Water Shader | Blueprints Packed Level | Megascans asset in Unreal Engine 5

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today I wanted to talk about three things one is Mega scan asset second is level packed Blueprints and the third is a little bonus for a water material come with me I'm sure a lot of you guys think that you can find mega scan assets directly via bridge and this is not quite correct indeed if you go to the epic games launcher do you know that you can find complete environment and setup of Mega scanner sets directly in the epic games launcher if you open the epic game launcher and go straight to the market Tab and look on the free content of Mega scans here you'll find various and complete assets back containing Mega scan assets and today we're going to download and use this one the NY cost collection I found it really great I wanted to use it in term of realism and quality of all the Rocks assets I also found some things to fix up and I wanted to share it with you and share all the little tips and help I can provide to you watch out it's a heavy one about 20 gigs let's create a blank project and import this asset back in it once you've complied everything let's jump to one of the zoom map here like the meas one here you have a classical layout setup of all the assets and this is what you can also find in bridge but on an individual basis as you can see here there's a lot of assets for small stones to huge Cliffs with a huge variety and the best part of this pack is the other Zoom app the assembly one let's open it that's the magic part right you'll find here 70 prefab assets all ready to be around to create the scene of your choice you don't need to manually move and create asset by asset your environment from scratch as you will do if you are using bridge in the first place look at that even small prab like this pile of small stones to huge complex Cliff assembly that's great the other interesting part here is the use of a specific type of actors as you can see this is not just static meshes grouped together here we are using packed level blint actor it means that you are using level instances with the packed grouping Parts which allows you to primarily use instance static mesh component if you have the same static mesh used multiple times in your prefab it will be replaced by one of the instant static mesh components instead of several static mesh components let's create one together to illustrate all of that just create another blank level to start with I'm going to use this one for the final scene afterwards go to the 3D assets folder under Mega scans folder in your content door just pick two different static mesh and make an assembly directly in your level here as you can see in order to create a packed LEL blueprints actor you need to set up your Construction in your LEL directly but that doesn't mean you won't be able to to reuse it in other level is great the contrary once you're happy with your assembly select all your mesh here and right click on it in your report go down and look for level and here you have two choices simple level instance or the one we look for the Pack level one the major difference here is that blueprint Pack level actor will use a blueprint actor with instant static mesh components which is the best optimized solution for rendering simple level instance will just be a su Lev in your actual scene collecting all the actor combining it both have the ability to use instancing or the name suggests meaning that if you change one level instance it will change all the other one called across all the levels so it can be a positive point but also a negative one because of course it can be really destructive but don't worry you can at any moment break the instance so let's pick the blue group impact level here and the first window here will just ask you where you want your pivot point in many cases you can simply leave the default value next an will ask you to save a level remember we are creating level instances so we need a level asset in the first place place it and name it where you want next you have to save the blueprint pack actor try to keep consistency in your naming convention here and this is the asset we are going to use in our level this Bruin class is more than a simple Bruin actor because it will use the level instance potential let's open it see we use multiple static mesh but we have just two icmc instant static mesh components so unw we kind of understand that there are just two components instead of understanding multiple static mesh components this is why it is the most optimized solution and as it is a specific blueprint class if you just duplicate it now if you modify any one of these prop using it will impact and change every one of them to do so select one and whether by right clicking on it and go under level and edit or by just going to its details panel and clicking on edit here you have the possibility to edit and change your blueprint actro directly just move One MH here and then same as before right click or just select the root in the outliner and click on Commit changes so so it change all the backed blueprint actor in your scene if you don't want your blueprint to be impacted by the instancing just right click on it and use break level instances just simple at that now you know what is a packed blueprint actor how to create and use it so now let's create a nice scene here and just lay out all the back Brint actor that Mecha scan gave us you can find them in the geometry folder under assembly subfolder and now let's create a beautiful [Music] [Music] team [Music] and here we are I'm quite happy with the global environment I just made and the overall looking of the scene so here come the third point of our video which is a quick tip to add a really nice weather material in your scene just open your content drawer and make sure to enable both the engine and the plugin content by clicking on the little gear on the far right hand side here now click on the root engine folder and filter water pick the mope water drag and copy it in your content go to the copy you just made and make a matter instance out of it now create a large plane by using one of the unel Primitive up here and place it wherever you want in your SC now just drag and drop you water your material instance and voila you can of course adjust the material instance in order to change colors wave size and strength and you can also add cos stics to this is great isn't it extra chips here you can enable via your postprocess volume here and Lumen reflection the heat lighting for Reflections R Lighting mode along with the high quality translucency Reflections you now have the crem the like crem of realism and Reflections last thing I found in the pack that we have to manually enable is the matal function for sh rightness it will add extra realism in your scene and you may want to use it so just open the master material of the 3D assets found under Ms presets folder here as you can see the output matal function we are looking for is not connected and I don't really know why so just connect it and now you can enable it on the asset of your choice quite quickly you can create believable and realist environments by using meas skin asset pack and not just bridge and add a nice water material too without having to spend hours and hours in R&D and you can just concentrate on creativity That's The Power of anal engine I really enjoyed making this video for you guys and I really hope you discovered new things don't hesitate to share with your thoughts and your creation using these megaan assets pack so leave some comments standups and we're going to see each other next Tuesday for a new video bye
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Channel: Proj Prod
Views: 904
Rating: undefined out of 5
Keywords: unrealengine, ue5, unreal, engine, epicgames, epic, games, megascan, level, blueprint, instance, ismc, component, water, shader, material
Id: I-LYO-R9arc
Channel Id: undefined
Length: 9min 4sec (544 seconds)
Published: Tue Jan 30 2024
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