Transcript of Unreal Engine 5.8.2 Beginner Tutorial - UE5 Starter Course 2026#unrealengine5 #megascans #cgi
Magnet VFX
0:00Hello friends, welcome back. This is0:01Omit from Magnet and today we are going0:03to create this nice environment scene0:05inside Unreal Engine 5.8.2.0:08So first take a look what we're going to0:10create today.0:13[music]0:28>> [music]0:38[music]0:39>> Heat. Heat.0:43[music]0:47Heat.0:56[music]1:02[music]1:03Heat.1:29>> [music]1:29>> So before we start, if you are new to1:31this channel, I recommend you to check1:32my videos and if you find those videos1:34useful, please do subscribe this channel1:36and turn the notification on. And here1:38I'd like to shout out for all those1:39people who has already joined me as a1:40member. So if you really want to support1:42me, you can also join me as a member.1:45And you can also download this project1:46file for free from my Patreon page link1:49in my video description. So let's get1:51started. So first I launch my Unreal1:53Engine version 5.8.2. Then I go to the1:56new project and I choose the games1:58option here and select the third person1:59template. And here I name my project as2:01tutorial and click on this create. And2:04after launch the engine, I go to the2:06file and we create a new level and I2:09choose the empty level here and click on2:11this create. And now I'm going to2:13quickly set up our lighting. So we go to2:15the window and we go to the environment2:18light mixer and we click on this create2:20skylight, create directional light,2:22create sky atmosphere, create volutric2:24cloud and create height fog. Then we2:27scroll down here and we enable the2:30volutric fog and then we close this2:33window. And now we're going to create2:35our landscape. So we go to the selection2:38mode, go to the landscape and we're2:40going to use a height map to create our2:42landscape. So I go to the import file2:45and click on this three dot option here2:47and I'm going to import this height map2:49image. And you can also download this2:51image from my description. So I select2:53this one and just click on this open.2:56and it will create the landscape2:58according to the height information. And3:00now we're going to change some settings.3:02So we go down here and we're going to3:05reset this number of components. Just3:07click on this reset switch here and then3:09we click on this import. And as you can3:11see here, our landscape is not visible3:13here. So we're going to change the3:15position of our landscape. So we go to3:17the outliner section and select our3:19landscape. Then we go to details panel3:22and we go to the location. Then we're3:24going to increase the Z position value3:26here. So we're going to increase the3:28value to 5,000 here. So here as you can3:31see that this is our landscape and also3:33we're going to decrease the height of3:34our landscape. So again we select our3:37landscape and we go to this details3:39panel. Then we expand this transform3:42option here and we go to the scale3:44switch and make sure that you uncheck3:46this uniform scale switch here. Then we3:49go to the Z height option here and we3:51decrease the value to 20 here. And now3:54as you can see that our landscape look3:56like this. And now we're going to put a3:58material over our landscape. So for the4:01material I'm going to download a4:02material from Fab. So I go to the window4:05go to the Fab and I'm going to use this4:07material from Quicksell Mega Scan and4:09the name is Mossy Rocky ground and I'm4:12going to use the high quality here and4:15then click on this add to project. And4:17after download we get this folder. Just4:19double click to open and go to this4:21materials folder. And here is the4:23material. So we're going to apply this4:25material over our landscape. So we4:27select our landscape. Then we go to this4:29details panel and we go down here4:34and here you find this option called4:36this landscape material slot. So we drag4:38this material over our landscape4:40material slot here4:42and then we go down here.4:48So here our landscape mal look like and4:51now we're going to put a mannequin over4:52our landscape so we can understand the4:54actual size. So we go up here go to this4:58characters folder go to the mannequins5:00go to the mesh and here we get this5:03mannequins. Just drag it to our scene5:05here like this.5:08And now we're going to enable the5:10displacement of our landscape. So for5:12this first we're going to make our5:14landscape as a nanite. So we select our5:16landscape and then we go to details5:19panel and we go down here and here we5:22get this option called this nanite and5:24we click on this enable nanite option5:26here and also click on this rebuild5:29data. Then we're going to change the5:31material. So we go down here and we have5:34this landscape material. Just double5:36click to open this material. So first we5:39go to the tiling and enable this and5:41we're going to decrease the value. So5:43our landscape not looks so repetitive5:45here. So we go to this option here and5:48we decrease the value to 2 here. Okay.5:51Then we go down here and we have this5:54option called this enable tessellation.5:57Just enable this6:00and also we go to this displacement6:02scaling6:04and we decrease the magnitude here. So6:06we go to this option and we put the6:08value of 0.5. So in that way we get this6:12kind of subtle displacement to our6:14landscape here and you can also increase6:16the displacement if you want. So if we6:18put over one here6:22we get this kind of more displacement6:24here but I think 0.5 look nice. So I6:27change the value to 0.5. So this is how6:30we can enable the displacement of our6:32landscape very easily. And then we're6:34going to save these settings.6:36and we close this window.6:39Okay, so this is our landscape and now6:42we're going to put the river to our6:44landscape here. So for this we're going6:46to enable the water plug-in. So we go to6:49the edit, go to the plugins6:52and in the search bar we search for6:54water and here we're going to enable6:56this water advance.6:59Click yes. And also we're going to7:01enable the water extras.7:04And also click on this yes. And also7:06we're going to enable some other plugins7:08that we're going to use the PCG system.7:11So in the search bar we search for PCG.7:14So make sure that you enable this7:15procedural content generation framework7:17plug-in from here. And also we're going7:20to enable the procedural vegetation7:21editor. So in the search bar we type for7:24procedural vegetation editor. So here is7:27the plug-in called this procedural7:28vegetation editor. Just enable this.7:31Click yes. And also we're going to7:33enable the movie render Q plug-in. So7:36here is the movie render Q plug-in. Just7:37enable this. And also we're going to7:40enable the movie render Q additional7:41render passes. Enable this. Click yes.7:45And also we close this window. Again we7:48go to the edit. Go to the project7:50settings. And in the search bar we type7:52for nanite. And we're going to enable7:54the nanet foliage option here. And then7:57we're going to restart our engine. And7:59we're going to save our progresses. And8:01also we're going to save our level. So8:03maybe we can name it as a tutorial8:05level. And click save. And after8:08restart, we close this project settings8:10window. And we reopen our level. So we8:13go to this content and open our level.8:16So here is our level. And also we go to8:18this option and we enable the nanet for8:21our landscape. Okay. And now we're going8:23to put the river to our landscape. So we8:26go up here. So our river goes from here8:30and down here. So we go to this box8:33option here. And in the search bar, we8:35type for water. And we have this water8:37body river. So we drag our water body8:40river over here.8:42And we click on this complete.8:46And then we're going to rotate this plan8:48system here. So we press E8:51and we rotate this8:58and then we going to select this line9:00point here and we press W to get this9:03location gizmo and we change the9:05location like this.9:10Select this one.9:12And then we're going to move it down9:14here.9:17And also select this last spline point.9:20And move it down like this.9:25And also select this one.9:32And we move it here.9:44Okay. And then we're going to extend our9:46river. So we select this last spline9:48point and we go to this coordinate9:50option and we select this local9:51coordinate.9:53And then we're going to press and hold9:55the Alt key on the keyboard and just9:57drag this axis here.10:13Okay. So as you can see that I make my10:16river pathway like this. So you can also10:18make your own design. So I think this10:21look nice for now. And again we going to10:23rebuild our nanet information here. And10:25also we bring our mannequin over here.10:28So in the outliner section we search for10:30our mannequin. So,10:34so here it is. And then we're going to10:37bring our mannequin here.10:43Okay. And now we're going to narrow our10:45river here. So, we go to the outliner10:48section and we go to select our water10:51body river. And then we're going to10:53select the spline system here. And we10:56select this option to select all of the10:58spline points here. And then we go to11:01this water option here. And here we get11:05this river width. So we're going to11:07decrease the value to maybe 1,000 here.11:11So in that way we going to narrowing our11:14river here.11:18So maybe we can bring our mannequin11:20here.11:22So this is our river here. Okay. And if11:26you want, you can also increase or11:28decrease the river widthness here. And11:30now we're going to put the shallow water11:32effect to make this river look more11:34realistic. And also it can react with11:37other objects here. So for this again we11:39go to this box option here. And in the11:42search bar we type for water. And in11:44this time we're going to bring this11:45shallow water river here. So we just11:48bring it to our scene here. So this is11:50our shallow water river. Then we go to11:52this details panel here and we go down11:55here11:57and we go to this water option and in12:00the source river water body we click on12:02this plus switch and we go to this12:04drop-down and we select the water body12:07river and then we go up here12:11and we're going to reset this. Just12:13click on this reset.12:16So in that way we get this kind of water12:19here. And as you can see that this look12:21very realistic here.12:24Then we're going to bake this simulation12:26just clicking over here and we go to12:28this render state. Go to this drop-own12:30menu and we click on this water12:33component with bake sim.12:36Okay. So this is how we can make this12:38kind of realistic looking river here.12:40And then we're going to reenable on12:42nanite. And if you see this kind of12:44artifacts here, just change the sunlight12:47position little bit. So we press Ctrl12:50and L and just change the sun position12:52little bit and it will fixed here. And12:54as you can see that our specular12:56highlight of our landscape is too much.12:59So we're going to decrease the specular13:00highlight. So we select our landscape.13:03Then we go to this details panel and we13:05go down and we open our landscape13:08material. Just double click to open this13:09material.13:11Then we go to the specular option and we13:13enable this option and we decrease the13:15value to maybe 2 here13:19or maybe 0.1 and then we save this13:22value.13:24Close this window. And now our landscape13:27look like this.13:30Okay. So this is how we can make the13:32landscape and the river. And now we13:35going to put the trees to our landscape.13:38So for this I'm going to download some13:40mega plants from Fab Marketplace. So for13:42the trees I'm going to use this mega13:44plant black elder. Just click on this13:46add to project and after download we13:48have this folder. Just double click to13:50open and then we go to this tree black13:53elder folder and here we get those trees13:55here. So now we're going to put some13:57filters over here. So we go to this13:59three line option and we're going to put14:01a skeleton mesh filter here. So these14:03are the trees and now we're going to14:04bring one tree to our landscape here.14:08And one thing you have noticed that14:10there is no wind effect to our tree14:12here. So we press G. So as you can see14:15that our tree look very static here. So14:17in order to make the wind we're going to14:19delete this tree from here14:22and we come over here and we right click14:24and we go to the blueprint class and we14:27create a actor blueprint here and we14:30name it as a tree one. And then we're14:33going to open this blueprint and we're14:34going to make some space over here. Then14:36we go to this add button here and in the14:39search bar we type for skinned and we14:41have this instance skinned mesh. Just14:43select this one. Then we go to this14:46details panel and we go down here and we14:48have this skeletal asset panel. Just14:51expand this and here we're going to14:53bring our skeletal mess tree here. So14:56just bring it over here. Then we go to14:58this transform provider and we go to15:00this drop-own menu and here as you can15:02see that we do not have any transform15:04provider here. So in order to get the15:06transform provider over here, we go to15:08this settings switch and we click on15:10this engine content here. So in that way15:14we get this wind transform provider over15:16here. Just select this one. Then also we15:20go down here and we have this instance15:22option. Just click on this plus switch15:25here. So that's it. And now we're going15:28to compile this and you close this15:30window. And now if we go to this15:32threeline option and we also put the15:34blueprint class filter here and we have15:36this tree blueprint here. Just bring15:38this blueprint to our scene here and we15:42press G.15:43So as you can see that we get this kind15:46of wind effect here. And we can also15:48increase or decrease the wind speed15:50here. So for this we go to this menu15:53here and we click on this all and we15:56also disable this blueprint class and15:57skeleton mesh filter here and we go to16:00the settings switch here and also enable16:02this engine content from here16:05and then in the search bar we type for16:07global and we have this global fage16:10actor here. Just bring this actor to our16:12scene. And instantly you can see that16:15the wind effect is gone. And in order to16:17bring back the wind effect, we go to the16:19outliner section and we select our16:20global foliage actor. Then we go to the16:23details panel. And here we have this16:25wind speed and we're going to increase16:27the value to maybe 10 here.16:30So we get this wind effect here. And16:32also we can increase the value here. So16:35we get this crazy amount of wind effect16:37here. But I think 10 is look nice. Or16:40maybe we can put 15 over here. So we get16:43this kind of nice wind here. Okay. So16:46now we going to put the same effect to16:49our other trees here. So we clear this16:52search bar. So we go to this mega plant16:54folder again. So here is the mega plant16:56library and we go to this black elder16:58folder and we go to this black elder17:00tree folder here. And also enable this17:04skeletal mesh and the blueprint class17:05filter. So we get only see those assets17:08here. Then we're going to duplicate this17:11blueprint here. Just press Ctrl + D to17:13duplicate this. And it already named it17:15as a tree 2. Just double click to open.17:19And just select this skinned mesh option17:21here. And we go to this details panel.17:24And here we're going to change the17:25skeletal mesh here. So we going to put17:27this second tree over here. And that's17:30it. Just compile this. And we're going17:33to repeat this process for this other17:35two trees here. So we duplicate this one17:38again. Just press Ctrl + D to duplicate17:40this.17:45So we have all these four trees here. So17:48if you put those trees over here like17:50this.17:53So as you can see that this tree look17:56very nice here. And one thing you have17:58noticed that some of this trunk look18:00transparent here. So, in order to fix18:02that, we're going to select those trees18:05here and we right click and we go to18:08this asset action and click on this edit18:11selection in priority matrix. Just18:13select this one. Then we go to this mesh18:17and we go to this nanite settings and18:20here we have this shape preservation set18:22to voxalize. We go to this drop-own menu18:25and we select the preserve area. And as18:27you can see that the problem is fixed18:29now. So we save this and we close this18:32window. Okay. And now we're going to18:34scatter those trees over here and there.18:37And in this process we're going to use18:38the new PCG system. So we come over here18:43and we're going to make the PC system18:45over here and there. So for this first18:48we go to this tutorial level here and we18:51collapse this and we click outside here.18:54So we make sure that we are not18:55selecting anything from here. Then we go18:58to the selection mode.19:00and we go to this PCG and we select this19:02draw spline surface here. Then we come19:05over here and we draw the spline here.19:08So maybe we can draw like this.19:13And we go to the spawning option here.19:15And because we have this blueprints19:16here, so we're going to use the spawn19:18actor option. So we enable this option19:21and we activate this. Then we go to this19:24actor classes and we click on this plus19:27switch. And in this classes we're going19:29to bring the tree here. So we use this19:32tree one over here. And we have those19:34trees over here. But as you can see that19:36the density is too high. So first we're19:39going to decrease the density. So for19:41this we go to sampling tab and we enable19:44this points per square meter. And we're19:47going to put the value of 03 here. So we19:51put zero and three here. So in that way19:53we get decent amount of trees here. And19:56also we're going to put the another19:57variation of tree. So we go to this20:00actor classes and click on this plus20:02switch. And then maybe we're going to20:04put this tree number four here.20:10Okay. So maybe we can decrease the20:12density a little bit more. So we're20:13going to put the value 02 here. Okay. So20:16this look also decent here. And when we20:19satisfied just click on this accept and20:21we go back to our selection mode. Okay.20:24So this is how we can easily put those20:26trees to our landscape here by using20:28this PC system. And now if we come over20:31here, as you can see that our trees are20:34making certain angles to our landscape20:36here. So in order to fix that, we go to20:39this PCG area tool here and we go to20:42this details panel and then we're going20:44to select this PCG tool component. Then20:46we go down here and maybe we can make20:49some room here.20:51And we go to this parameter overrides.20:53Expand this. And we go to this global20:57transform. Expand this. And then we just21:00click on this absolute global rotation.21:02And we activate this.21:05So in that way the issue is fixed now.21:07Okay. And also if we select this one and21:11we press G. And if we want to change the21:14spline area here. So maybe we can select21:16this spline points and also we go to21:18this coordinate and make it to world21:20coordinate here. And now if we change21:24and also we select another spline point21:26and increase the area here. You can see21:29that some of these trees are floating21:32over this ground here. So in order to21:35fix that we're going to change the PCG21:37system. So for this we going to select21:41this PCG tool component here and we go21:44to this PCG graph and we open this PCG21:46graph here. Just double click to open21:48and then this is our PCG graph. So we21:51come over here to this projection tab21:53here and here we're going to put another21:55node. So we just right click and in the21:57search bar we type for get landscape21:59data. So we type get landscape. So here22:03is the note called this get landscape22:05data and then we [clears throat] going22:08to connect this get landscape data with22:10this projection target and then we're22:13going to save this and also close this.22:16Then we go down here and we go to this22:19projection expand this and then we just22:22enable this option called this snap to22:24surface and we activate this.22:28So in that way as you can see that our22:30trees are now connected with our ground22:33here. Okay. Now if we change some spline22:36area here. So maybe we can select this22:38point here and we increase the position22:40here and it will update. So maybe we can22:44select some of these points. Maybe we22:46can delete some points from here.22:50So we select and we delete this. Okay.22:53So in that way we can also adjust your22:55spline area here.22:58and we press G. So we have our trees23:01here and now we're going to put some23:02variations. So again we select our PC23:06system here. So we come over here and23:08select our PCG area tool or maybe we can23:10also rename it and we're going to rename23:12it as a PCG tree. Then we go to it23:14details panel and we select this PC tool23:16component and we go down here and also23:20we go to this edge followup scale23:22minimum. Just enable this and maybe we23:25can decrease the value. Okay. Then we go23:28to this random transform23:31and we're going to enable all these23:33options from here.23:36And we go to this random position23:38offset. And for this minimum value,23:40we're going to put minus 100 to the23:43x-axis and minus 100 to the y-axis.23:47And also go to this random position23:49offset max. We're going to put positive23:51100 and also positive 100 to the y-axis23:54here. Then we go to this random rotation23:56and we go to the Z axis and we put the23:58value of minus 36024:02and in the maximum value we put positive24:04360 here and in the scale randomization24:08we put 8 to the minimum and 1.2 to the24:12maximum scale here. So in that way we24:14get decent amount of randomization to24:16our scene. Okay. And now we're going to24:19use the same technique to scatter those24:21trees over this side. So we're going to24:23select this PCG tree and we right click24:26and we're going to duplicate this. So we24:28go to the edit and we're going to24:30duplicate this.24:32So here is the second copy. Then we go24:35to the selection mode and we go to the24:37PCG24:39and we go to this draw spline surface.24:42And as you can see that we select this24:44PCG2 over here. So we just come over24:47here and we start from here.24:55Okay, just like that. And then we just24:58click on this accept25:01and we go to the selection mode again.25:06[snorts] Okay. So in that way we can25:09preserve all the settings to this side25:11as well.25:13So maybe we can come over here and in25:16this point we want to create a camera to25:18our scene. So we go to this box option25:21and we go to the cinematic and we create25:23a cine camera actor and also we go to25:26the sequencer tab and we create a new25:28level sequence and we name this sequence25:31as a tutorial sequence and click save25:33and in this sequence we're going to25:34bring our camera. So we go to the25:36outliner section and look for our25:38camera.25:40So here is our scene a camera actor just25:42bring it over here and we reposition our25:45camera here and we're going to change25:47some settings to our camera. So we make25:49some room over here. And also we're25:51going to delete those key frames.25:54And first we go to this camera focal25:57length and we're going to decrease the25:58value to 15 over here.26:01And then we're going to select our26:03camera component. Go to it details panel26:06and we go up and we go to this film back26:09option and we change the preset to 16926:12DSLR here and we reposition our camera26:15here. And now we're going to change the26:17exposure settings of our scene. So we26:19again select our camera component and in26:21the search bar we type for exposure and26:24here is the exposure option and we26:26enable this metering mode and we change26:28the preset to manual here. Then again we26:31go to exposure compensation and we26:34increase the value to 10 here26:38and also we go to this aperture and we26:40increase the value.26:44Okay. And then we go to this outliner26:47section and search for fog. And here we26:49get this exponential height fog. And we26:52go to this details panel and clear the26:53search bar. And we're going to decrease26:55the fog density here. Then we clear this26:58outliner search bar here. And we look27:01for our directional light. And here27:03we're going to increase the intensity of27:05our sun. So we put 20 over here. And27:07also in the search bar, we type for27:09skylight. And here is our skylight. Then27:12we go to details panel. and we go to the27:15intensity scale and we're going to27:16increase the value to three here.27:20Okay. So in that way we get this kind of27:22nice ambient light here and also we go27:25to the outliner section and we search27:28for our directional light27:30and we go to details panel and we go to27:33the source angle and we're going to27:34increase the sun size here.27:38Okay. So here is our sun27:41and as you can see that we increase the27:44sun size here. Okay. So now if we change27:48our directional light position here.27:50Okay. So this is how our scene look27:52like. And now as you can see that our27:54landscape look very even here. So maybe27:58we can put some of the unevenness to our28:00landscape. So for this we're going to28:02sculpt some landscape over here and28:04there. But before we do that we're going28:07to disable all those species here. So we28:09can do it very easily. So for this we go28:11to the outliner section and select our28:14PCG trees over here and we select the28:16PCG tree. Then we go to details panel28:19and go to the PCG component and maybe we28:22can make some room over here and we28:24click on this cleanup here.28:27Okay. And we do the same thing to this28:29PCG tree to here. So we go to a details28:32panel and select the PC tool component28:34and do the same thing that clean up28:36here. Okay. So this is how our landscape28:40look like and we're going to put some28:42sculpting here. So for this we go to the28:44landscape section here28:48and we select the sculpt tool here under28:50this sculpt option and then we're going28:53to decrease the brush size here.28:58Okay. And then we're going to put some29:01sculpting here.29:07So as you can see that the sculpting is29:09very random. So you can make your own29:12design.29:17And also we're going to use the smooth29:18tool here. And we smooth the landscape29:22here like this. And also we can increase29:24the tool strength and increase the brush29:28size here.29:48Okay. Then we go back to our selection29:50mode and also we enable the net for our29:53landscape. Okay. And now we're going to29:55reenable our PCG system. So we go to29:59this PCG tree and we go to this PC tool30:02component and we just click on this30:04generate.30:06So in that way we can easily generate30:08our PC system over this new landscape30:11here and also we go to the PCG2.30:16So here it is and we go to the PC tool30:19component and we again generate it.30:22Okay. And also we can increase the tree30:24size here. So we go to this30:28PCG2 here and we go to the PC tool30:31component and we go down here and here30:35from we can increase the minimum scale.30:37So we put one here30:41and also in the maximum scale we can put30:441.4.30:47Okay.30:49And also here we can increase some30:51density here. So we select this PCG30:55again and we press G and then we select30:58any spline point here31:01and just increase the area here. So we31:05can delete some of the spline point. So31:08just select and delete.31:10Maybe we can select this one and delete.31:21Okay. So this is how you can adjust your31:24PCG. And also we come over here and31:28we're going to increase the scale of31:30this edge trees here. So for this we go31:33to this PC tool component again. And31:36here we get this option called this edge31:37fall of scale minimum. Maybe we can31:40increase the values. So we can put one31:42or 1.2 here.31:45And also we do the same thing to this PC31:48system here. So we go to the PCG tree31:50again. We go to the PC tool component31:53and we go to this edge followup scale31:55and we put 1.2 here.31:59And also we can put some randomization32:01to the color as well. So we go to select32:04this global foliage system here and we32:08go to its details panel32:11and here we get this season strength and32:13the health. So we come over here and we32:17increase the session strength and we32:20decrease the health here. Okay. So in32:23that way we get some randomization to32:25our trees here and maybe we can increase32:29the health a little bit. So we get32:31little bit of variation to the color32:32here. Okay.32:36And also we can delete those trees here.32:41Okay. And now we're going to put some32:43grasses to our ground here. So for the32:46grasses I'm going to download a asset32:47pack from fab. So for the grasses I'm32:50going to use this mega scans forest32:51path. Just click on this add to project.32:54And after download we get this folder32:56here called this ms forest tool. And32:58we're going to disable this filters33:00here. And also we go to this threeline33:03option and we enable a filter called the33:05static mesh. So we have those static33:08meshes here. So first we're going to33:10select all of these static mesh and then33:12we right click and we enable nanite for33:14all these assets here. And we have these33:18grasses here. So if we put these grasses33:21over here as you can see that33:24this look like this.33:28Okay. And also we're going to enable the33:30voxilization for this asset. So we33:33double click to open this asset. And33:35then we go down here under this shape33:37preservation. We go to this drop-own33:40menu and enable the voxalize. And then33:42we save this33:45and we close this window.33:47And now we going to use the same PC33:49system to scatter those grasses over33:52here. So for this we go to this tutorial33:54level and we collapse this and we click33:56outside of this. Then we go to the33:58selection mode and we select PCG and34:02also select this draw spline surface and34:05then we come over here and we're going34:08to draw the spline here. So we draw like34:12this.34:16Then we go to the sampling enable this34:19and we're going to increase the points.34:21So we put five over here.34:24And also we go to this point size.34:30Enable this. And we're going to decrease34:32this to 20 by 20.34:35And then we go to the static mesh34:37because our grass asset is static mesh.34:40So we select this static mesh and we34:42click on this plus switch here34:46and we're going to drag this static mesh34:47over here. So in that way as you can see34:50that we scatter those grasses over here34:53and then also we go down here and we go34:56to the projection enable the snap to34:58surface and activate this. Okay then35:01also we go to this global transform and35:04we go to this edge falloff enable this35:07and we going to decrease the value here35:09or maybe we can increase a little bit.35:12Okay35:14so if we press G.35:17So as you can see that our grasses look35:19like this.35:22But we can do some randomization here.35:24So we go to this random transform and35:27we're going to enable all these options35:29here.35:32And then we go to this position offset35:34and we put the same value that is the35:36minus 100 to this x-axis35:40and minus 100 to this y-axis here. And35:43also go to this random position offset35:46maximum and we put 100 here and also 10035:50over here. Then we go to this random35:53rotation and we put minus 360 over here.35:56And here we put positive 360.35:59And then we go to the scale and we put36:021.5 to the minimum scale and two to the36:06maximum scale. Okay. So in that way as36:09you can see that our grass look like36:10this.36:12And also maybe we go to this edge36:14followup and we decrease the value here.36:17So this is how we can scatter those36:19grasses over our landscape here. And36:21then we click accept. And also we can36:24change the color of our grass here. So36:27we go to our selection mode and we open36:29our grass. Just double click to open.36:32And then we go to its material. Then we36:35go to the subsurface scattering color36:37here. So, first we go to this subsurface36:39scattering color intensity and we're36:41going to decrease the value here.36:46Okay. Then we go to the subsurface36:48scattering color. Go to this color wheel36:51and we're going to put this kind of36:54green tint here and click on this. Okay.36:58And we save this. And we close this37:00window.37:02And now if we press G,37:05you can see that our landscape look like37:08this. So you can clearly see the37:10difference here. So this is without the37:12grass and this with the grass. And as37:15you can see that this look really37:17amazing here. And now we're going to put37:19some another grass here. So for this37:21we're going to download some asset from37:23FAB and we're going to use this asset.37:25Just click on this add to project. And37:27after download we get this mega plan37:30library and inside this we get this37:33folder here and we disable the static37:35mesh filter and enable the skeletal mesh37:38as well as the blueprint class filter.37:40Okay, so here is all these assets and37:43maybe we expand this folder here and we37:47go to this folder here and again we're37:49going to do the same thing to enable the37:51wind for this asset. And now again we37:54create another PC system for this grass37:56here. So again we come over here38:03and we go to this tutorial level and38:06collapse this all and click outside38:08here. Then again we go to this PCG.38:13Select this draw spline surface38:15and we're going to make the spline here.38:21Then we go to this point for square and38:23we put the value 05 here. Then we go to38:27this spawn actor and we enable this and38:30also go to this actor classes. Click on38:32this plus switch and we select this38:34blueprint here. Then we go to this38:36global transform and select this38:39absolute global rotation and enable38:41this. And then we do the same38:43randomization here. So we enable all of38:45these options here.38:53Then we go down here and enable the snap38:56to surface option and activate this.38:59Okay, that's it. Just click on this39:01except if you see some of these grasses39:04overlap this river here. Just select39:06this one and delete this. Click delete.39:10And also do the same for this.39:13Okay. So this is how we can put those39:16grasses over here.39:17and then we go back to our selection39:19mode. Okay. So this is how I put the39:22grasses over this surface here. And I'm39:24doing the same process to place those39:27grasses over this Right.40:36Okay. So, as you can see that we do the40:38same process to this side. And as you40:40can see that our scene look very nice40:42here. Okay. And now we're going to put40:44some different types of trees here. So40:46for this again I'm going to download40:48some other trees from Fab Marketplace.40:50So I'm going to use this tree asset from40:52Mega Plant. Just click on this add to40:54project. And after download we go to40:56this Mega Plant library. And here we get40:58this folder and also disable the41:00blueprint class filter and we go to this41:02folder here. So inside we have those41:05trees here. So we going to enable the41:07skeletal mesh and also enable the41:10blueprint class filter. Then again we do41:12the same process to make the wind41:14settings to our tree. So I do the same41:16process to make the wind for this trees.41:18And these are the blueprints here. So41:20now I'm going to put those trees41:22manually over here. So we come over41:24here. So maybe we can start from here.41:28So we going to start from this first one41:31and we place it here like this.41:35And maybe we can increase its scale.41:39And also we disable all these snapping41:41tools here.41:43So if we press G and again as you can41:46see that when we go far from this tree41:49we see those empty spaces on this trunks41:52here. So in order to fix that again we41:54select all of these trees here and we41:57right click and then we go to the asset41:59action and go to this priority matrix42:02then we go to this mesh go to the nanite42:04settings and instead of voxalize we42:07going to use the preserve area and as42:10you can see that the problem is fixed42:12here. So we close this and we can also42:14put other trees manually over here. So42:17maybe we can use this one and also we42:20can use the paint tool of the PC system42:23to paint those trees over here. So for42:26this again we go to this tutorial level42:28and we collapse this. Then we go to the42:30selection mode. go to the PCG and42:33instead of spline we use the paint42:35option here and select this paint and we42:38use the scatter tool here and then we go42:40to the spawning go to this spawn actor42:44and enable this and also click on this42:46actor classes click on this plus switch42:48and then we're going to add this tree42:50here42:52okay and now if we come over here42:57we can paint trees like this and also So43:01we can do the settings here. So we go43:03down here and go this global transform.43:05Then we go to the absolute global43:07rotation and we activate this. And also43:10we go down here and we go to the43:12projection and we enable the snap to43:15surface here. And then also we're going43:17to put some randomization. So for this43:19we go to this random transform and we do43:22the same randomization here. So we go to43:25the random rotation and we put minus 36043:28here and the maximum we put positive 36043:31here and also go to the scale we put 1.543:37to the maximum here.43:39Okay. And then we going to start43:42painting here.43:51Or maybe we can decrease the random43:53scale to maybe 1.2.43:56Okay.43:59So now we're going to start painting44:00again. So just click and place the tree44:04over here.44:06And also we can put other trees. So we44:08go to the actor classes and click on44:10this plus switch again. And we have44:12other trees here. So we're going to44:14select this one. And also again we put44:17other variation.44:19So we use this one over here.44:23Okay. So now we can paint again over44:27here.44:50Okay. And when we satisfied, just click44:52on this except we go back to our44:54selection mode. Okay. So this is how we44:57can design our landscape here. And now45:00we're going to download the pillar45:01asset. So for this I go to the fab. So45:04this is the stone pillar asset that I'm45:06going to download here. Just click on45:07this add to project. And after download45:09we have this folder here. and also45:11disable this blueprint class filter and45:13the skeletal mesh and enable the static45:15mesh filter. So here is the assets. So45:18first I'm going to select all of them45:20and right click and go to the nanite and45:23enable the nanite for those assets.45:25Okay. And now we're going to put those45:26assets over here. So maybe we come over45:30here45:31and I'm going to put this one45:35and also enable the snapping for45:37rotation and set the degree to 5° here.45:41and we rotate it45:4450° here.45:46And also enable this local coordinate45:48system here. And then I'm going to45:50duplicate this. Or maybe we can dip it45:52down a little bit here.45:54Okay. And then we duplicate it over45:57here. And also we have this beam here.46:00So we put the beam over here.46:08And then we're going to select both of46:10them and just place it here. And we46:12duplicate it here.46:18And we also duplicate one more time and46:20rotate this to 90° here.46:26And then again we select all of them46:28over here46:30and we duplicate it.46:33And also do some changes here. So maybe46:35we can delete this asset.46:39And also we deleted this one.46:44Okay. And maybe we can put some of the46:47assets at the bottom here.46:52Okay. And then also we duplicate all of46:55this asset46:58and we place it here.47:01And also duplicate one more time and47:03replace it over here.47:09Okay. So, make a random design here. And47:11also put some pillars at the bottom47:14here. So, maybe we can put this one over47:16here.47:20And also, we're going to download some47:21ground asset to put them at the bank of47:24this river. So, for this, we go to the47:26fab. So, I am downloading this asset47:28called this Icelandic terrain. Just47:30click on this add to project. And here47:32is the asset. So, we place it here.47:37Okay. And also maybe we can decrease its47:40scale like this and also rotate this.47:43And because we are using the shallow47:44water river here, so we can also make47:47those asset which can react with this47:49water. So in order to do that, first we47:51go to our outliner section and we search47:53for our shallow water river. So here is47:55our shallow water river. Just select47:57this one. Then we go to this details47:59panel and we go down here48:03and we go to this collisions tab and we48:05go to this bottom control tag. Just48:08click on this add switch and here we're48:10going to name a tag. So maybe we name it48:12as a rock and I put the capital R here.48:15Then we're going to copy this tag here.48:18Okay. Then we select this asset and then48:22we go to this details panel here and we48:25search for tag and we go to this actor48:27tag here and click on this add switch48:30here and then we're going to paste the48:32tag name here. So we just paste it here48:35and then just click here and now we're48:37going to simulate our river one more48:39time. So we go to the shallow water48:41river here and we just clear the search48:44over here and we click on this reset48:45here to simulate again.48:48And now if we select this asset here and48:51if we just move it, you can see that it48:54can interact with this water here. So it48:56is very easy to set up here. Okay. And48:59now we're going to duplicate it many49:00times to cover this river banks here.49:03And because as you can see that when you49:05simulate your scene got laggy. So we can49:08bake the simulation. So again we go to49:10the shallow water river here and we bake49:12the simulation here. And then we go to49:15this render state. We go to this49:17dropdown and we select this water49:18component and bake sim here. And now as49:20you can see that it's not laggy but you49:22can still get the water simulation here.49:25So I'm going to duplicate it multiple49:27time to fill this river bank area here.50:08Okay. So, as you can see that I put50:10those asset to this river banks here.50:12And now I'm going to simulate the river50:14again. So, we go to the shallow water50:16river and just click on this reset.50:20And also we select this one and just dip50:22it down a little bit here50:25or we rotate this. Okay. So now as you50:28can see that all the assets are reacting50:30with this water here. And as you can see50:32that this look really amazing and some50:34of this area that you can see that the50:36water is leaking from here. So maybe we50:38can just duplicate the asset here to50:41block the water from here.50:48And then we're going to bake the50:49simulation. So we press G.50:52And as you can see that our water look50:54very nice here. So we going to select50:56the shallow water river again and just50:58bake the simulation here. And we go to51:01the render state and select this water51:03component and bake sim here.51:06Okay. And also we're going to change51:09some settings to this water material. So51:11we go to the bake sim material. Just51:13double click to open this material. And51:15then we go to this search over here and51:16type for anotrophy. And here is the51:19anotropy and just enable this option and51:22we increase the value to one here. Okay.51:24So in that way we get this kind of nice51:26clear water here and we save this51:30settings and then we close this window.51:32And now we're going to download a mossy51:33material to apply on this rock here and51:36also those pillars here. So for this I51:38again go to the fab. So I'm going to51:40download this material that is called51:42this mossy rock from quicksell mega scan51:45and I'm using the highest quality here.51:46Just click on this add to project and51:48after download we have this folder and51:50disable the static mesh here and inside51:52this folder we have this material and51:54now I'm going to apply this material51:56over this pillar.51:58Okay. So in that way we get this kind of52:00nice old looking pillars here.52:12Okay. And also we're going to change the52:15specularity of this material. So we52:17double click to open this material here.52:19And we go to this specular. And we're52:21going to decrease the value to 2 here.52:25And we save this. And we close this52:27window. And also we're going to use the52:30same material over this rock here. So52:32just place it here.52:37Okay. So, I apply some of them with this52:39material here. And also maybe we can52:42change the position here like this.52:47And anytime you change the position of52:49this rock, we have to reimulate the52:51river here. So, we select our shallow52:53water river and we reset this.52:58And then we're going to bake the52:59simulation here. and also go to the53:01render state and change this to water53:03component and bake sim. Okay. And now I53:06will download some other rock assets for53:08here. So again I go to the fab and I'm53:11going to use this rock asset. Just click53:12on this add to project and after53:14download we have this folder. Just53:16enable the static mesh filter here and53:18I'm going to apply those rock assets53:19over here by using the foliage system.53:22So I go to the selection mode. Go to the53:23foliage53:25and here I'm going to add those assets53:27here. So we select all of them and just53:30drag it over here. And now first I'm53:32going to decrease the brush size here.53:35So I put 100 over here. And now I'm53:37going to start painting here. So as you53:39can see that the scale of this asset is53:42too less here. So we're going to53:44increase the size here. So we select all53:46of them here and we go down here and53:50here we have this scale X and minimum53:53the maximum scale. So we're going to put53:56a value of two to the minimum here and53:59four to the maximum here. And now if we54:02start painting54:06and also we can decrease the density54:08here. So we go to select all of them54:12again and we go down here and we go to54:15the density. We're going to put 20 here54:19and we can delete some of the painting54:21here. And now we're going to repaint54:23here.54:25And as you can see that some of this54:27floating over here. So maybe we can54:29delete them. And then we go over here54:33and we disable the static mesh and the54:34BSP. And we only select the landscape54:37here. And also we go to the outliner54:40section and search for our water. And we54:43disable the water body river here. And54:46then we're going to start painting.54:51Maybe we can decrease the density a54:53little bit more. So we go down here and54:55we decrease the density to five here.54:59And then we start painting again.55:19Okay, so this is how we can paint those55:22rock assets over here and there. Then we55:24go back to our selection mode and also55:26we reenable our rever.55:30Okay, so now we're going to put some of55:32the IV plants over this pillar asset55:35here. So for this I go to the fab and55:38I'm going to download this IV plans.55:39Just click on this add to project. So55:41these are the IV plans that I'm going to55:43use on this pillar here. And for this55:45I'm going to use the foliage system. So55:47first we go to this foliage55:50and I'm going to disable all this rock55:52asset here and we select those IV plants55:54and just add it here.55:58And then we're going to select all of55:59them. Then we go down56:03and here we get this option called this56:04ground slope angle because our pillars56:07are perpendicular to the ground. So56:09we're going to set the maximum value to56:11180 here.56:14And also we go up and we enable the56:18static mesh here. So we can paint on the56:20static meshes here. Okay. So now if we56:23come over here and we start painting.56:28As you can see that we put those IV56:30plants here but the density is so less.56:33So we select all of these IV plants and56:36we go down and we increase the density56:38to maybe 1,000 here.56:41And also we go up and we decrease the56:44brush size to 50 here. Okay. And now if56:48we come over here and first we're going56:49to delete the previous painting here and56:52we start painting.56:55Okay. So now as you can see that we56:57paint those IV over this pillar here.57:03And also we go to the paint density. We57:06increase it all the way one.57:11And now as you can see that this look57:13amazing here.57:16Okay. And also one thing that we select57:19all of these IV plants here and we right57:21click go to the nanite and we enable the57:23nanite for all these assets. And also we57:26open any of these plants from here. Just57:29double click to open. And we're going to57:31change the settings to its material. And57:34I go to its material here.57:37And then we go to the brightness and we57:40decrease the brightness here.57:43Okay. And also we go down here and we go57:46to this translucency control and we're57:48going to decrease the brightness here as57:50well. Okay. So we can match the color57:52with this other grasses here. And then57:54we're going to save this and we close57:56this window. Okay. So again we're going57:58to start painting here.58:39Okay. So when we're done just go to our58:41selection mode and also I'm going to put58:44some other tree assets over here and58:46there. So I'm going to use this pine58:48tree from the mega plant. Just click on58:50this add to project and after download58:52we get this pine folder here and also58:55disable the static mesh filter. Go to58:57inside this folder here and enable the58:59skeletal mesh. And again, I'm going to59:00use the same process to enable the wind59:03for this tree.59:12Okay. So, I make those blueprints for59:13these trees here. And now I'm going to59:15put those trees over here.59:37Okay. So this is how you can put also59:39those different trees over here and59:40there. Okay. So we almost done our59:43landscaping here and now I'm going to59:44put some visual effects like the falling59:46leaves as well as some of the localized59:48volutric fox. So for this I'm going to59:51download a project file. So I'm going to59:53download this electric dim environment59:54project file. And in order to download59:56this project file, click on this view in59:58launcher. And we go down here and you1:00:00just click on this create project. And1:00:02here from you can select the pathway1:00:04where you want to download this project.1:00:06And just click on this create. And after1:00:08download the project file, you will get1:00:10this project file here. But we don't1:00:11need to open this project file. Just go1:00:13to this content folder. And we're going1:00:15to select all of these folders over here1:00:17and just right click and copy. Then we1:00:20go to open the Epic Game Launcher. Go to1:00:23the library. And this is our actual1:00:25project file called this tutorial. Just1:00:27right click on it. Go to the show in1:00:29folder. And then we go to the content1:00:31folder here. And we paste all the1:00:33folders here. And after copy you will1:00:34get this folders over here. Then we go1:00:37to our project. So here it is. And now1:00:40if we go to this content folder and1:00:42disable this blueprint class and the1:00:43skeletal mesh folder here and you will1:00:46get those other folders over here. And1:00:48also click on this import. Okay. And now1:00:51we're going to put the falling leaves1:00:52effects here. So we go to the effects1:00:54folder here and then we go to the1:00:56environments folder and we get this lips1:00:59folder here. Just double click to open1:01:00and we have this Niagara particle system1:01:03here. So we're going to put this1:01:05particle system over here.1:01:07Okay. And as you can see that we get few1:01:10amount of leaves here. So we're going to1:01:12increase the amount of the falling1:01:14leaves. So we go to this outliner1:01:16section and clear the search bar here.1:01:18And here is our Niagara system. We1:01:20select this. Then we go to his details1:01:22panel and we go down here and here we1:01:25have this spawn rate tab. Just expand1:01:27this and we're going to increase the1:01:29count to maybe 100 here.1:01:32So in that way we get more falling1:01:34leaves here.1:01:36Okay. So just like that and also we can1:01:40duplicate it over here. And now if we1:01:43press G.1:01:45And now as you can see that we have this1:01:48kind of small falling leaves here. Okay.1:01:50And also we have localized fog here. So1:01:54we back from this folder here.1:01:57And we have this effects folder. We go1:02:00to the mist cut folder. And we have this1:02:03fork cut blueprint here. So maybe we1:02:05come over here and we place this1:02:08blueprint here.1:02:12So we get this kind of nice localized1:02:14fog here. So we can increase the scale1:02:18of this.1:02:21And now if we come over here1:02:32and also we can change the density of1:02:34this fog. So we go to it details panel1:02:37and here we get this intensity folder1:02:39and we can decrease this.1:02:43Okay. So we get a little bit of1:02:45localized fog here. And also we1:02:47duplicate this and we can place it here.1:02:58Okay. So we almost done here. And now1:03:01I'm going to make a small camera1:03:02animation here. So I go to the sequencer1:03:05here and I expand my cena camera actor.1:03:08And then maybe first we go to this1:03:10manual focus distance and decrease the1:03:12focus distance or we select our camera1:03:15component here. Then we go over here and1:03:18we go to the focus setting and we draw1:03:21the debug focus plane here. So we can1:03:24see our actual focus distance here. And1:03:27maybe we can focus on this pillars here.1:03:29And also we can increase the current1:03:32focal length here.1:03:38And then we disable the debug plane1:03:40here.1:03:47Okay. So maybe we can place our camera1:03:49over here. Then we go to the transform1:03:51switch and make a key frame and we go to1:03:54this key frame interpolation method and1:03:55we right click on it and we change the1:03:58interpolation to linear. And also we go1:04:00to the default interpolation method and1:04:01change it to linear here. and also make1:04:04this auto key frame switch. Then we go1:04:06to the very end frame here. And maybe we1:04:08can animate our camera over here.1:04:15And now if we play,1:04:18we get this kind of nice camera1:04:20animation here.1:04:22So this is how I make my actual1:04:24environment. And now I'm going to show1:04:26you that how you can render it in a high1:04:28quality. So in order to render it in1:04:30high quality, I go to the window. Then I1:04:32go to the cinematics and I click on this1:04:34movie render cube. Then I go to the add1:04:37to put our actual sequence here. So I go1:04:40down here and the tutorial sequence is1:04:42our actual sequence. Then I go to the1:04:45preset here and I go to this1:04:47configuration and click on this unsave1:04:50config. And first I'm going to delete1:04:52the JPEG sequence. Then I go to the1:04:54settings and I put anti-aliasing here.1:04:56And I go to the temporal sample count1:04:58and I put 16 over here. And I click on1:05:00this override anti-aliasing.1:05:03Then I again go to the settings, go to1:05:05this games overrides. And again go to1:05:08the settings and click on this high1:05:09resolution. And also we click on this1:05:11override subsurface scattering. Then I1:05:14go to the settings and I select the ex1:05:16sequence. And then I go to the output.1:05:19And here you can select the directory1:05:21where you want to save your renders. And1:05:24here from you can change the resolution1:05:26as you want and then click on this use1:05:28custom frame rate and then we can able1:05:31to change the frame rate here. So in1:05:33general I'm going to use the 24 fps for1:05:35my renders and just click on this accept1:05:37and then just click on this render local1:05:39and your exr file will be ready. And if1:05:42you want to know that how you can1:05:43arrange those exr sequence into a video1:05:45file I have a tutorial on that. So I1:05:47give the tuto link in my video1:05:49description so you can watch the1:05:50tutorial. Okay. So this is it and this1:05:52is how I make my actual video. So I go1:05:54through all the steps so you can1:05:55understand that how we can make this1:05:57kind of environment here and you can1:05:59also download this original project file1:06:01from my Patreon page link in my video1:06:03description. So this is for today and1:06:05you will see in my next video. So till1:06:07then take care and bye-bye.1:06:25>> [music]1:06:27>> Heat. Heat.1:06:38>> [music]1:06:48>> Heat. [music] Heat.1:06:53[music]1:07:06>> [music]1:07:11>> Heat. [music]1:07:13Heat.1:07:31>> [music]1:07:36>> Heat.1:07:38Heat.1:07:43[music]
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