Hey awesome video, thank you for sharing it! I noticed even with tweaking the settings (iteration, collisions, thickness) i still end up with some clipping, is this just chaos cloth or is it possible to get it 100%?
@Cenk_1903Күн бұрын
sickk
@unrealcine3 күн бұрын
This is awesome! Thanks for showing the process so thoroughly as well. That's cool! Is this some kind of test for a live Filming setup use-case with LED screens or something?
@abdulelahalamri65218 күн бұрын
Impressive work 🤩..how can I install it demo version at UE5👏🏼
@shotzvfx37389 күн бұрын
show the car setup with the chaos tire pls
@xulture9 күн бұрын
Thanks so much!!!! so good
@DabManTrips10 күн бұрын
There's a reason why curved screens are used and not boxes LOL still a good showcasing on how to get it done.
@iggorr2511 күн бұрын
Looks cool, but... use case?
@Evangelos_Bl13 күн бұрын
Hello are the trees made with speedtree?? Or another software?
@The8-tokyo11 күн бұрын
This cherry tree was made with Speedtree based on a 3D model with photogrammtry.
@nurselicicek195715 күн бұрын
Hello everyone, Fantastic demonstration of the RayTracing Guitar Configurator! The real-time rendering and interactive features are truly impressive. I've been working on similar high-performance projects and found that using streaming services can significantly enhance the experience. For anyone looking to streamline their project setup and achieve high-quality performance, I highly recommend trying out Vagon Streams. It has made my workflow much more efficient and hassle-free. Great job on the configurator, and looking forward to seeing more innovations like this!
@ScarsOfWar16 күн бұрын
This is great, thank you for the tutorial! I have a question though; How do you render the simulation? Via MRQ is not possible since there is an issue with the temporal AA that makes the simulation go crazy...
@The8-tokyo11 күн бұрын
Is there any problem with rendering even if I lower the Temporal sample count? Or, it seems that you can cache the cloth.
@KinjaBlack3 күн бұрын
U have ti put temporal sample count to 0. it doesn't affect the quality
@ScarsOfWar3 күн бұрын
@@KinjaBlack that's what I've been doing, but the motion blur and DOF doesn't look as good as with temporal samples...
@Madstages17 күн бұрын
Love your work! What kitbash asset did you use for those metal pieces?
@The8-tokyo11 күн бұрын
I used some kitbash assets.
@HYHArchitecture18 күн бұрын
Can this same procedure be done with half a sphere? (Possibly broken down into parts as well) Amazing stuff btw 🙏🏾
@The8-tokyo11 күн бұрын
I think you can do that.
@OMGITSGB20 күн бұрын
TO ANYONE GETTING: "DCRA render failed: undefined viewport index, skipped" The Fix Is Below. +Settings Add Camera Check off "Render All Cameras" Jazz Hands
@YouTubeDeletesMyCommentssss21 күн бұрын
Hi my clothes always look overly glossy/ shiny how do I fix this, should I just follow your nodes setup?
@xxAsad20 күн бұрын
Change specular in material
@archivalhorror22 күн бұрын
Is this Tomas Novoa?
@hzebra.807322 күн бұрын
Can you make a tutorial to teach me who is ignorant?😅
@jiaxinli881122 күн бұрын
How is the rendering speed? Can ndisplay rendering be a good method for rendering 360 video?
@The8-tokyo11 күн бұрын
Rendering speed depends on settings and resolution. There are several ways to create a 360-degree video, but I think it's a good way to make it with nDisplay when output split video file.
@joselucnico24 күн бұрын
You have 4 panels but it is for the view within the skybox. Why don’t you build a sphere for the skybox ?
@limestone_xyz22 күн бұрын
I guess this should visualize a test setup for a virtual production. Building a dome screen is way more expensive than build a box of LED panels.
@joselucnico22 күн бұрын
@@limestone_xyz You didn't understand, the goal is not to justify each plan with a screen as you did. The principle of the portal is to show an image whatever its shape. You need to create this image, the number of physical screens does not matter. There is certainly a way to remove the physical border with a Skybox.
@gerarderloper24 күн бұрын
Neat, but I think the issue is the camera is a single 360deg point instead of a large box room which would occlude some of the objects in the world, thus you get that odd stretch/join effect near edges. Maybe a volumetric camera would fix it, if such a thing exists.
@The8-tokyo24 күн бұрын
In this test, the nDisplay was rendered in a box shape, so there is a distortion. The 360degree rendering is also a good way. Thank you.
@gerarderloper24 күн бұрын
@@The8-tokyo can the box camera be enlarged or have its viewport offset so it simulates the size of the room? Would that make it look better at edges?
@The8-tokyo24 күн бұрын
You can offset the viewpoint. The edge is determined by the nDisplay mesh.
@hzebra.807325 күн бұрын
Oh my god! Awesome
@Gaientv26 күн бұрын
beautifull !!
@mr_sir_00726 күн бұрын
Everything's cool. The corners make the entire thing kinda slightly dull. Is it possible to make the corners a little curvier to make it perfect?
@The8-tokyo26 күн бұрын
It is possible by bending the nDisplay mesh.
@ivanCeras27 күн бұрын
yow dawg! I've put a safety box in the game, so you don't have to go outside of the game while gaming.
@Andreas.r225 күн бұрын
That's incredible gonna learn sure.
@kenechukwuuzongwa142327 күн бұрын
This is an awesome tutorial, very revealing. Thanks for sharing. I didn't see where you differentiated in the static mesh import node between which is simulation mesh and which is render mesh since you left both boxes checked. Doesnt this matter? Thanks again!
@The8-tokyo27 күн бұрын
I missed including the part about checking only Sim or Render. Thank you!
@xjuliussx28 күн бұрын
glimpse of genius, i havent seen something similar done.
@gendalfgray788924 күн бұрын
camera projection modes
@surf816828 күн бұрын
blessed, i was working on the similar project, good to see a clear and to the point training.. Appreciate the time and effort. Stay blessed.
@The8-tokyo27 күн бұрын
Thank you. I also had to learn about rendering with nDisplay for a similar project.
@AntonioOASantos28 күн бұрын
This is awesome! Thanks for showing the process so throughly as well.
@thronosstudios28 күн бұрын
That's cool! Is this some kind of test for a live Filming setup use-case with LED screens or something?
@The8-tokyo27 күн бұрын
I'm confident that it can be used in many different ways, such as LED and projection mapping.
@CineGameDev29 күн бұрын
So this is with Level Set collisions? I still haven't tried out the kinematic collider.
@The8-tokyo29 күн бұрын
In this test, I used Level Set Collision, but the simulation became heavy depending on the settings. I also tested Capsule Collision and found that it improved FPS.
@animeworld0278Ай бұрын
where is this project available?
@The8-tokyo27 күн бұрын
I don't intend to share this data, but if you're interested, please contact me at this email. [email protected]
@chinkrux4467Ай бұрын
BROOOOOO THANK YOU SOO MUCHHH I CANT THANK YOU ENOUGH FOR THIS!!!😭😭
@liebe3199Ай бұрын
where did you made the trees they look so good
@SamuTheFrog2 ай бұрын
Whats up with programmers always making vehicle things way too bouncy 😂
@evrenever2 ай бұрын
There are always problems with custom mesh. I created everything from scratch on an empty stage. but it doesn't work as you show. The version I use is 5.3.2. If you update the lesson, I'm sure it will be very useful.
@Elaisu3 ай бұрын
Looks very cool!
@blainto3 ай бұрын
what trees?
@The8-tokyo3 ай бұрын
I used Megascan trees.
@godofgods48543 ай бұрын
can i ask how you reached that topology, i never thought this level of optimization was possible .
@The8-tokyo3 ай бұрын
I mainly use ZBrush,C4D,Maya when I do retopology.
@godofgods48543 ай бұрын
@@The8-tokyoso you manually did that , appreciate it man.
@amanitamuscaria58633 ай бұрын
Can this be used on boobies?
@EladMagdasi3 ай бұрын
Is it possible to utilize this into regular Blueprints? for example grabbing points from a mesh and using a regular Spawn Actor From Class in a regular Blueprint with the "Points from Mesh" ?
@prostohikka4 ай бұрын
Im first!!!!
@googlefuuplayad90554 ай бұрын
👍👍🐈🐾🐾
@user-rd3el7pw9g4 ай бұрын
Is it possible to do it in Unreal Engine 4 version?
@user-rd3el7pw9g4 ай бұрын
Is the part about the tire being so fragmented created in Blender?
@The8-tokyo3 ай бұрын
This is a tire created in ChaosFresh.
@alexrybin37984 ай бұрын
hey man, thanks for the tutorial! So you are copying bone for position and then using lookat for rotation is it right? for some reason my lookat doesn't work... anu suggestions?
@ssa63384 ай бұрын
Awesome tutorial....
@Grugbel4 ай бұрын
how to work in 5.3 1.open your PCG 2.in the left tap, search for Blueprint > Execute Blueprint 3.in Blueprint Element Type, Search "Mesh To Point" 4. now follow the tutorial, but, Him have a object in world position 0.0.0 and that is easy. however, if you model had diferent position this don´t work. 5. SOLUTION POSITION 0.0.0: 6. From Mesh to Point search Copy points 7. now in canvas, righ click and search "Get actor Data" and conect to Target in "Copy Point". 8.Settings: the model should have a Tag. so go to the model and search Tag, Actor > Tags > "any name" and back to your PCG 9. Select Get actor data and change Actor Filter > All world Actors 10. Actor Selection > By Tag 11. Same name has model Tag 12. Select Multiple > ON 13. Mode > Get Simple Point 14. Merge Single Point Data > ON and now you can use normal to density and the other filter. Graph | Copy Points | Mesh to points -------------------------->| Source out |------------->Any filter ---------->Spawn Mesh Get Actor Data--------to point------->| Target |
@unrealist69674 ай бұрын
do you know how to avoid the meshes spawning over other existing meshes?
@legolasgaming53915 ай бұрын
no me aparece meshsocketstopoints como lo habilitas?
@The8-tokyo4 ай бұрын
Don't you see any points around the origin of your scene? In my case, all mesh pivots are at the origin. It seems that PCG with mesh to point has a relationship with each mesh pivot.
@enesaytekin58275 ай бұрын
Hello, first of all, thank you for your efforts. You selected "CarWheel_Front" at 2.25 minutes. I think we'll use "CVWheel_Front" instead. Kind regards,