I am using Brushify in a VR game... lol I was having issues 45 fps... I even added 400,000 rain particles to the area, the FPS remained the same... When I lowered the grass density up she comes 120 FPS @ 20 and 100FP@ 50 ...this is amazing... Thanks again for making my life easy!
I wasn't sure what you meant by @20 and @50 :D In general the grass isn't expensive for a modern GPU. since it's polygon based and only uses the masked material for a distance fade effect.
@@HavokSage LMAO my bad on the confusion... lol @20 means I set the grass density from i think it was set to 200 for density, I just lowered the grass density to 20, and got 120 FPS. Hope that clarifies. I have a GTX 1070. It is a little old now.
I absolutely love the detail you mentioned about the Grid setting especially. When used correctly, you can make farm crops with it. I love farm landscapes so that makes this part of your tutorial the most valuable part to me. :)
Fantastic tutorial that helps understanding better the power of Brushify. Thank you for providing this level of information, it's very much appreciated.
@Ximos Trilox it's not from me, just something i'm excited about from Wouter Weynants. It's an amazing advancement and a great complementary product to Brushify.
I got hemisphere and it is definitely one effective way to get photorealism into your project & does in fact work well with Brushify. I'd like to see more sky diversity (rain clouds, multicolored , etc.) and times or day such as night. But what's available now is still great, especially to those just doing environment art.
I think Brushify, especially this procedural grass tool, is so useful, so well organized and saves so much time that it should be a standard feature embedded within UE. Fantastic work.
Yay, I now have no grass spawning in my rivers and lakes :) And I have added more suitable things to my LG_Riverbed (plants, rocks, etc.). LG_Riverbed is used for rivers and lakes at the moment, but that will probably change. Plus I now need to make one for each main biome (grasslands (LG_LakebedGrasslands), desert (LG_LakebedDesert), tundra (LG_LakebedTundra), etc.). And I think I will create a Riverbank biome as well as having the Lakebed biome. More work, but it'll be worth it! Quixel + Brushify = awesome!
Woohoo! Great video. Can't wait to watch it fully and follow along. Also: so this is why there wasn't much tut on foliage optimization out on the net? Grass was added to a level with this system and not with foliage painting tool? This "procedural" foliage system can be used to distibute interactable elements like rocks you can pick up or mined or those are done separately and this is only for low poly grass, that will cover the ground, no collision, no big size grass, no interaction etc.
For anyone following this guide while using the latest version of Brushify, just note that there is a limit on how many grass types you can use. So if you add a new grass type and it doesn't seem to work, you either need to delete an existing grass type in the landscape material or increase the limit in the Landscape Shader. Also there's a post on the Unreal Engine Answer Hub titled "Can't use more than 9 grass types" that goes into more detail on this issue.
The newest version has 10 grasstypes (craters and desertrocks were added). However I haven't encountered any limitation. As far as I can tell testing here, the limits were removed. Are you using an older engine version?
@@HavokSage I'm using 4.23, but it does appear Epic increased the limit on Grass Types in 4.24. I believe the new limit is 18. However I have't checked 4.25 yet.
This is awesome! I'm having troubles painting materials on the new 4.25 using the 'Mesh Paint' on a landscape. A video covering those new changes would be great man. Keep up the great work and thanks for your help!
@@HavokSage Hey! Thank you so much for your answer! Ok it makes sense. I can't find the RGB panel where to select the channel that I want to paint but I guess I'll just have to play with it :/. Thanks mate!
Again great stuff! Always nice to have a second perspective. Any PoM shader info coming in the future? Ive been trying to get it to work in landscape layer blend. But only worked 1st time. Somehow it got corrupted in the progress. Now i'm using it for the bark on the trees. And that seems to be badass.
i spent 4 minutes sitting here waiting for this to "load" thinking unreal froze cause one of the unreal tabs wasnt moving when i tried clicking and moving it. It was just the video *facepalm* LMAO FML
how to replace your assets with megascans imported would be a great tutorial, been trying for some time to make it work with no luck, i can import them but many different lod options and no way to add them all to the system that i can find and also none of the assets added seem to get effected by the wind.
Thank you for these tutorials and for making these amazing pack and shaders! they work amazingly. I was wondering if you would be able to help me with adding the procedural to the slope section? I have tired to get it to work by following the same system as in this tutorial but using the different nodes but it doesn't seem to work in the same way....or maybe i'am missing something. Thanks!
Hi Joe, I recently bought a couple of your packs and it is just AMAZING! Although I am very new to UE4 (like 3 days old) I can't seem to find anything nearly the level of quality and ease your packs provide.Good work man, hats off! With that being said, I'm hoping you can help me out with an issue I am having. When applying a paint layer, its as if it does not apply the paint exactly where I click but instead snaps to the nearest polygon/vertice. Is there something I can do to get past this? Thanks :)
I love your products have bought 3 of them so far. I just bought the road pack and laid down an asphalt road over a painted procedure grass land. Is there a way to get not get the grass to pop up through the ashalt? I have a large road and this could take hours to use the remove procedural grass method. Great work overall, I love it!
I love your packs. How can I keep the grass from clipping through my meshes without using the erase layer? You'd think UE5 would have had an option to ignore other meshes by now. ALSO, How can I plug in ultra dynamic sky into your landscape layer so the puddles and snow show up?
i cant seem to get brushify grass to spawn on ue5.... i create a map using world composition in ue4 and later convert that to world partition in ue5 so i try using brushify but it wont work
few question great asset 1 my snow is very dirty how to I change that? 2 on the forest material the sticks on the ground look great but all showing the same pattern how to I fix that? Thanks for any and all help
1. Brushify supports tesellation, tutorial here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-834JB7bjez4.html 2. The puddles and Mud layers come with height maps.
Hi Garth, I know this video is older and hope you see this, The distance culling is great and works but the shadow distance culling on the grass doesnt seem to work, close up it looks great, is that an unreal setting somewhere or also just in brushify. Thank you
I created 3 scenes, but can't render in 5.2, after a day troubleshooting, I narrowed the problem down the landscape, changed the grass ditance culling back to default, still crashing, resized my landscape to a stupid small size and still having hard crashes when rendering, delete the landsscape it renders fine, do you have a discord, I would really like to use Brushify but always having issues with it. Working with it is fine but when trying to render there are issues. Thanks Garth
Hey Joe, good stuff!, Still can't get any procedural foliage to spawn on a custom paint layer. I thought I did everything correctly but I am uncertain of where it pulls the sample name from? If its the target layer's name, I have done that and made all names identical but to no avail, Do you think you can make a video on how to do this from start to finish on how to add a custom paint layer to adding procedural foliage to that custom paint layer? If there is a forum for this I cannot seem to find any. Thanks in advance!
Hey Joe! Remove Procedural is still painting the terrain black even when set to non weight blend. Any idea as to why this would be the case? Really odd! Thanks!
Awesome Video, Hey Joe, one thing I observed is the colors on my view port are pale and light, but your view port colors are so nice and green(for the grass) and realistic. What could be the reason for this and how to get over this?
So these are probably dumb questions or maybe you already explained it in the tutorials, but my procedural mesh doesn't show up before I enter play mode, so it's a bit hard to work with, how can I change it so it shows at all time? Also, is there an easier way to change the cull distance, or big radius mesh will spawn around me other than change the cull distance in every LG variables individually? But great tutorials, thanks for doing these!
Hey, its show flags. If you hit G your foliage will also disappear. Its because you went to the show menu at some point and disabled grass. There are console commands for grass density and foliage distance.
Hey Again Garth! Super thanks for the awesome tutorials and ofcourse, for making brushify. If you have the time. do you know why Megascan assets end up so super bright when using them compared to the assets that come with brushify? I'vev been trying to fix it for days but they stand out like a sore thumb. :(
Hey, before changing any texture brightness check your BaseColor pass to view the scene without lighting. That way you won't be confusing the situation with any additional renderpasses like rough/spec/SSS. Once you've identified that it is the base color that's too bright, you can manually alter it's brighntess within the texture (adjustments section). Even though megascans is callibrated, assets will always need adjusting a little to match everything else in your scene. This presentation will give you a good overview of PBR rendering: www.slideshare.net/DICEStudio/photogrammetry-and-star-wars-battlefront Pay attention to the way that Slide 95 (basecolor) looks , see how everything in the forest is nicely matching in brightness and color.
Hey Joe. I bought some packs and was following the tutorial. I have the Grass types folder with everything in there. But when I go into landscape mode and then Paint tab, none of the grasses show up. Its just empty. I am in UE5. any ideas??
Great work, making holes in the landscape removes the landscape material, but the grass/flowers foliage remains. Is there away to remove the grass/flowers foliage as well?
yes, it's actually shown in the video. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AGgzAaAk7vI.html Just paint the remove procedural layer over the areas with holes.
Hey, theres already a puddles layer you can paint down and even copy that setup. Check brushify bootcamp for the tessellation tutorial, it shows the puddles layer off.
Hey Joe, your Forest Pack has a Master Grass Material included that I didn't notice before. I'm using the Landscape Material Instance for the landscape, but how does the grass master Material work with that? Is it fully integrated?
The grass material is the shader that is used on the grass objects themselves. The grass is fully integrated into the landscape material. That's why when you paint down grass paint layer, the grass will automatically appear. This video will help you to get an understanding of the grasstypes system so you can create your own variations.
The Landscape GrassTypes dont seem to be valid grasstypes when I add an element to the GrassTypes array. Even trying to drag in existing ones that are already set (like LG_Mud etc) its red.
Sure was looking for grass on why it’s not moving I followed directions but when the landscape is created the grass ain’t swaying lol I’m like uhmmmmmmm why is it looking like turf anyone else had this issue
Where can I buy this package friend? I already looked for your link and I didn't find it, I would like to know if I can buy this one that I have access to all the grams and modifications for them
@@HavokSage The first link takes you to your page on marktplace, I would like to know which one of these here would be the grass one, which you edit in the video? I already have some of your packages, so I would like to buy this one specifically too
Hi, I have a problem. I just added the landscpae material to the landscape. I disabled all the procedural in the material and also disabled the procedural slope .. but there apears foliage and stones in the sky in a specific square with high density. Do you know what the problem is? Thanks
Thanks for the videos, Joe, very helpful! Quick question, I'm in the LG_GrassDray Layer modifying some of the values, I notice element 0 of the array (S_GrassDry mesh, essentially the grass blades) has "density" default setting is 3000. However, if I change the value, it will suddenly clamp the max setting to 1000, and I can't change it back to 3000 again, or higher for that matter, unless I "undo". Any suggestions if you have time?
That was an update they made a few versions ago. There's currently no workaround from what I can tell, other than fixing it via C++. forums.unrealengine.com/development-discussion/content-creation/1623059-landscape-grass-type-max-density-limit Seems that it's an arbitrary performance clamp. Hopefully it gets removed at some point in the future. You can manually increase grass density for all grass using this console command. grass.densityScale So in theory you could raise that globally in your project, then work with the clamped 0-1000 values in grasstype files. Yes it's a huge pain. In the future i will try to rework my grass to work with this clamped system. But it remains to be seen whether epic will address the problem.
Could be your shadow settings in your directional light. For raytracing you have to make sure your light sizes are set correctly or shadows will be dispersed.
@@HavokSage I was using a default directional light and a sky atmosphere. I just tried Increasing the contact shadow length and the shadows started to appear. But is this the right way?
@@HavokSage I found out that the problem seems to occur with your procedural grass system when RAYTRACING is Enabled. By default the megascans grass/plants , or the tropical jungle pack from the marketplace I used cast shadows when using the foliage tool. But for some strange reason I need to increase the contact shadow to 0.1 under the directional light for your procedural grass to cast shadow only when raytracing is enabled. could you take a look at it?
Yes, at the start of the vid you can see the default grass that already ships with every brushify pack. The shader overdraw is all green and lods take care of polycount. Megascans and Project nature are also well optimized.
@@HavokSage Thank you for your response. I have also looked into this topic and found out, that you can set some game overrides in the mrq. Then it runs smoothly. And now I take a look at ue 5.1. There the foliage should be optimized for nanite
need big help... the remove layer i dont have it.... and every time i do a new one it does not contain the remove procedural layer info.... any tip?JOe if you still see this please help ahahah
You can do everything I show in bootcamp with the grasslands pack. But really the choice is yours, nearly all come with the automaterial that I teach in these tutorials. It's just a case of what other assets you need (alpha brushes, distance meshes, cliffs, forests etc)