USurfaceMesh - Vertex Color Masking
14:40
USurfaceMesh - Masking
15:59
2 жыл бұрын
USurfaceMesh 1.3 Preview
24:07
2 жыл бұрын
USurfaceMesh - Dragon Island Cliffs
1:18:15
USurfaceMesh - Landscape Erosion
16:38
Tesla Vehicle Demonstrator
7:35
3 жыл бұрын
USurfaceMesh - Select Remove
2:22
3 жыл бұрын
USurfaceMesh - Presets
18:45
3 жыл бұрын
USurfaceMesh - Vector Displacement
11:00
Flight Simulator 2020 T-45 Goshawk
12:36
USurfaceMesh - Projecting the Mesh
15:06
USurfaceMesh - Building Rocks
3:38
3 жыл бұрын
USurfaceMesh - Building Cliffs
27:43
3 жыл бұрын
USurfaceMesh - Building Island Rocks
54:34
USurfaceMesh - Creating a crater
8:15
Пікірлер
@ThomasBerglund-y8f
@ThomasBerglund-y8f 9 күн бұрын
Honestly I cant even open the usurfacemeshgrid, or even find it
@3DevSoftware
@3DevSoftware 8 күн бұрын
In what version of Unreal Engine are you using USurfaceMesh?
@ThomasBerglund-y8f
@ThomasBerglund-y8f 8 күн бұрын
@@3DevSoftware Hi- 5.4
@ericdrob
@ericdrob Ай бұрын
Boss!!!
@chavlaz
@chavlaz 2 ай бұрын
unreal 5.4 reporting in as still works
@hamzakilic7844
@hamzakilic7844 2 ай бұрын
where can I receive USurfaceMesh
@sorog.online1378
@sorog.online1378 4 ай бұрын
wow, thank you for this incredible video!
@mrfloppy-t7s
@mrfloppy-t7s 4 ай бұрын
love you, bro
@mohammedfras6036
@mohammedfras6036 5 ай бұрын
Hello my friend, I want to buy a product. Will you update the product ? Unreal Engine 5.4
@felixmaldonadoos
@felixmaldonadoos 5 ай бұрын
i love you!! still works for 5.3
@ISknne3D
@ISknne3D 6 ай бұрын
Hi is it possible for this to be active in sequencer somehow? so that it does the blinking action throughout the timeline?
@DavidAllenFarrell
@DavidAllenFarrell 6 ай бұрын
This is a good one.
@elnurmehdiyev5062
@elnurmehdiyev5062 6 ай бұрын
Great tutorial, helped me a lot. Would be nice to get the same tutorial for material reflection and color change type blinking.
@BubuRuzu
@BubuRuzu 7 ай бұрын
But how to save a screenshot of that scene capture to a texture to be used later?
@cammiewolf
@cammiewolf 8 ай бұрын
Hi, trying here as well. I purchased your plug-in because of this video but it's not looking very good in UE5.3. When I open the project (including the demo project) there is an error with the Trace Channels. I've followed your guide to the T and it's not working. Any suggestions to help me get this working?
@3DevSoftware
@3DevSoftware 8 ай бұрын
I just tried it in UE5.3 and it works fine. Check that you have the four collision channels setup under: Project Settings > Engine > Collision > Trace Channels (Not Object Channels). The four that need to be there are: USMProject, USMRemove, USMOcclude, USMLandscape. These are case sensitive and must be written exactly as shown. The first three (USMProject/USMRemove and USMOcclude) need to be set to BLOCK. The USMLandscape needs setting to IGNORE. To make sure all is loaded correctly, you could then restart the Unreal Editor. USurfaceMesh should then pickup on these new collision channels and stop showing the collision message. Just to note, this is not an error message, it is an informative message telling you that there is something you need to do to make sure USurfaceMesh can work correctly. The setting up of collision channels is not something that USurfaceMesh can do itself. I will work on creating an updated tutorial for UE5.3.
@cammiewolf
@cammiewolf 8 ай бұрын
Thanks for that. I've done exactly that and I'm still getting the message and the plug in still does not work as expected. @@3DevSoftware
@cammiewolf
@cammiewolf 8 ай бұрын
I'm wondering if it might be some default.ini setting within the Electric Dreams project that might effect it?
@3DevSoftware
@3DevSoftware 8 ай бұрын
@@cammiewolfI’ve tried USurfaceMesh in the ElectricDreams demo and all is working fine. Try removing the plugin entirely and reinstalling it. Also remove all if the collision trace channels that are part of USM and then re add them after reinstalling. If I can’t recreate the problem then its very difficult to do something about it.
@cammiewolf
@cammiewolf 8 ай бұрын
@@3DevSoftware perfect, okay, I will give that a shot and see where it takes me. Much appreciated!
@amerboss99
@amerboss99 8 ай бұрын
this is definetly a very powerful tool but its also very complicated
@scandr060
@scandr060 8 ай бұрын
Great Explanation man!
@GermanEmpire19144
@GermanEmpire19144 10 ай бұрын
Can this be used for ww2 fox holes
@ronaldolamont
@ronaldolamont 10 ай бұрын
Can this work in the sequencer?
@FPChris
@FPChris 10 ай бұрын
I get major blurring in the render when my character moves around?
@YTmingle
@YTmingle 11 ай бұрын
Please speak something. 😢 (But thanks, you are amazing. I'm waiting your all videos) 😊
@xjuliussx
@xjuliussx 11 ай бұрын
How is the performance if you use this on a large scale maps? I understand it can be use for a scene, but for a game ? I wonder if this can be used for large scale rivers , and sunken roads, to build this beautiful edges and marks at edge of roads and rivers. I hope you still around, thank you.
@EneAsh_3D
@EneAsh_3D Жыл бұрын
Very good explained and perfect results. Thanks!
@TegridyMadeGames
@TegridyMadeGames Жыл бұрын
thanks
@lostmonkvfx
@lostmonkvfx Жыл бұрын
thanks a lot, happy to learn this good thing
@goatlcknguud2595
@goatlcknguud2595 Жыл бұрын
is there a way to apply this to the entire landscape?
@drunkpolice
@drunkpolice Жыл бұрын
Hi there, thank you for the tutorial. I was wondering if you are able to assist me with guiding me to create a realistic police light flash pattern in blueprint? I need it to flash 4 times before cycling over to other side, so 4 flash of blue, then 4 flash of red, if that makes sense. Is this possible? In theory, I would need to control the flash frequency, intensity limit and flash offset rate, and then duplicate the light over the same position as layers to achieve a 4 flash effect.
@benl.4903
@benl.4903 Жыл бұрын
Great video, thanks a lot. You explain also the choices you make and that helps a lot in understanding whats going on.
@DarkSession6208
@DarkSession6208 Жыл бұрын
Hey there one question. At 06:34 you used a plugin to conform your mesh to the terrain. Is there any way in UE5 to do the same without spending tons of money? I want to do exactly the same as you did in that moment because i used the UE5 modeling tools, made a heightmap on a plane and now cant wrap it around the terrain. If i wrap the terrain around the mesh it does nothing because my plane is flat. And i need explicit the plane to conform onto the terrain.
@nayabahmed6207
@nayabahmed6207 Жыл бұрын
solved a problem. thanks!
@Doosakidd
@Doosakidd 2 жыл бұрын
Wow, just wow.... I'm going to have to get my hands on this! This will help immensely with covering cliffs in my height maps, thank you!
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Thank you for your support :)
@mrspockyt
@mrspockyt 2 жыл бұрын
Glad to find a tutorial you dont need a caffiene overdose to keep up. Great video thankyou for posting
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Thanks for that. Your comment made me laugh because some content is shown way to fast to understand for me.
@bunksoup8137
@bunksoup8137 2 жыл бұрын
The power of this, and the fact that it just works, kind of makes me feel like a jackass for spending so much time building HDAs that are painfully slow to process, and always seem to break in some way or another. As a Houdini evangelist, it very much pains me to say that Houdini Engine is trash compared to this. How did SideFX spend over a decade co-developing an engine plugin only for that engine to steal their lunch in a single update? If Unreal keeps building tools like this, Houdini Engine will very quickly become obsolete for these workflows, and with how painful it is to work with HDAs in Unreal, I’m kind of looking forward to it.
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Hi. Thank you for your kind words. They really mean a lot to me as I am a solo indie game dev that just happens to make plugins along the way. I created USurfaceMesh initially for myself as I needed a way to build mud mounds and rock meshes quickly in Unreal Engine. Since release I have steadily added features that I needed or were requested and would perhaps benefit the larger Unreal dev community. Over the years I have gotten pretty tired of the back and forth process of Unreal -> Export -> DCC App (Process a lot) -> Import -> Unreal and cycle until it's right. This is not an Unreal or DCC app problem, it's a game dev problem that is part of the old dev cycle. USurfaceMesh is capable of many things inside the Unreal Editor that previously were somewhat impossible to achieve (that I know of). For example: Capturing parts of the landscape, Painting the landscape using surface data, painting vertex colors using surface data, transferring vertex colors from one mesh to another using proximity to vertices rather than UVs, world aligned texture displacement on a mesh... to name just a few. I find new uses for the plugin all the time and a lot of new features could be added yet. Thanks again for your support. 3Dev :)
@bunksoup8137
@bunksoup8137 2 жыл бұрын
@@3DevSoftware Holy cow you created this tool as a solo dev!? This looks like something an entire team at epic spent a lot of time polishing. I hope you get way more attention for this and continue building tools for Unreal. I’m somewhat new to the industry but this is extremely impressive and inspiring.
@Xavwanderboy
@Xavwanderboy 2 жыл бұрын
Loved your pace and clear explanations. Great tutorial. Thank you! Subbed <3
@UnrealEngine5tutorial
@UnrealEngine5tutorial 2 жыл бұрын
Best tutorial i found intil now thank you, unfortunately it is paid and a bit expensive
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Thank you for your kind words. Regarding the price. This plugin took me over a year to develop in C++. It was not easy to create. That being said, I needed the tool for my development and the toolset USurfaceMesh has is unmatched as of yet, especially considering it operates fully inside the Unreal Editor.
@lisamel1284
@lisamel1284 2 жыл бұрын
Hello, when making a road in spline mode, the uv increases and if you insert a tiling map, it will increase.In the video, the tiling is produced normally, but the explanation seems insufficient.Please tell me about the options or workflow related to uv.Thank you.
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Hi. The mesh grid tile is 0 to 1 uv mapped so a perfect square will place on a 0 to 1 texture in a material and look correct. If you resize the mesh to something like a rectangle then the same uvs exist so the texture gets stretched. When using the spline, this too will stretch. If you increase the tiling of a height detail or noise texture then it tiles in both directions, u and v. I will be making an update soon that will allow the u and v to be tiled independently. The spline in the video uses world aligned mode which from the center of the world 0,0,0 it tiles the textures based on their world size which you can specify. This world aligned tiling texture that affects the mesh matches the world aligned texture nodes (built into unreal) that you can place inside of a material so the mesh and the textures should match each other (for the most part). The height texture slot does not use world aligned. If you do use world aligned mode for the height detail/noise textures then also enable the Max Height Base option so that the mesh pushes up to the Max Height rather than sitting at the Min Height.
@lisamel1284
@lisamel1284 2 жыл бұрын
@@3DevSoftware Thank you. I'll look into it slowly with what you told me
@konstiga1057
@konstiga1057 2 жыл бұрын
Thank you for making this videos 📹
@giorgilezhava1877
@giorgilezhava1877 2 жыл бұрын
isnt that too much polygons?
@giorgilezhava1877
@giorgilezhava1877 2 жыл бұрын
what is your pc spec?
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Unreal Engine can handle tens of millions of polygons on screen at one time. It is a very efficient engine. The mesh shown in the video is only a few thousand polygons (from what I remember) when really close so shouldn't cause any problems at all. When combined with multiple auto generated LODS inside Unreal, it makes the mesh only a couple of hundred polygons at a certain distance. In Unreal Engine 5 you also have the option of using Nanite. This is auto enabled upon stamping the mesh and making it into a static mesh asset/actor. Using Nanite means the polygon count is managed by Unreal and there is not a problem with poly counts. The other consideration is collision. At the moment the mesh uses LOD 0 as the "Complex as Simple Mesh". This could be optimized to use the lowest LOD as the collision mesh or generate a much simpler mesh using convex hulls which can be generated in the static mesh editor.
@The9PointStar
@The9PointStar Жыл бұрын
Nanite
@andrenft
@andrenft 2 жыл бұрын
Dude, thi is one of the best tutorial content i found around here. Its amazing and i learned alot! Thank you very much!
@Mj3DArts
@Mj3DArts 2 жыл бұрын
Great tutorial! Subbed! Can you make them into instanced static meshes or prefabs for more performance when using many meshes?
@3DevSoftware
@3DevSoftware 2 жыл бұрын
In short, Yes. Once the mesh is "Stamped", which means it has been converted to a regular static mesh asset then that asset can then be used as an instanced static mesh. By prefab, I assume you mean multiple static mesh actors combined into one actor? Yes, the meshes are just regular static meshes once stamped so they can be used exactly as any other static mesh would be used. Thank you for your support. It is much appreciated.
@Trait74
@Trait74 2 жыл бұрын
can this be done in real time? eg an explosion creates a crater?
@3DevSoftware
@3DevSoftware 2 жыл бұрын
In short, no unfortunately. USurfaceMesh is an editor only plugin, so you can make different meshes while in the Unreal Engine editor but not during runtime gameplay. I may, in future decide to make a runtime version if that is popular with users? Thank you for your interest.
@levitycreations
@levitycreations 2 жыл бұрын
It’s looking good I really like the spline mesh features, especially the triangle remove for features under landscape. I assume this mesh can also be turned into nanite?
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Yes. Once the procedural mesh that USurfaceMesh creates is stamped into the level as a static mesh then you can enable Nanite on that mesh. With the addition of the spline it makes creating procedural mud piles, surface rock that stretches along a path and generally laying mesh for any reason, a great help when building all types of surfaces. It also makes 'capturing' the surface easier because you can wind the mesh around hard to reach areas.
@fddesign
@fddesign 2 жыл бұрын
looks very powerful :)
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Thank you. I hope it's a great help to you all. I use the plugin myself all the time.
@NotSoFamousOfficial
@NotSoFamousOfficial 2 жыл бұрын
For anybody wondering how to make the camera higher res - Open the render texture target file (not the material) and change the Size X & Size Y to match your respective resolution E.g. Size X = 1920, Size Y = 1080 will show the texture in 1080p Hope this helps!
@quentindubos8775
@quentindubos8775 2 жыл бұрын
Hello cool video but where did you get USurface plugin ?
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Hello. I am the developer of this plugin. The plugin can be found on the Epic Marketplace at www.unrealengine.com/marketplace/en-US/product/usurfacemesh
@Madiateur
@Madiateur 2 жыл бұрын
Cheers, was stuck on this for a while and this really helped!
@FF-FAN9999
@FF-FAN9999 2 жыл бұрын
this is gold. thank you so much
@LucianoJacomeli
@LucianoJacomeli 2 жыл бұрын
is for sale?
@3DevSoftware
@3DevSoftware 2 жыл бұрын
The plugin is available on the Epic Marketplace at www.unrealengine.com/marketplace/en-US/product/usurfacemesh
@zhangsharp6274
@zhangsharp6274 2 жыл бұрын
Apply to Landscape doesn't work in 4.26,the erosion on the model is effective,Is there something wrong with my operation?Thanks
@3DevSoftware
@3DevSoftware 2 жыл бұрын
Hi, I have just tried to apply the mesh to the landscape in UE4.26 and it is working fine for me. Some things to check are: In the USurfaceMeshGrid actor that you place into your level, make sure under Settings->Landscape that the Landscape is set to your landscape actor in the level. If the USurfaceMeshGrid actor is in the Persistent Level then you can target the main Landscape actor directly. If it is in a streaming level then you can set it as one of the streaming landscape proxies which will then only affect that streaming landscape proxy and not the main landscape actor but also remember to delete the USurfaceMeshGrid actor before saving your level otherwise it will fail to save while the USurfaceMeshGrid actor is in that streaming level in the editor or you can move it to the persistent level (can be slow). Other things to check are that the distance you are applying it to the landscape is great enough, the default of 1000000 cm should be fine. Make sure it says "both" for the direction (to test it). The landscapes collision channels for "USMLandscape" can be set to ignore, which is the default setting. Let me know if any of that helps. Thanks.
@modz7014
@modz7014 2 жыл бұрын
does this work in unreal engine 5?
@3DevSoftware
@3DevSoftware 2 жыл бұрын
I haven't tested it yet as UE5 is unreleased but I plan to upgrade USurfaceMesh to work with UE5 when it is officially released. Thank you for your interest.
@3DevSoftware
@3DevSoftware 2 жыл бұрын
USurfaceMesh 1.3 now supports Unreal Engine 5.
@modz7014
@modz7014 2 жыл бұрын
@@3DevSoftware yaay, thanks
@lordkelvin1
@lordkelvin1 2 жыл бұрын
This is incredibly satisfying
@Gaspard90s
@Gaspard90s 2 жыл бұрын
Clear, simple and helpfull, thanks !