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How to colour and blend Stylized Grass in UE4 [Read Description for updates!] 

PrismaticaDev
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27 июл 2024

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Комментарии : 131   
@danrepede4293
@danrepede4293 2 года назад
This channel is just the best. I love all the content and can't stop watching all your videos. Thank you a trillion times!
@Fokkusu
@Fokkusu 3 года назад
I literally found your channel today and I cant stop watching all your videos, you are SO DAMN HELPFUL ENTERTAINING AND GOOD. THANKS YOU A LOT FOR ALL THE TUTORIALS, YOU ARE HELPING SO MUCH, also, I'm stunned by the ratio of beautiful/simpleness of your project, like its amazing
@PrismaticaDev
@PrismaticaDev 3 года назад
Thank you Alejandro! I'm glad they've helped you out :) I have a lot of fun making videos, I'm currently editing one about my Wind system that I'll be uploading later tonight.
@Fokkusu
@Fokkusu 3 года назад
@@PrismaticaDev omg cant wait I saw it on reddit and I wanna see how you made it so hard, thanks a lot :D
@Fokkusu
@Fokkusu 3 года назад
the main reason I'm so happy is that unreal is really good for PBR rendering and realistic stuff, and the artistic side is a little bit harder to see how to do it because mostly all the documentation focuses on PBR, you are basically giving what it is missing by sharing how you express yourself artistically and the techniques you use, enabling a lot of people like me and others to be more free and saving us so much time ♥
@zombifying
@zombifying 3 года назад
Thank youuu so much! Btw your cats names are incredibly good 👍
@PrismaticaDev
@PrismaticaDev 3 года назад
No worries at all! Hope it helped :) Haha and thankyou, they're the best cats I could ever ask for :)
@sonhoang-sq9fw
@sonhoang-sq9fw 2 года назад
Realy realy love it! Thank u so much for this stuff.
@PrismaticaDev
@PrismaticaDev 2 года назад
No worries at all! Glad it helped :)
@AlexanderStangel
@AlexanderStangel 3 года назад
For you who like me tried to make everything in the landscape material and not noticing he switched to the foliage material at 4:41. Save four hours and make sure you switch materials. You only need the "Runtime Virtual Texture Output"-node within the landscape material, rest is done in the foliage material.
@PrismaticaDev
@PrismaticaDev 3 года назад
Oh lordy hahaha I should have been a bit clearer. I do say "this is my master material for my Ground Foliage" but ground might be interpreted as landscape etc so I can definitely see some confusion there. Hopefully no one else runs in to this issue :')
@AlexanderStangel
@AlexanderStangel 3 года назад
@@PrismaticaDev I think I got struck by my ADD as well, so don't worry. I learned a lot on the way! :)
@ece3396
@ece3396 Год назад
THANK YOUUUU sm!!
@secondhandsightsound3823
@secondhandsightsound3823 3 года назад
Super informative, cheers!
@PrismaticaDev
@PrismaticaDev 3 года назад
Cheers cobba!
@V0LAT1LE_
@V0LAT1LE_ Год назад
Come on youtube algorithm, boost this channel.
@Chmetterling
@Chmetterling 2 года назад
For World Partitioned Szenes u have to set the "Draw in Virtual Textures" at 5:50 in every LandscapeStreamingProxy.
@samohickey
@samohickey Год назад
Make sure you go into Project Settings and not Editor Preferences to enable Virtual Textures. Editor Preferences just shows you keybind shortcuts, or something like that. Hahah! I know he says it, but I still made a dumb and couldn't find what he was talking about for a second. Don't worry, I've only been playing with Unreal since UDK and still don't know wtf I'm doing half the time. Hahaha! GREAT VIDEOS PRIS! You always give great lessons. Appreciate you.
@rolus5517
@rolus5517 3 года назад
Hellz yeah
@PrismaticaDev
@PrismaticaDev 3 года назад
Glad I could help out!! Another trick I didn't mention in this video is to set your grass material to have "Tangent Space Normals" disabled and plug a 0,0,1 vector into the Normal channel - this will make your grass shading look much more cohesive.
@edmflashback6743
@edmflashback6743 3 года назад
Here's a tip: If you're using world composition, you have to set the RVT in the streaming proxies too
@markbay9275
@markbay9275 2 месяца назад
Another banger
@svens3722
@svens3722 Год назад
if you dont have the MM_Landscape node with just one input. click on your "end node" (with +10 inputs) and check the box "Use MAterial Attributes". That was my stone in the way.
@srod8509
@srod8509 2 года назад
Is there a way to populate assets on the terrain in a utilitarian way? Kind of like solders in formation side by side not overlapping with an X and Y rectangular space? Then color the soldiers based on the color of the terrain like you have done so beautifully?
@danh1962
@danh1962 3 года назад
Love your content! I am having trouble with complicated marketplace landscape materials and was wondering if you could point me towards what landscape resources were helpful for you?
@PrismaticaDev
@PrismaticaDev 3 года назад
Hi Dan! I haven't used any 3rd party landscape materials as of yet because I've been really keen to build everything from the ground up to learn. For my project I'm only using Normal Map textures and 3-vector colour values instead of colour textures so my setup is very very simple. Some people like to have all of their separate landscape layers in separate Material Functions and then plug them all in inside the Landscape Material, but I find it's a lot easier to create a simple system when it's all out in the open, which also gives you the benefit of being able to re-use the same textures for different layers (eg. my Snow normal map and Sand normal map are the exact same just with a different colour) As for tutorials/videos on RU-vid, I ~highly~ recommend Ryan Laley's channel - he has a few videos on very simple landscape setups which would be a great start that include automatic cliff/grass setups and height-based texturing. In terms of creating your own landscape textures, download Quixel Mixer (it's free for UE4 users!). It's incredibly powerful once you find your way around the program for creating textures (including normal maps etc) very easily. Hope some of this points you in the right direction :)
@danh1962
@danh1962 3 года назад
@@PrismaticaDev awesome man! This will for sure help me get some direction. Sometimes you just drown in information and need a little guidance to get back on track. I really appreciate it. Keep on your project and UE4 discovery journey, I'll be watching!
@PrismaticaDev
@PrismaticaDev 3 года назад
@@danh1962 That is the story of my life haha. I spent a month just absorbing info before I really even touched the engine. Another incredible resource is Mathew Wadstein's channel - he has a short video for -literally- every single goddamn Node in the engine.
@RainyGames
@RainyGames 3 года назад
This is amazing!! Thank you!
@PrismaticaDev
@PrismaticaDev 3 года назад
Cheers, you're very welcome :)
@RainyGames
@RainyGames 3 года назад
@@PrismaticaDev One question, have you got a post-process going on? I noticed your shadows are banded and cel-shaded-like
@PrismaticaDev
@PrismaticaDev 3 года назад
@@RainyGames Yeah I have a cel-shader type process over the entire scene, although it has 8 layers as opposed to the usual 3 so it can range from pitch-darkness to blinding white while maintaining the effect. I actually cover it in an early episode of my Devlog which I will start uploading soon, so let's keep in touch! :)
@RainyGames
@RainyGames 3 года назад
@@PrismaticaDev absolutely!! I love to see more! I've already subscribed :)
@RainyGames
@RainyGames 3 года назад
@@PrismaticaDev I'm working on a farming jrpg with breath of the wild like graphics so these are super helpful to me!
@Simon-ik1kb
@Simon-ik1kb 3 года назад
Ok, I would be happy if I would know how to even create the "ugly" scene at the beginning... :D Anyway, beautiful. Subscribed for future content.
@PrismaticaDev
@PrismaticaDev 3 года назад
Haha it's all a learning process my friend :) I'll be uploading some guides for cel-shading and how I create foliage in the future as I progress!
@Simon-ik1kb
@Simon-ik1kb 3 года назад
@@PrismaticaDev I know... I just do not have enough time for everything. Currently learning to code, learning Godot, learning 3D modeling with Blender. Then Substance Painter and have a one year old kid... Maybe I need to switch to Unreal. I even found an awesome asset in Unreal Market Place which would help with my project idea... Anyway, again, awesome content.
@PrismaticaDev
@PrismaticaDev 3 года назад
@@Simon-ik1kb Unreal is definitely very beginner friendly using Blueprints, I find it so easy to understand code when it's laid out visually. And I also find it really helpful to learn a bunch of different areas like you are (Blender + Substance + Godot) because if you start to get stuck or burnt out with one program, you can switch it up and still be making progress! Learning at your own pace and having patience is the most important thing when learning new skills :)
@Telapicus
@Telapicus 3 года назад
if anyone is having problem with black grass, check to make sure the rvt volume hasnt set the scale to 0 as copy bounds did that for me on 4.25
@PrismaticaDev
@PrismaticaDev 3 года назад
Thanks for that! :)
@zentreh3879
@zentreh3879 3 года назад
I've been messing around with this for hours trying to figure out what I was doing wrong. Thank you so much!
@stormolflak
@stormolflak Год назад
Thanks!
@dankolevente
@dankolevente 2 года назад
Cool stuff. I’m an absolute noob with this, so could you point me towards some stylized grass assets like these? I know how to use Quixel scans for foliage but I’d like something like this
@federicodelrio9802
@federicodelrio9802 2 года назад
Hi, i just find out your channel and it's incredible! I'm just wondering if you could point me to a tutorial/video for this kind of foliage! It seems really performant! However, good job, super informative! Thanks!
@user-zu2ib8jq2v
@user-zu2ib8jq2v Год назад
Very Goooooooooooooooooooooood!!!!!!!!!!!!
@thumbsup08
@thumbsup08 2 года назад
I use the auto-cliff material which you showed in a different tutorial, and multiple terrain paint layers. It all just plus into a "LandscapeMaterial" node. How do I do this whilst still keeping that?
@tiannicalogheros6339
@tiannicalogheros6339 3 года назад
Is anyone having issues with glowing bright white textures on the grass, or is it just me? I've been troubleshooting for awhile and I've just moved on to wanton experimentation to see if I can get this to work. Edit: I solved this issue. I'm using a tiled landscape and I needed to set the LandscapeStreamingProxy's Draw in Virtual Textures to the Runtime Virtual Texture. My bad. If anyone is as silly as me, I'll leave this here just in case :)
@realmodel1132
@realmodel1132 3 года назад
nice one
@PrismaticaDev
@PrismaticaDev 3 года назад
Thank you very much!
@kcnfn9701
@kcnfn9701 3 года назад
Anyone know why my landscape disappears when hitting play?
@friedchiken6821
@friedchiken6821 3 года назад
Lucky me for find this 😁
@PrismaticaDev
@PrismaticaDev 3 года назад
Don't forget to share with your friends :)
@davetgv126
@davetgv126 3 года назад
This is awesome I have been searching for this everywhere. I was wondering if you know how to do this in unity
@PrismaticaDev
@PrismaticaDev 3 года назад
I’m not sure exactly but the same concept would apply - I’m not sure how Unity deals with RVT’s or joe they’re captured but it should be possible :)
@davetgv126
@davetgv126 3 года назад
@@PrismaticaDev if you gave the time could you please do a tutorial with that for unity as there is a high demand for it including me plus unity’s terrain system compared to ue4’s terrain system is wackpus even though it is better, there are a lot of people who use unity which includes me
@PrismaticaDev
@PrismaticaDev 3 года назад
@@davetgv126 unfortunately I’ve only actually been doing Gamedev for about 6 months and UE4 is the only engine I know. I’d suggest just try learning about RVT implementation - the terrain isn’t necessarily the important part - it could just be a big object with a texture on it and would still function the same :)
@bastiengautier9377
@bastiengautier9377 3 года назад
Check out "Brackeys" channel it's specialized on unity and maybe you'll find an answer to your question
@ryanbouhaddou1746
@ryanbouhaddou1746 3 года назад
Hi really like the video, i have tried setting this up but every time i plug in my opacity mask texture and click apply this cause Unreal to crash. What node are you plugging in to the opacity mask in this video? Do you know why it would be crashing? Thanks
@PrismaticaDev
@PrismaticaDev 3 года назад
Hey Ryan! I have a custom function in my Opacity Mask for when the player is being occluded by objects so for you, you won't need anything in there. Unless you're using Grass Cards with an Alpha texture, in which case just plug that straight in :)
@ashleykettle343
@ashleykettle343 3 года назад
Is there perhaps a way to shrink the grass based on specific textures instead of contrast? I'm just finding that using more complex textures it's having trouble. Though to be fair, I am using a more complicated grass material ('ultra stylized grass' asset).
@PrismaticaDev
@PrismaticaDev 3 года назад
There is indeed! Look up my "Grass Occlusion" tutorial and it will cover that and more! But instead of plugging 0 into your Landscape RVT you'll plug in your Grass layer sample.
@EJtheArtist
@EJtheArtist Год назад
this is delicious
@peterpetermann1862
@peterpetermann1862 3 года назад
ty :)
@PrismaticaDev
@PrismaticaDev 3 года назад
No worries at all! :)
@sephquartz
@sephquartz 3 года назад
Hi PrismaticaDev, thank you for this tutorial. I manage to create an awesome looking grass that blends really nicely with the ground. However, I run into a problem when I try to create another landscape with another runtime virtual texture within the same level. It looks like I have to duplicate an entire separate landscape material that points to a separate grass mesh (under LandscapeGrassType asset) that points to a duplicate grass material that has the new runtime virtual texture selected in it's master material. Have you tried making another level or another landscape with the same material and did you also have to duplicate everything for it to work? Thanks :)
@PrismaticaDev
@PrismaticaDev 3 года назад
Hey Seph! I have actually run into the same issue before - usually by having another RVT Volume in the new level writing to the same Texture is fine as long as you Update the RVT (you can do this by going into the RVT object and switching the resolution back and forth) so I assume there would be a way to refresh it in Blueprint (maybe make a Blueprint of the RVT Volume and update in Construction script or something?) Hope that helps a little - I'll definitely be finding a proper solution when I start working with multiple landscapes :)
@PrismaticaDev
@PrismaticaDev 3 года назад
OH wait sorry you mean multiple landscapes in the same level. Are they functioning as Chunks/level streaming etc?
@sephquartz
@sephquartz 3 года назад
@@PrismaticaDev Hey! Yes I have 2 different landscape in the same level. And I am finding that I have to create 2 separate master landscape material because the Landscape Grass Output node only accepts grass static mesh in its grass type, so I have to duplicate my grass's static mesh, assign a diff Material instance into it with the corresponding RVT, and then reassign it in a new Landscape Grass-type. Did you figure a workaround for this? Or perhaps you are using a different method to display your grass? The only way I know now is to use Landscape Grass Output Material Expression to quickly display grasses as oppose to placing them manually as foliage. As a result I need to duplicate a new grass static mesh every time I want to use a new RVT on a new landscape mesh. I have not explored level streaming/chunks yet.
@PrismaticaDev
@PrismaticaDev 3 года назад
@@sephquartz Hmmmm interesting. I'm not sure if multiple Landscapes per level is common - is there a reason you can't just use 1?
@sephquartz
@sephquartz 3 года назад
@@PrismaticaDev I'm currently working on a side scroller and I am experimenting with using landscape meshes for it's near background since they allow for much more stylized grass (as opposed to vertex color/painting and then manually placing foliage) and I am thinking of using multiple landscape meshes for when players go up in the level vertically and I can create a separate landscape mesh up there instead of manually sculpting/pulling a part of the landscape mesh to reach a really high vertical area. Currently the area where the player actually "walks" on are made of spline meshes to allow for quick editing and landscape mesh in the background to add details . But it might look like it's more trouble than it's worth, I might just have to create a big landscape mesh that covers my entire level and just design it that way :) Thanks for your input tho!
@constantinusbasingse5690
@constantinusbasingse5690 Год назад
But how to make grass downscale near roads without RVT?
@omphya6229
@omphya6229 Год назад
Keeps giving the error "[SM5] Sampling a Runtime Virtual Texture when writing Runtime Virtual Texture output is not supported."
@GHZARK
@GHZARK 3 года назад
Hmm, for some reason when blending my grass, my darker green colour is affected by this and is pushed under the landscape instead of just simply colouring it (as well as my brown dirt colour) - is there a way to fix this by maybe excluding certain colours from being affected by this and it only changes the grass colour? e.g. What if I wanted some red, yellow or even blue grass - would I have to make a completely different grass material for each? I wonder if there is a way to make it so that only a VERY specific colour/material causes the grass to go down and fade whilst others just cause it to simply change colour. EDIT: Oh wait nvm, I think it was my "Desaturation" node that was causing problems. I changed the "R" & "G" values to 1 and the others to 0 and that seemed to fix the issue - must have missed it because your face cam was in the way, but you did mention to set it between "1" & "0" so it was my fault for not paying attention haha. I think I might be able to figure out how to get some blue blending grass though, I'll do a couple of test later on. Keep up the great work man, your vids are the best for GameDev!!
@PrismaticaDev
@PrismaticaDev 3 года назад
Hey hey my dude! I actually have a tutorial that does just that :) have a look at my Grass Occlusion video
@GHZARK
@GHZARK 3 года назад
@@PrismaticaDev haha no way! I am actually already watching that one right now! I recently just finished your wind video but I like to take notes so I can learn better and for future reference (probably the reason why its taking me so long to implement something new haha). Grass is so important for giving a wild atmospheric feeling so I really want to make it the best I can. Thanks a lot man, I'll give it a watch now!
@JordonHynes
@JordonHynes 3 года назад
Have you ever done any tutorials on your landscape and landscape materials?
@PrismaticaDev
@PrismaticaDev 3 года назад
Hey Jordon! I haven't yet, but the next videos in my Materials series will be all about landscapes and a few landscape-specific tutorials :)
@j.hateshisjob5137
@j.hateshisjob5137 3 года назад
it seems UE4 4.26.1 is a bit different than the version you used here for the "Transform from Bounds" drop-down. Now you select the "Bounds Align Actor" (same thing), but when I do that the "Set Bounds" button is grayed out and I can't actually set the bounds. Am I missing something?
@j.hateshisjob5137
@j.hateshisjob5137 3 года назад
aha, you just have to select the virtual texture (the thingo) before setting the bounds now, then the button will light up. I'll just leave this here in case anyone else is as silly as me lol
@PrismaticaDev
@PrismaticaDev 3 года назад
@@j.hateshisjob5137 Ah fantastic haha. Hopefully this helps someone else with the same problem! :)
@aemilion6920
@aemilion6920 2 года назад
@@j.hateshisjob5137 That was really helpful :D Thanks
@talleuxraphael4679
@talleuxraphael4679 2 года назад
Thanks ^^
@olizol3934
@olizol3934 3 года назад
im new to UE4 and i couldnt follow your instructions because my landscape material didnt look like yours so i couldnt connect the nodes correct :( are there somewhere any simpler instructions how we do this?
@PrismaticaDev
@PrismaticaDev 3 года назад
Heya Olizol! Unfortunately I don't have a tutorial about making a landscape material from scratch as I tend to focus on more intermediate techniques that I find really fun to explain. If you like however, you can join our Discord and send me a message and I'll try and get you sorted :)
@bohdant.7818
@bohdant.7818 Год назад
make tutorial for megascans foliage please
@RogueTurkey
@RogueTurkey 2 года назад
The alpha works amazing but it's backwards. After desaturation and remap values, gets shorter as it goes toward the grass not away
@nothingspeaks
@nothingspeaks 2 года назад
just put a 1 - node after the remap node
@mendeleev_9H2PDsgXu7NmphCUEH
@mendeleev_9H2PDsgXu7NmphCUEH 4 месяца назад
No way! Same room¡
@the_jin_who_does_jin_thing4738
@the_jin_who_does_jin_thing4738 3 года назад
I'm not sure why, but my virtual runtime texture sample doesn't have a world pos input. Is there something I need to fix?
@nothingspeaks
@nothingspeaks 2 года назад
if you right click and search "world pos" its the vfirst one "absolute world position"
@Elmarath
@Elmarath 3 года назад
how do we make a grass like yourss?? I can not find it anywhere :(
@PrismaticaDev
@PrismaticaDev 3 года назад
It's just a few triangles :) Here, you can have it www.dropbox.com/s/zf6cuzrjz9hhsyk/PrismaticaGrassLongUpwardNormals.fbx?dl=0
@semmert
@semmert 2 года назад
Does the grass thing changing color only work if you're laying your grass out via your landscape material (grass types)? For instance, I'm trying to make it so my grass is interactable with my player, so using grass types on landscape materials won't allow for that, right? Does that mean I can't do the color blend thing? I'm not painting hill sides, etc., manually like you show here. I'm using an auto-material that I made using a bunch of material functions and blending them together with a layer blend in my landscape material. Would I need to set up the virtual texture for each material function (grass, rock, dirt, etc.)? Or do I need to simplify it, or possibly am I thinking of this incorrectly ? I'm still relatively new to Unreal. I don't have 2 separate materials like you show here. I have 1 single main landscape material, and a few material functions that plug in to it. Hopefully I'm explaining that right.
@PrismaticaDev
@PrismaticaDev 2 года назад
You can still inherit the colour from the landscape - all of it is done inside the shader/material. There are also shader-only methods of grass interaction that will work with Landscape grass, however if you wanted to do stuff like cutting grass then you might have to use Instanced Foliage, since landscapegrass can't have collision
@semmert
@semmert 2 года назад
@@PrismaticaDev But I'm confused on where I "call" to the virtual texture sample like you do in the "MM Master Ground Foliage" at 5:28. I don't have anything other than my Master Landscape material which I am outputting my base color to the virtual texture like you do in your first step. The trouble is, my Master landscape material is made up of 4 different material functions (grass, rock, mud, forest) all blended together with a layer blend node. Each of those material functions consists only of a the rock texture, the normal, roughness map, and a parameter that allows me to tile/size them as needed. Maybe I just have a different set up from what you have, and I need to get on your same page before moving forward with this. Idk if I want to be able to cut the grass, really, so much as mask it out when I place objects, and maybe have it get trampled temporarily when I walk over it, like the other tutorials you have.
@semmert
@semmert 2 года назад
@@PrismaticaDev now that I'm watching your tutorial again, is the "MM Master Ground Foliage" material you're using at 5:28 the actual grass material? Maybe I got confused there? I thought you were still on landscape materials.
@semmert
@semmert 2 года назад
@@PrismaticaDev nevermind. haha. I got it. I didn't realize you had jumped over to your actual grass material in the second step. I just needed sleep. =-P
@Superchiefable
@Superchiefable 5 месяцев назад
When I plug the remap value into base color, the color of the grass is reversed. So the bulk of my grass is pushed down instead of the edges. Any idea where I went wrong?
@andrewz100
@andrewz100 2 месяца назад
Same, if I figure it out, I'll let you know. Perhaps something with the desaturation node's Luminance Factors? I'm in UE5, so there may be some change between versions.
@andrewz100
@andrewz100 2 месяца назад
Ok, so here's what I found so far. If you add a OneMinus node right before the RemapValueRange, you can reverse the mask. Then, I had to mess around with the RemapValueRange InputLow and InputHigh. I set mine to .63 and .66. I am probably going to see if there is a way that I can create another Virtual Texture which maps a mask to my landscape layers (in the landscape material) and then use that output to be able to control the falloff of the mask much better.
@andrewz100
@andrewz100 2 месяца назад
Last update on this, I also tried using a mask (as mentioned above). I just added together LandscapeLayerSample nodes corresponding with the layers that I wanted grass to be on, and if needed (I'm using a non-wb auto landscape layer as well as paintable wb landscape layers) subtracting layers that shouldn't have the grass on it. I was doing this mask anyway to place the grass automatically as I'm sure you probably are as well. Anyway, I took that and plugged it into the VRT roughness channel - telling the VRT object itself that it should support BaseColor, Normal, and Roughness. This adds more memory for the VRT, of course, but it gives me an accurate mask that is not dependent on what colors I use for my grass. This makes the system flexible and removes issues where some of my grass was being masked into the WPO when it shouldn't because the color of my grass gets somewhat more yellowish brown in areas. So then I take that roughness channel in the grass material and use that in the Lerp Alpha (as shown in Prismatica's vid) and put that in the WPO. Works a charm.
@jasic1970
@jasic1970 3 года назад
How does the Stuff happen?
@PrismaticaDev
@PrismaticaDev 3 года назад
It just does the thing
@EddyZorn
@EddyZorn 2 года назад
I'm literally losing my mind on this. Yesterday this worked fine for me, but today I am using it in a different new project. For some reason all the foliage is the color of my sand layer. Even the virtual texture displays the yellow and if I change the colour of my 'Layer Sand' in Layer Blend Node in the Master Material it changes the colour of the grass mesh too.
@EddyZorn
@EddyZorn 2 года назад
Just to add, it's really hard to follow what nodes to keep from this video and what nodes to get from the video you link in the discription and how to make them work in unison. Also can't figure out for the life of me how to change the nodes when I change the colour of the grass to a darker shade and still have it be long, because as soon as the grass becomes darker it gets pushed down on the Z axis and I have not been able to figure out which node is responsible for this. Anyway, love your vids, just trying to learn is pretty difficult.
@EddyZorn
@EddyZorn 2 года назад
Managed to figure it out, thanks.
@GamerFollower
@GamerFollower Месяц назад
darn... sadly it does not work in UE5, as you are no longer allowed to plugin the nodes you used in your tutorial because it says "material attributes not compatible with float".
@PrismaticaDev
@PrismaticaDev Месяц назад
Hey there! It still works - I think you're just plugging in a node from a "make material Attributes" into something that is expecting a float (or vice versa)
@GamerFollower
@GamerFollower Месяц назад
@@PrismaticaDev yep I figured it out, sorry. Now I'm working on getting the landscape to actually appear, right now I just have floating grass even though I did what you did, so I'm sure it's a material issue on my end
@GamerFollower
@GamerFollower Месяц назад
@@PrismaticaDev Completely fixed it and works like a charm. Issue was with the landscape materials. Thank you!
@lemonworm
@lemonworm 3 года назад
whenever I try and enable virtual textures and restart, my build gets stuck initializing at 39% and my cpu maxes
@lemonworm
@lemonworm 3 года назад
welp i left it for like an hour and now it works lets gooo haha
@PrismaticaDev
@PrismaticaDev 3 года назад
Totally missed this one :( Haha I'm glad it worked! Changing settings in the editor and restarting can always take aaages to load again
@j.hateshisjob5137
@j.hateshisjob5137 3 года назад
very strange, mine was stuck at 39% for a long time as well, but yeah it worked after a very long time lol
@svens3722
@svens3722 Год назад
stop using pentium 3
@TomartStudios
@TomartStudios 3 года назад
Whats a Mask node?
@PrismaticaDev
@PrismaticaDev 3 года назад
Heya Ram! So a texture/vector is made up of 3 values - Red, Green and Blue. When you "Mask" something, you're just isolating the specified channel and ignoring the others. I'll make a video on Mask pretty soon :)
@TomartStudios
@TomartStudios 3 года назад
@@PrismaticaDev understood , thanks for the reply.
@Sworn973
@Sworn973 Месяц назад
Damm, I was trying to follow this to make a visibility mask on the material, but I simple can't make it to work. There are some steps that are missing, and the difference in engine make it really hard. So basically tyring to hide the landscape with virtual texture, comming from a blue print, with a mesh writing to that virtual texture. It is done in this video "v=1U-5zxJCIN4", but he also have the same issue, skip some steps :(
@Captt95
@Captt95 3 года назад
Is it possible to do this with grass texture? or does the grass have to be a solid color for the RTV to work?
@PrismaticaDev
@PrismaticaDev 3 года назад
You sure can - I think the most common method is to use Vertex colour to blend/tint only the bottom half of the grass if you're using realistic assets
@scoly6132
@scoly6132 10 месяцев назад
@@PrismaticaDev Hey, I'm trying to do exactly that, using the vertex color but it doesn't work, just gives me a grey color. Can you explain how to make it work using the vertex color?
@PrismaticaDev
@PrismaticaDev 10 месяцев назад
@@scoly6132 You might need to double-check your import settings when importing your grass meshes. Unreal likes to set it to "override". Or if you mean the Grey is happening when you're debugging the push-down effect, it might not be green enough haha. You can use the Distance node comparing the intended colour of your grass and the vertex colour/actual colour of the grass, and then apply the push-down using the resulting mask
@Warpgatez
@Warpgatez 3 года назад
Great information and video but from the viewer perspective don’t shake your mouse back and forth so much. I’ve seen many people complain on other videos about that. Apparently it makes them queasy.
@PrismaticaDev
@PrismaticaDev 3 года назад
Thanks for the feedback - I'll try and keep that in mind from now on. I think it's just a side product of my wild hand gestures when I'm talking haha
@Warpgatez
@Warpgatez 3 года назад
@@PrismaticaDev Prob the Runescape twitch. I played RS for years. And going off of your thumbnails text choice so have you.
@PrismaticaDev
@PrismaticaDev 3 года назад
@@Warpgatez haha yep - I still play to this day. Going for max levels in OSRS currently!
@goblinounours
@goblinounours Год назад
It surprises me that there would be no better way to control the fall-off density of the foliage when going from one texture to another. I find this method of hiding the grass 'under' the mesh of the landscape ... janky.
@PrismaticaDev
@PrismaticaDev Год назад
You can change the spawn density, but not the scale. You could possibly get around it by having long + short grass as different types and then using some math to only spawn short grass at the edges, and long grass in the middle. But I agree, the whole system needs some loving haha. There's a great plugin I'll be getting by Errant Photon that can do all kind of foliage/grass spawning
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