as the mask further is we'll use this one so if we plug it in the wrist node now we are getting closer to the island shape so let's change some of the parameters right here first of all we need some height it's not much but it will do for now you feel it we have to change the shape then we can always auto level and clamp it to get more of the shape but right now let's first let's increase maybe some of the definition in it so we get more character in it and let's maybe decrease the scale something like this looks good and maybe change the seed a bit and i like this shape a lot so we get this sort of a mountain around here and now after reach we'll do a bit of erosion with the wizard node let's bring in the reset node and you'll see we are getting some erosion right here now right here earlier it was flat shaped we are keeping it flat because we know that we are going to use the water system in unreal which will displace the shape and we also want to use some of the fluid simulation and steps so it's perfect for all those users so since we are getting these unnecessary sediments we can either under removal go extreme for the removal which will remove some of them but it's not much so let's go back to none and have the min mod so the mini mod will take minimum of both so we still have all that erosion from the island and we don't get any sediments right here after the widget i want to break the shape a little bit so we'll use crumble for this now crumble started to break up a little bit and started giving it more definition and it started separating the edges maybe let's have more strength and coverage so it's covering a larger area so this is the difference the crumble mix and finally to fuse some of the shapes and reduce some artifacts in unreal we'll use the thermal shaper so you can either drag down and use some of the suggested nodes or just right click and type thermal we don't want to change the shape a lot so we'll increase this a bit this looks good now we might be able to get away with another erosion right here so we'll use a wizard note for this yeah it's looking better and again to remove those sediments we'll use the minimum mod so that's all for the base shape and now to create the beach in the water we'll use the c node so this will put a c around the area we have to adjust the level so let's go maybe one person point one maybe yeah point one looks good so you see all of this coastal erosion this can be controlled by show size your height and variation and we can even turn off the coastal erosion if you only want water let me show you the beach it creates so we see we get a bunch of masks for the detection the first one is the c let me go to fx here so we can visualize this so this is the water so the blue thing right here is the sea which is this mask right here second is the depth which we don't really need right now and the third is beach and we again put effect right here and this is the beach so the beach has some water in it just so we can avoid some idealizing and to see the actual beach so the actual part where we will put the sand and stuff we will subtract the water from this so we'll take this take the output and plug it right here and we'll create a combine and in the combined method we'll go subtract and a hundred percent so this is the beach and we are separating c from it so this is the actual beach now this is a bit much for the island so we'll adjust the beach from right here so you see this smooth flat area which looks like soil this is the beach and so first let's increase the variation maybe to a maximum so we have some variation around the beach and it's not the same height all around and now let's increase the source size so we are getting back more of the island let's maybe put it to 100 and with the shore height so if we increase it then we'll go again in the other direction like this so we'll maybe decrease this something like this and let's visualize how the beach is looking yeah this looks great so we'll lock it here and let's delete all this so this is the base shape now let's quickly texture it so we'll right click and put this as only so we can view all the flat mask on this node right here now we'll bring detection out and since we are doing a quick touch swing so we'll simply use slope to mix the grass and rocks so bring a set map to give it a rock color this is decent and another set map and have it a green color now let's combine these and for the mask of combine we'll use a slope from the c we'll take a slope and put it in the mask and now in combine we'll use a 100 blend ratio so this is how it's combining so we need to adjust the slope so to see the final result we'll pin this combine node so right click pin and now this node is pinned to viewport so now if you change this loop you can see it affecting right here so let's do maybe like this yeah and let's also add some flows to it real quick so we'll again bring in a set map and maybe a bit darker color and we can't see the changes because this node is pinned to the viewport so we'll right click and unpin this and now if you view this this will do for now and if we combine this in the darker color and for this mask we'll use flow node so from the c we'll drag a flow node shatter it a bit so there is a bit of variation i put it in combine and 100 blend and time to tidy up so we'll create portals the first thing is the texture so while having any node selected if we press c then it will open the connect menu and we can connect the output to a portal now again the same for c press c and convert the output portal much better graph now it's time to add the pitch now keep in mind the order we are doing all this because in unreal when we are texting we'll use the same order so again a combined node 100 blend and for the color will bring a set map node and have it connect to the texture portal so we'll drag it in an empty area and under portals texture now this is for the beach so instead of the rocky library we'll go to the send and have a color like this and i will put it in the second input and for the mask we'll use the beach from the sea node so i'll drag it and make a portal for the beach and make a portal for the sea and now right here we'll connect that portal to this mask input and there is our beach and after the beach it's finally the water so combine 100 blend and for the mask we'll use the c portal so this is where the she should be right now it's black because there is nothing connected to the input so let's just give it a constant color and under output we'll change it to color and change it maybe to a blue color so this is the island texturing and the question should be how is it helpful for unreal and for one thing we can export this texture and directly use it on the landscape we can use it as an input for distance blending or for some far away island another advantage is the order in which we applied all the texture will be the same order we'll use in unreal and the mask for the combiner these are all the masks that we need for texturing so how many birds have that in one stone so now let's prepare it for exporting so the first thing we need is the height map which is right here so we'll bring in a fx knob rename is as final island and right click mark for export or press f3 so this is our height map and let's say we applied the rock texture everywhere and the next thing we need is the grass and the mask for grass is slope so we'll press f3 and mark this for export after the grass we did the flows and the mask for the flows is this this shadow right here so we'll press f3 and next after the flows there is beach and the beach is this output right here so we'll bring fx rename it as beach and f3 and after the beach there was water so this is the mask we used for water so we'll fx and rename it as c and f3 so these are all the exports we need and under the build tab we have all these now our height map is this final island which is right here so we need to change it to unreal standard which is either the png or raw we'll use png all the others are masked only black and white values so we'll use 8-bit png for all of them so this png-8 is the 8-bit png and choosing the resolution 1009 and having the range set to normalized will build this so after the build is complete we'll get all this mask like this which we can use later for texting part now if you are following along then i'll put this in descriptions so you can download them and follow along now going back to this island right here so this c is the last node in our creation part so we'll right click and pin this and go back to the first mode now this island has a seed so if we change the seed we'll get a different island and we change it again then different island so with the power of procedural generation you can get all the different islands so choose the one that you like and export it so we'll come back to unreal to create this now in union we'll start with the new level open the empty open world and bring in the lighting so go to windows environment light mixer create skylight atmosphere light atmosphere cloud and fog create a folder light and post and put everything right here and under the skylight go to details and take the real time capture so we get better schedules in real time now comes the creation part so go to select mode landscape and now we'll click import from file so this is the height map so we'll load it in here now to change the scale so this is true for all the height maps you have whether it is created from gaia or any other train creation software so to change the shape first you need to know the resolution of the height map which will be shown here which is 1009 then you need to know the scale of the landscape in the return creation software which in gaia we were using the default which is 5000 meter by five thousand meter so xy is five thousand meter so here is a little formula so we'll type the five thousand meter right here so five thousand meter since one unit of unreal is equal to one centimeter so to convert the five thousand meter in centimeter we'll multiply this by hundred output to zero at the end finally divide it by the height map resolution which is one thousand nine this scale will match it exactly to the landscape we had in gaia and instead if we were exporting it using the row method then we would put 2600 meter here but we used normalize and our landscape wasn't using the 2600 meter height it was barely 500 meter or so which luckily in annual the default 100 means it's 512 meter high so we'll keep it at hundred now let's import this so if you don't have all these layers that means your material does not have the layer setup i put the landscape material in the first part of the series so you'll find it in the description let me quickly show you so ignore all this junk right here it's important but not for what i'm going to say right now so this is the most important part here the layer blend so layer blend has all the layers and you can click this and add as many layers as you want and to each layer a material is connected so this is the ground material which is connected to the ground layer and so on you can create all those materials and connect it to the layer blend now we'll create the island so this is the island let me turn off the fog and now comes the texturing part so we'll go to landscape and under paint we'll click plus and create layer info for all of them i already have the layer info so i'll use all of them so we'll need the ground cliff and flow flake and sand and once created we'll start importing the mask so first of all we'll apply the click material just like we applied it in gaia so we'll right click fill layer so now there is clip material everywhere and the next one was ground so we'll right click import from file now here making sure that you have the height map file and it's matching the exact skill sometimes if you have already created the landscape you may not find this will click this and load the same project file don't forget to untick this otherwise it will create a new landscape here we can start importing those textures the first one is the grass so we'll take this and import the grass which was slow and the next one was flow so we have to the flow top and the flow bottom so the flow bottom is flow map that we created which is named flow right here the flow top is the flow mask from erosion which we did not create for that island but i have included that mask as well so you can use this erosion as the floater and we'll use this lake material for sea and finally sand for the beach so there is the beach okay now let's untick all of these so in detection process after the rock there was grass so this ground a will take this and click import so the grass material is applied now after the ground there was flow so we'll use flow bottom after the flow bottom is applied we'll use the floor top import after the float first there was the beach and then there was the ocean so the beach is the sand so we'll import the sand so here is the sand mask applied and finally let's take the lake and bring in the ocean now let's go back to the landscape we have our beach ready and we have all the texture layers ready and now it's time to bring in the ocean and now to align the midpoint of the island to world origin so our landscape is 5000 meter by 5000 meter we'll use half of that right here so a negative of 5000 meter into centimeter divided by two we'll copy this and paste it in y as well so the landscape is matched in x and y so now let's move it a bit above in the z axis so around 200 meter so that's 200 meter into centimeter okay now we are ready for water so go to create button and under all classes we'll search for ocean and there is the water pollution okay something is wrong and if you remember from the last video we did not click enable edit layers so we'll do it after creating the island so let's delete the ocean the water zone and the brush manager and choosing the landscape we'll search for edit layers and enable this okay now everything is ready so we'll bring back the ocean and now let's send it to zero zero zero now let's adjust the height so now let's bring it up in this z axis okay let's move the spline points okay we need to adjust the height a bit so this is a time consuming process and it will take some time to adjust this spline so i'll do a quick time lapse of how i adjusted the spline before starting we'll select the ocean and select all the spline points and change them from curve to linear now it's a bit easier to adjust them [Music] [Applause] [Music] bye [Music] my [Music] this island was created just to show the power of the water system and in the next video we'll come to the more interesting stuff like the ripples and the buoyancy and all that fluid simulation
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Channel: Klaus
Views: 29,956
Rating: undefined out of 5
Keywords: unreal engine 5, unreal engine, unreal engine 5 tutorial, water, island, gaea, klaus, klauslyf
Id: Obfq-Zh3iXs
Channel Id: undefined
Length: 26min 47sec (1607 seconds)
Published: Sat May 21 2022
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