The wind effect could be improved (it looks a little bit too 'jiggly' and uniform), but this is amazing. Tiny islands of heavily occluding geometry was the worst possible case for nanite on initial beta release, but now it seem to have improved a lot in this regard.
Yes, but not of nanite, per instance animation is pretty much not possible, only thing people do is a global displacement in the vertex shader on the gpu with a uniform noise map @@martin-cheers
@@mehface Moving environment gives a better illusion of realism, even if the said movement is not realistic. It's not made to be realistic but to bring realism & immersion.
@@mehface Grass movement is of course a function of height. You're right that grass that is ~4 inches tall or less does not move much in response to wind, but grasses that reach a couple feet high or more definitely bend and sway in even a moderate breeze.
there's something about the separatedness of the foreground grass features with the background cloud levels where that horizon's split is just missing some chromatic fundamental. Otherwise really amazing...the remake version seems to start to tackle this problem, which is really nice to see...
Far west, across the sea, there is a land called Vinland. It’s warm. And fertile. A faraway land, where neither slave traders nor the flames of war reach
Yep. The default background in Windows XP ran Unreal Engine to render this very scene. Of course, computers were a lot slower back then, and the framerate was so low that people just assumed it was a static background.
Promising, but the grass blades look connected one to another rather than individual blades more like a moss than grasses - the surfaces bulging maybe like a colonoscopy of a ciliate peristaltic surface. The wind blowing was more like wavy water currents, too smoothly fluid not quietly disturbing enough (fluid flow laminar vs turbulent). And the hills were too bumpy not water precipitation eroded more as if rocky outcrops were poorly covered by draping seasonal flood plain sediments. But certainly between those gaps there is the vision of a boy and dog and a well read book upon a grassy hill side on a near to summer spring day.
This is great, but could be greatly improved by offsetting the time on every grass leaf by a random amount. You could do it using a per instance random node in the material or, if every instance is a grup of leaves instead of a single one, you could assign a second uv channel in blender with a random uv spot for every leaf, and drive the randomness this way. Right now the wind feels very fake and kinda spoils a great scene.
Mr. Jackdufon-sd4on... would you be willing to type up and share the steps to add that per Instance Random Node and show where & how to connect it? [for Dummies like me who are not so skilled in the Material Editor] I, for one, would greatly appreciate it, and I'm sure many others here would as well. Or maybe it would be easier to share a screen-grab of the nodes?
@@atlanteum The process changes based on how the creator of the scene created the noise for the wind, but basically, if you use the foliage tool or an instanced static mesh (i'm not that sure about the landscape grass tool, but maybe it works there too) to scatter the grass, you can litterally type "per instance random" in the material graph to create the node. It will output a random number between 0 and 1. (you can create the node in any material, but if you're not using the material in one of the cases written above, it will always output 0). Then, in most cases, the wind is using a serie of noises and textures connected to the world position offset, that all have, somewhere along the graph, an imput connected to a time node. The time node is what animates the noise, without it it would be still. You can just add the per instance random to the time imput before connecting the result to the graph where time was connected, to essentially offset every blade of grass in time. You can, if you want, multiply the PIRandom to a value of choice to strenghten the offset (if you multiply by 0 it will be like if you had no per instance random at all, if you multiply by 2 you will double the time offset, etc). Hope it's clear.
@@Jackdufon-sd4on I ask for help. The man writes a dissertation... in a matter of minutes!! You, sir, must be one of the unsung heroes of Unreal. Thank you. I will see if I can make this work! And if I can't... what did you say your freelance rate was, again..?
For this scene, I don't think the console will be able to run it because it has all the features enabled: Lumen, Dynamic Shadows, and no WPO limit. I got about 65 fps with a 3080 Ti. With Lumen and Dynamic Shadows disabled and the WPO limit enabled, I got around 140 fps. I also released a new optimized version of the grass today. With Lumen disabled, Dynamic Shadows enabled, and the WPO limit enabled, I got around 120 fps. If I disable the shadows, I got around 170 fps, all on epic settings, of course. There's a demo in the asset's description if you want to test the performance, it's in this video's description
Hey there, if you're still interested in this, I've updated my grass today, there's a new demo too. It's super optimized and look much better now, and I think it might be able to run on console, give the demo a try again if you like :D
The very idea is that this is enabled by the mesh shader technology, which makes it very light to run. Honestly this had to have been the standard for 3 years.
@@cinemauntold Yes its possible, its just standard foliage. I believe you can use it with other foliage interaction plugin on ue marketplace. I tried to implement interaction with Distance Field method following this tutorial ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-qQmQDWOACo0.htmlsi=vZd8P6FLV_DS03JM and it works just fine. But for performance reason I decided to not implement it, there are more lightweight way to do interaction by using blueprint.