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Essential Environment Art Trick - "WPO Stickers" [UE5] 

PrismaticaDev
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Hello! Today we're exploring a little trick I like to call "WPO Stickers" where we can make ground cover foliage conform to our landscape, and even other foliage and props! If you've ever tried to paint leaves on top of rocks, you'll find that the leaves either clip below the rock, making it seem like the rock was placed on top of the leaves, or the leaves stick out and float at awkward angles. Well, NO LONGER! Enjoy the video :)
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Patreon: / prismaticadev
Twitch: / prismaticadev
Discord: / discord
RU-vid: / prismaticadev
Twitter: / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine - (Game Dev)
Blender - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (The best game)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)

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18 янв 2024

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Комментарии : 58   
@Ninja1Zombie1Master
@Ninja1Zombie1Master 5 месяцев назад
Small tip if you're using WPO and Virtual Shadow Maps. You will want to change the cache invalidation method for the mesh. By default, the "auto" method will cause unnecessary invalidations on any otherwise static mesh with WPO and can hurt performance a lot.
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
Good pickup! I haven't used VSM myself so I'm glad you shared.
@IstyManame
@IstyManame 5 месяцев назад
Oh that's really nice to know! Do you by any chance have other tips? I struggle to optimize vsm in my project and at the moment just lowering the shadows scalability setting to mid but i really would like to not compromise on resolution much
@Ninja1Zombie1Master
@Ninja1Zombie1Master 5 месяцев назад
@@IstyManame Nothing else that isn't written in the VSM official docs. Enabling a separate page for static meshes may help a lot in some cases, enabling Nanite whenever possible also makes VSM cheaper to draw.
@b-bug923
@b-bug923 4 месяца назад
I find it hard to find good information vsm optimization. It's a lot of trial and error for us. And to be honest we would prefer to just use raytraced shadows on for direct lighting since it looks better and runs faster. But its very broken.Anyhow, validation control and lod bias are very helpful for performance opt.
@dreadtrain2846
@dreadtrain2846 5 месяцев назад
Dude, 10 minutes ago I went to place some leaf scatter down procedurally and this happened so I was just like, okay never mind. Opened YT without searching for anything and this was on my recommended.
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
A sign from the Unreal gods!
@luxdaemonis6571
@luxdaemonis6571 15 дней назад
Line of the century:” imagine I’m a human being and I’m painting foliage”! ❤
@jeromegraves2826
@jeromegraves2826 5 месяцев назад
Bro, I love your content and massively appreciate all the knowledge drops.
@user-pb5mq1qs6n
@user-pb5mq1qs6n 2 месяца назад
I can't help but want to praise your genius idea
@Arctan95
@Arctan95 5 месяцев назад
Bloody hell mate, learned so much in 20 minutes, absolutely fantastic yet again!
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
Cheers!
@Daniel-be6cj
@Daniel-be6cj 4 месяца назад
It's like vacuum sealing it to the world, just incredible stuff!
@PrismaticaDev
@PrismaticaDev 4 месяца назад
Haha yup!
@megascan
@megascan 2 месяца назад
Wonderful video! very cool usage of WPO!
@mendeleev_9H2PDsgXu7NmphCUEH
@mendeleev_9H2PDsgXu7NmphCUEH 5 месяцев назад
This Man Will solve any kind of problems using runtime Virtual textures but cases When There are already Too Much runtime Virtual textures
@mists_of_time
@mists_of_time 5 месяцев назад
Amazing tutorial, thank you man!
@real2late
@real2late 5 месяцев назад
Every video from you is just super interesting and awesome! Thx
@glocksigma
@glocksigma 5 месяцев назад
Thanks for this tutorial my bro! Youre really the most mathematically genious in materials i have ever witnessed!!
@BLOXOBIZZAREMK2
@BLOXOBIZZAREMK2 5 месяцев назад
When the tree fell over I literally gasped with joy
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
Giga satisfying haha
@schrottiyhd6776
@schrottiyhd6776 5 месяцев назад
Oh wow thanks for the inspriation! you kindof just solved one of my problems with trees not deforming proberly when falling down! this with combination of some colliders in the tree will make trees falling down look great!
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
No worries! And yes, the collision can be the hard part haha. I wish Unreal had a built-in solution for "soft collisions" so I ended up having to make my own. Essentially a big collision you can put in the upper half of a tree which takes Hit events using the Probe function but applies an opposite force based on how deep in the collision it is. Can make it act more like a tree when falling down haha
@schrottiyhd6776
@schrottiyhd6776 5 месяцев назад
@@PrismaticaDev did you figure this out yourself? ngl its a pretty a good idea to fake softbody like behaviour with the landscape!
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
@@schrottiyhd6776 The WPO effect or the soft-body collider? Both I came up with on my own, although I'm sure there are hundreds of others that have come to the same conclusions haha
@schrottiyhd6776
@schrottiyhd6776 5 месяцев назад
@@PrismaticaDev I guess so, for me the idea is kinda mind-blowing because it enables a lot of things to with it
@1GehaktBal1
@1GehaktBal1 5 месяцев назад
you always make learning about Unreal a lot more fun
@LookItsCollin
@LookItsCollin 5 месяцев назад
Charles is most epic
@UnrealNode
@UnrealNode 5 месяцев назад
your new plugin with this config is amazing makes me want to make a game
@LovelyBigga
@LovelyBigga 5 месяцев назад
Make a detailed 1 material chracter tutorial.plsss
@Mittzys
@Mittzys 5 месяцев назад
18:47 The mysterious encoding error charlie
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
SCP number 42069
@hristozafirov7110
@hristozafirov7110 5 месяцев назад
Another amazing tutorial! Haven't seen you in a while on RU-vid. Can you please make a tutorial on how to spawn niagara and blueprint actors using PCG?
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
Hey hey! I'd love to, but I haven't doodled with PCG too much since it seems like it's constantly changing at the moment haha
@hristozafirov7110
@hristozafirov7110 5 месяцев назад
@@PrismaticaDev Is it possible to at least give me some hints on how to spawn actors other than static meshes? I'm in your discord community as well. I always end up at a dead end when searching on the net.
@DaDarkDragon
@DaDarkDragon 5 месяцев назад
​​@@hristozafirov7110the electric dreams demo project under samples more the likely has an example to look at.
@Ch1llco
@Ch1llco 5 месяцев назад
"Spawn Actor" node@@hristozafirov7110
@pombosdopoder
@pombosdopoder 5 месяцев назад
my modern Bob Ross
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
They call me Rob Boss
@TunedFM
@TunedFM 3 месяца назад
I did everything but my mesh turns invisible for some reason. I only can see material working in material’s preview window (texture under the floor)
@PrismaticaDev
@PrismaticaDev 3 месяца назад
It could be 2 things: The bounds of the mesh don't update with the WPO, so the camera thinks the object is off-screen and culls it. You'll need to put them closer to the ground or adjust their Bounds in the mesh viewer window. Or it could be that you have the subtraction around the wrong way in the material editor.
@JWITG
@JWITG 5 месяцев назад
We need a landscape & foilage deformation reboot with the ue 5.3 As the tessellation got removed in back ue5
@tanver3d982
@tanver3d982 5 месяцев назад
Notis!!
@LovelyBigga
@LovelyBigga 5 месяцев назад
So, this is how blender does Shrinkwrap modifier? Sometimes I wish there was a synthesis of blender and unreal
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
Ooh, possibly! It might generate a distance field and do it that way. Or it might be doing "traces" along the normals of the original mesh. But it's essentially the same thought process
@LovelyBigga
@LovelyBigga 5 месяцев назад
Beard Looking Good, don't shave 2024
@alexeykirsanov8030
@alexeykirsanov8030 5 месяцев назад
But what about collisions? WPO doesn't work with them
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
Correct, that’s why this is only useful for ground cover and things that can “borrow” the collision of the ground underneath them
@real2late
@real2late 5 месяцев назад
When doing the world aligned nornal, why arent you using the world aligned texture node? This looks like a really elegant way to world align a texture
@real2late
@real2late 5 месяцев назад
Also does the mesh need a higher subdivision or would this also work with a plane?
@Mittzys
@Mittzys 5 месяцев назад
who up sticking they wpo
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
HELL YEAH
@semirukiya5308
@semirukiya5308 4 месяца назад
Hi, great stuff as always! I have a question tho. Did You use this kind of techniques with nanite meshes? How is this performance-wise? Cheers!
@PrismaticaDev
@PrismaticaDev 4 месяца назад
Hey hey! I haven't used Nanite before, but I imagine it wouldn't affect performance much. Maybe if the meshes are 100k+ triangles then you could see a dip from using WPO, but I'd need to test it out
@mendeleev_9H2PDsgXu7NmphCUEH
@mendeleev_9H2PDsgXu7NmphCUEH 5 месяцев назад
Explane wpo dithered blending sometime
@JoshDorito
@JoshDorito 5 месяцев назад
sticks are sticky
@peter486
@peter486 5 месяцев назад
whats wrong with your hair
@PrismaticaDev
@PrismaticaDev 5 месяцев назад
It was wet! I shower occasionally
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