To rotate R+Y then type 90 and enter To move up G+Z then type 1 and enter Then edit mode and Ctrl+R then mouse wheel up to add loops Then select automerge vertices in same location, options, rise threshold a bit and grab merge the vertices Painting black the full mesh is Shift+K when in vertex paint mode In UV unwrap Ctrl+L to select all connected vertices or Shift+Alt+LMB
Thanks for making such informative videos dude! You're devlogs helped me get into ue4 gamedevand have taught me do much! I'm creating a third person rogue-like game and It's been a fun little project and I'm gonna be sad to put it on the back burner when I go back for my final year of uni :(
During the Unreal engine process around 8:46, you can create these 0 constants by holding your 1 key and clicking the left mouse button. Tada! -Convert to parameter is the right mouse click and you'll see it.
To everybody watching, at 1:54 don’t duplicate the mesh and flip the normals. In UE4, you have an option in the materials tab to enable 2 sided materials. Duplicating the mesh is literally make this whole system 2x more expensive. Performance comes first with any real-time project.
two sided material is computationally more expensive that duplicating the mesh. this advice is not advisable since foliage is an instanced static mesh so it has less draw calls. and if you are not looking at it, it is simply not rendered. so duplicating the mesh is less taxing to the gpu.
So I just finished the tutorial and got a the grass moving and got a better understanding of it! So thank you for that! However I have some complaints. You should really specify what buttons your pushing and slow your process just a tad. Like when you setup the plugin for material color your didn't specify that you held 3 and clicked the screen. Or that you held 1 and clicked the screen for the constraint, I had to find this information somewhere else which is kind of a waste of time. It really would have only taken another 1 of your time. For that I have to recommend this tutorial for intermediate users and would not suggest this tutorial for beginners of blender/Unreal. I really learned a lot though!
Learn the basics first before watching tutorials, you can't expect people to teach advanced stuff so that beginners understand, if I wanted to learn how to make a huge landscape with a river trees waterfall birds and anything else moving around in real time using blender, I would watch the donut tutorial first instead of going head first into the landscape tutorial.
Bro this was amazing but very difficult to follow, I have no idea half the hotkeys your using and I'm stuck where you are selecting the specific leaves and only rotating them. It keeps spiraling the image, this is very important to me please respond at your earliest convenience. I NEED this grass for my game :).
Thanks for the upload friend, I finally got to make some grass! However it was really hard for me to follow along and understand what your doing. I hope in the future you take more time to slow down, especially during the shading part, kept having to rewind dozens of times. Peace
Nice tutorial but it's hard for beginners like me to understand what you are doing in terms of shortcuts. Maybe an idea is to exactly tell or show which shortcuts you are using.
For anyone confused about what he's doing around 3:30 you have to hold SHIFT while clicking the vertices to unselect them while keeping the rest selected then press L while mousing over the remaining ones to select all the vertices for each grass stalk
Hi Natalle. any idea how he selected the planes in the UV editor??? (next step after that) And how the HELL he rotated them? When i rotate it rotates everything in a swirl
I'm already confused. At 0:39, how did you select those points? Can someone please explain how to do that? I've learned basic Blender, but I have no idea what he's doing there.
bro this video is only 10 minutes long but to implement and learn it took for me about 2 hours but now i have the best looking grass eu. thanks for your work Marpy.
Great content! I agree the tutorial may not be completely beginner-friendly, and I agree some snippets may have been brushed over too quickly or skipped entirely. However, it is still achievable to reach the end game of creating a beautiful piece of grass as presented in the video. Personally, I love tutorials such as these, despite being a beginner myself because I learn more in researching certain parts that have been "brushed over too quickly" and get a better understanding of what is going on than simply "copying, paste" someone work you know. Overall wonderful video, you earn that like button!
Could you please explain what he's doing at 0:39? I watched tons of Blender beginner tutorials but I have no idea what he's doing there or how to do it. I want to learn!
@@Grimsikk No problem I am more than happy too, what he is doing is as he moves the vertices to the center vertex, he is merging the points. There are many ways to achieve this, but one way that has worked for me is the following. After you slice your plane to the following segments as seen in 0:39, with your select box highlight the upper three vertex points, then click M (for merging) and select the option collapse. You will see that the left and right vertex will merge to the middle vertex, resulting in that pointing tip. Do the same for the bottom vertices. I hope that helps
Mine don't look quite the same, the edges are sharper and more defined, the colors don't really bleed together. The blades of grass are sharply defined.
This was great! One problem: when I apply the Lerp with the Vertexk Color as the Alpha for the Wind, the wind just stops. I double checked and I vertex painted the grass in blender correctly. What else could it be?
the final result is very nice but the tutorial was a nightmare to follow. if you wanna make tutorials you need to have a lot less cuts, and more explanation
I duplicated my mesh and flipped normals on the duplicate. But It still only shows one side of the faces... Edit: apparently duplicating with alt+d does not work. When you change no duplicate, you also change the other mesh. str+c str+v seems to work.
Hello :) Thanks for the tutorial! I have a quick question about the wind line. For whatever reason, the wind lines are totally invisible, no matter what value I set to the scale variable. When I unplug all wind line related nodes, I see that the wind line color has an impact but it doesn't seem to read the Texture as an alpha properly. Do you have any idea?
Someone liked my comment and it reminded me of it. In the end, it was just the texture's scale (wind line texture) that was really too small on my end, so a basic data issue lmao, in case anyone faces the same problem :)
In the top bar, you have "Modes" and if you click on it there is a "foliage" and there you can put your mesh and just paint the grass. Not a weird but understandable question for the beginner since this tutorial is a bit advanced. Feel free to ask :)
Hey great tutorial but for some weird reason adding wind kills my material. The object will appear just black in the scenery and the wind doesn't work either. Any idea why this could be?
how do I move the UVs downnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Just wanna come by and say THANK YOU for this tutorial :D already moving to the next ones, this is GREAT! Got the grass i always wanted working perfectly
So hard to follow. Every shortcut you do isn't explained. And I'm on Mac rn so it's even worse. Don't know how to select by planes when flipping in uv's. So I start selecting each blade by vertices. And I get half way through and I can't select anymore. This is annoying. And I'm trying to make grass that is vertex painted so it can deform in unreal. Jesus.
I havbe no idea how he split the plane into sections or how he was making the tips of the grass pointy he just said now I begin shaping the grass with no explaination on how to do so please help
4:00 someone explains how he selects the whole blade since I can only select it point by point 💀 EDIT: Nvm guys I figured it out, just select one point and ctrl + L bruh how am I that dumb
I tried this, but exacly at 5:47 I cannot make my grass to looks like it, my grass always has "some" of its shadow casted on itself, eventhough I have disable cast shadow on the mesh, where did I went wrong?
so for anyone confused on what he did, he clicked SHIFT+A, then clicked meshes on the drop-down menu, and clicked plane. he used the polygon tool ( or whatever it’s called ) in edit mode to add points. then he used the cut tool to add the points inside the plane. i had to play around a bit as well as do some googling, and the fact that i had to do that in a *TUTORIAL* speaks volumes. although, the other tutorials like the simple foliage one is pretty good imo 😌 hopefully this helps! 😁
TAB switches between edit mode and object mode fast, Ctrl + R to add verts quickly, use mouse wheel up or down after Ctrl + R adds more verts or takes away verts, No Cut tool was used, you can add these in horizontally or vertically depending on where you aim the mouse. Not really speaking volumes, this isn't a tutorial on how to use blender....that's what blender tutorials are for.
You know how much easier it is to just use tree-it? Normals, UV's, & separate texture channels come ready as default with all foliage made in tree-it. Just FYI
Hello, Thank you so much for the tutorial it is beautiful! However, I would like to ask at 9:36 there is an explanation on how to make de botton part of the mesh not move and It is not working for me. Someone knows what should the vertex color be??
hey man just a question about duplicating the mesh and inverting normals. Why did you choose to do that over setting material as double sided? I once tested it on extremely dense plane with both methods and performance wise the double sided material won. On the other hand I know that the models in smash ultimate use your technique for little things. Im not sure what is best now
When you choose to check the double-sided in unreal, the grass will gonna have weird lighting on one side when applied on a slope. I don't know why it works like that but I think it inverts the normals on one of the sides. Anyway if you do it on tree leaves then it works okay. Maybe I can do some more research on this and make a technical video about double-sided material setting in unreal.
@@marpetakdev you can fix that by using two sided sign node on the normal but i forgot if you have to use it as alpha in a lerp or just multiply it by the oneminussed normal
assuming you procedurally spawned your foliage instead of placing them manually, if you select one of the foliage actors it should select all of them. go to the details panel on the right and it should show something called InstancedFoliageActor, and underneath that should be RootComponent and FoliageInstancedStaticMeshComponent. If you select FoliageInstancedStaticMeshComponent, you can look for the "Cast Shadow" setting there and that should work
Hello, sorry my English, I have a problem, when I use the "point to target" and increase the Z value, the purple points do not go up, they remain horizontal. What I can do? thank you so much
Great video mate, but I've the same question as DarkiGG. How do you move the UVs straight down? Cause with Snapping enabled my UVs try to join the closest UV instead of just going down, like you Did you enable another option somewhere?
@@kriskata7653 mmh, I think I selected the uvs with L and then moved them to the bottom. But I'm not sure, cause it was a month ago ^^ If it doesn't work, let me know