Its driving me nuts that you didn't anchor your canvas to the top left when you downsized it. Great video otherwise though - thanks!
@darkelectronicmusic7 ай бұрын
Looks good and the lighting as well
@FireballVFX9 ай бұрын
extra like for psycho track and editing style : D
@DevLancelot9 ай бұрын
You divide by 3.142 then divide that number by 2, surely thats the same as just dividing by 6.284?
@Potatinized7 ай бұрын
yes but aint nobody got time to remember another version of Pi. /j
@anoopmoopan11 ай бұрын
use pivot point of the plane at down center and use emissive color problem solved
@Broockle2 жыл бұрын
amazing 😲 my unreal 5 project was running at a slideshow pace
@Lamatetatonka2 жыл бұрын
Is there a way to include the hud? or UI
@bradmyers14312 жыл бұрын
Still relevant today with unreal 5! Thanks for this, checking my texture import settings made a world of difference among other things.
@djeehgdgdbsb2 жыл бұрын
thanks for the tutorial! I will definitely need this in the future to do aewvs I'm a fan of the game, because I don't have a computer or a laptop
@Galimah2 жыл бұрын
is your cross a pgn?
@maziiarfakhr68922 жыл бұрын
thank you
@shinnykatemerlynn59962 жыл бұрын
Thank you very much!
@TechnoReverseChannel2 жыл бұрын
I played this piece in orchestra. Soooo goood
@DamasUnreal2 жыл бұрын
thanks ;-;
@michelsantos42362 жыл бұрын
Very very thanks! XD
@tonyesposito84532 жыл бұрын
Holy Shit dude!! this is excellent!! All of your videos are.
@OliverHollingdale2 жыл бұрын
link us the project file in UE?
@wmka2 жыл бұрын
Searched for "texel density unreal". This is first in the search result. Thank you and have a good one.
@heidenburg54452 жыл бұрын
Thanks budd! Didnt know about realtime option
@MrRobmeyers3 жыл бұрын
Does anyone know if using this billboard material, you can populate a landscape using the foliage placement tool? I gotten the billboards to rotate but when I add these meshes to the foliage tool for placement...they do not look at the camera?
@Djmixtacy3 жыл бұрын
hey bro just letting you know that 4 years ago your videos inspired me to become a gamedev and have been working daily ever since! :D Not sure you care but thx!
@JackX5703 жыл бұрын
That's awesome and you've really made my day!
@ChrisTutorialsYT3 жыл бұрын
Nice. Very helpful especially pointing out that there are different engine rendering levels you can set to (low, medium, high, epic, etc)
@xXANIMANITEEXx3 жыл бұрын
Yeah not working, thanks for wasting my time. Rotating on the z axis big guy :T
@CAyou3 жыл бұрын
UE4 - How to Make vertical* Billboard Material
@privaatsak3 жыл бұрын
This solved my dilemma, thank you. But like others, I'd love to know how this actually works!
@ryanwest95883 жыл бұрын
If you want a simpler material which uses fewer instructions (and also allows you to orient up and down as well if you want), I just figured out the following material: XAxisVector = (CameraPosition() - ObjectPosition()).Normalized() YAxisVector = Cross(Constant(0, 0, 1), XAxisVector).Normalized() ZAxisVector = Cross(XAxisVector, YAxisVector).Normalized() VertexLocalPosition = AbsoluteWorldPosition() - ObjectPosition() RotatedPosition = Transform3x3Matrix(VertexLocalPosition, XAxisVector, YAxisVector, ZAxisVector) WorldOffsetPosition = RotatedPosition - VertexLocalPosition Plug WorldOffsetPosition into the material's WorldOffsetPosition pin. It works by finding a vector from the object to the camera. Then it uses cross products to find 3 orthonormal vectors, using the vector from the object to the camera as the X axis. These three vectors can be used in a transformation matrix to specify a change of basis/rotation to face the camera. Since WOP is an offset from the original location and not the new location of vertices, we subtract the original locations to get an offset. This new version uses ~93 instructions while the video's version uses ~135 instructions. If you would like the material to not rotate up and down, just multiply the XAxisVector by Constant(1, 1, 0) to set the Z component to 0. Here is a diagram: ibb.co/4YQVbrn
@highrisecity41003 жыл бұрын
s12.directupload.net/images/210222/nzv5lhnl.png Hello Ryan West, your information is simple and precise. Have a look at the picture of the material node. After the translation, it doesn't work. What is the problem?
@ryanwest95883 жыл бұрын
@@highrisecity4100 Hi! After I posted this, I realized I forgot to account for translation, so I updated my steps. The change that I made was in place of just using AbsoluteWorldPosition, I changed it to use (AbsoluteWorldPosition - ObjectPosition) in both places that AbsoluteWorldPosition are used. Here is a diagram: ibb.co/4YQVbrn
@9462pas3 жыл бұрын
@@ryanwest9588 Thank you sir! My case was I brought a plane from C4D already flipped by Z axis (vertical plane), but in UE4' scene i had to change Rotation value of this custom mesh at 90 degrees on Z axis, then it worked!
@emmanuelvincentposadas3883 жыл бұрын
This is really helpful, Ryan. Thank you for this! Wanted to ask, do you have an idea how I can scale it depending on the camera's location?
@lancasterdevs2 жыл бұрын
it works perfectly for me, Thank you so much!
@ryanwest95883 жыл бұрын
For those looking for an explanation of what the material in the video is doing, here it is: I'm going to explain it with pseudocode since I can't post my blueprint screenshot. CameraPosition * (1, 1, 0) - This part is actually unnecessary. It sets the Z value of CameraPosition to 0, but the Z value is never used, so it is pointless. Direction = (ObjectPosition - CameraPosition).Normalize() - This finds a unit vector pointing from the camera to the object in question. Angle = Custom Node(Direction) - This can actually just be replaced by the ArcTangent2 node if you break the Direction vector into X and Y and plug them in. ArcTan2 finds the angle, in radians, that the Direction vector is pointed along the XY plane. NormalizedAngle = (Angle) / 3.142 / 2 - This simply divides the resulting angle by 2*pi which gives a value between 0 and 1 representing the rotation. We use 2*pi because the angle was in radians and 2*pi is a full circle in radians. RotatedNormalizedAngle = NormalizedAngle + 0.25 - This rotates the normalized angle by 90 degrees. I don't use this and simply orient my plane with the rotation (0, 90, 0) instead and use NormalizedAngle value. The RotateAboutAxis node takes input positions and does exactly what it says: it rotates the Positions around the NormalizedRotationAxis with the rotation pivot point at PivotPoint. The RotationAngle is how much to rotate the positions by. If you click on the node, you'll notice the property "Period" which represents what a full rotation is. Since it is set to 1.0, that means a RotationAngle of 0.25 would be 90 degrees, 0.5 would be 180 degrees, etc. I have the following values plugged into my RotateAboutAxis node: NormalizedRotationAxis: Constant3Vector(0, 0, 1) - I want it to rotate around the vertical, Z axis. RotationAngle: NormalizedAngle - As explained before, this value represents the rotation required to rotate the plane to face the camera. PivotPoint: ObjectPosition - Instead of using the confusing TexCoord things in the video, I simply plug in the ObjectPosition node. This node provides the center of the object in world space. Makes sense, because we want the plane to rotate around its center when it faces the camera. Position: AbsoluteWorldPosition - This returns the absolute world positions of the vertices for this object. These positions are being rotated to face the camera.
@raoulinred57003 жыл бұрын
Thanks ! I now understand almost all these nodes, even if your pseudocode broke my brain ahah. I continue to strugle on your RotaionAngle modification with ArcTan2, I feel like I'm missing something... But it could be because of the use I make of it, I would like the texture facing the camera by rotating on Z regardless of the oriantaion of the object, for the last LOD of my foliages, who need to have different orientations obviously. Does your method work for me? If not can you help me if you know the way please :')
@amacias20123 жыл бұрын
This is good but there is no way to make the object to ALWAYS look at the camera, what I mean the object to always look at the camera even if it the camera moves on the Z position.
@ИванНовожилов-э9з2 жыл бұрын
@@amacias2012 its possible
@kjgoebel70982 жыл бұрын
Thank you for that explanation. I have a couple of things to add: You don't need to normalize the (ObjectPosition - CameraPosition) vector, because atan2 is going to give you the angle you want regardless of the length of the vector. To clarify the Period property in the RotateAboutAxis node, it means you can give the angle in whatever units you want. So you don't need to divide the angle by 2*pi, you can just set Period to 2*pi and have a cleaner looking graph.
@curtisnewton8952 жыл бұрын
@@amacias2012 it's called a look at function and unreal has one
3 жыл бұрын
www.patreon.com/zeshkanstudio I'll share my assets because i need a new pc
@DonEsteban3D3 жыл бұрын
What about performance of this method?
@astonyo75443 жыл бұрын
any update for UE4.25, 4.26
@Xavwanderboy3 жыл бұрын
Looking Great!
@СУПЕРВЛОГ-у7э3 жыл бұрын
What about shadow color, did I see the difference
@notsure19693 жыл бұрын
I wish every Unreal tutorial could be like this.
@AlwaysDrawing20124 жыл бұрын
This was awesome to watch! Thanks!
@mel39984 жыл бұрын
why this man sound like he recorded this shit at 3 am
Hey I tried this and it works fine except I can't find the billboard material that I see here in your vid. I applied this to a standard plane and it works except it rotates on the X axis instad of the Z. Obviously this is because the plane comes in and has to be rotated first. I am new to UE4 so can you explain a little better where to find the billboard plate that you have here. Great tut by the way absolutely love it and appreciate your effort for sharing with the community. Just my ignorance needs a little more help. Lol
@thecakeisalie63924 жыл бұрын
Really good looking water, but this isn't dynamic at all
@circle28674 жыл бұрын
also want to check the tessellation is checked too. is there a better way to do this now days?
@n1lknarf4 жыл бұрын
Mine is rotating on the Z Axis... I created a basic plane and followed the video step by step. Is your plane any different from the basic ue4's plane? To make this work you need to create a plane with the Y axis as Forward and Z axis as Up, otherwise it will rotate on the wrong axis. You need to uncheck "Convert Scene" in the UE4 importing tab, otherwise the engine will mess with the pivot of the mesh. In blender you can export the plane with those options as pivot orientation.
@elvarfn20864 жыл бұрын
does it work for fortnite?
@polar19914 жыл бұрын
No
@elvarfn20864 жыл бұрын
@@polar1991 why not
@polar19914 жыл бұрын
ELVAR because this is for the unreal engine 4 editor not fortnite but I’d recommend you to just go into settings and turn down your graphics for better fps
@elvarfn20864 жыл бұрын
@@polar1991 ok
@thejetshowlive4 жыл бұрын
I got the point where you added the RotateAboutAxis node...but the AbsolutePositionNode didnt appear. Im on 4.25 any ideas?
@davidtaylor81954 жыл бұрын
Hey i had same problem. Just type in "world position" it will pop up under "coordinates". Use that one. Then if you select the node on the left there is a menu. then you can make sure that "including Material Shader Offset" is selected . Hope this helps :))
@chuanzhou61034 жыл бұрын
Thanks for the way Jack shared
@alexmorgan23344 жыл бұрын
good music choice haha
@juan944244 жыл бұрын
hi, there's a little problem with me, it doesn't rotate from the right axis, how do I correct this?
@christianh.51814 жыл бұрын
Thank you
@II-er7gj4 жыл бұрын
This plugin or Blueprint does not work in UE 4.24!!! Can you please get updated version of this plugin? Or maybe someone knows where to download updated version? When I drag and drop the blueprint in empty black scene then that blueprint shows BAD SIZE!!! WTF is that???
@ZAKarchitects4 жыл бұрын
That's really great , Can you share the material ? and rain effect?