Beautiful work mate ! Thanks for the tutorial, best out there by a long shot
@iceSkarКүн бұрын
You rock!
@tondannКүн бұрын
26:00 its actually the opposite, because when the water is deeper, there is a bigger body of water below, dragging down the speed of the flow. If you experiment with fluid sims or study real life rivers, you quickly realize this. For example when a shallow little whitewater stream running into a deep river, you see how its being slowed down where they meet and you get this backwash kind of effect
@StephenMinkinКүн бұрын
Useful tip.
@er0s142 күн бұрын
My mind is blown atm. I think I will need to rewatch it several times to really let it sink in. 🤯
@alexpoc3 күн бұрын
First of all thank you very much for the tutorials. I do have a small problem.... somewhere along the way you lost me but y did followed along even y do not get it. But now y have a problem... my bark needs not to wave like grass does y just want it to bend. What i'am missing here?
@zeldronix16513 күн бұрын
Im having this "dancing dither effect" others and talking about but none of the blendable location settings make any difference for me, Im at a loss of what to do
@MPRX873 күн бұрын
Great tutorial! One quick thing: If you want to get rid of those 2px mip seams(really evident around the 15:47 mark), you need to set the samplers to use the ddx/ddy inputs and calculate them with the ddx/ddy nodes(you do it from the UVs).
@fmaribo4 күн бұрын
Question, how would you optimize this so that far away foliage don't calculate wind? The SimpleGrassWind is so expensive it cuts 7 fps from my lowpoly forest 😖
@PrismaticaDev3 күн бұрын
@@fmaribo there’s a setting in the foliage/mesh settings somewhere for disabling WPO at a distance. If you know the distance that the WPO stops, you can create a Fade function to Lerp the WPO to 0 so it doesn’t pop in/out
@fmaribo3 күн бұрын
@PrismaticaDev you are an angel 😇
@lebronthegoat35096 күн бұрын
Hi sir how do i get my background to look like that.
@mmackieart6 күн бұрын
Just spent a long time not understanding why the preskinned and world aligned wasn't working for me and then I saw you plug the preskinned normal into the world normals and it fixed everything thanks so much!
@TomaszPyra8 күн бұрын
As an UE5.5 update - it seems that there is no longer node "Add Component Spline Mesh", that was replaced by "Add Component by class" with setting "spline component" as a class. But that function is not available during Construction Scrips, so it can be used in "Begin Play" instead.
@PrismaticaDev7 күн бұрын
You may also be able to create a custom function (Initialize Spline, etc) and call that function in the Construction Script
@TomaszPyra7 күн бұрын
@@PrismaticaDev Yes! Works perfectly. It shows how artificial this restriction is - I read that set of function that create dynamic content was forbidden in Construction Script due to some issues. But you can still do everything on C++ level. Also in blueprints it seems that condition it is tested very directly and only on editor level - I can't use that function in Construction Script, but as you suggested I can do this in function, and call this function in Construction Script. So it works - question is how long? Possibly in future UE version it would cause real issues, or I am not aware this issues right now. Anyway thanks for help, thank you for all your videos - are really great and helpful for such greenhorn as me :)
@bobdrakenzil47858 күн бұрын
Decal Response option is grayed out for me. Dbuffer decals is enabled in project settings.
@lcabilo9 күн бұрын
Wow this is game changing! Does anyone know if it works for mobile?
@PrismaticaDev8 күн бұрын
It should work for any platform :)
@michaelvaughan29869 күн бұрын
Any idea on how to do this with the control rig in the Unreal level sequencer? When moving the root control it doesn't move the character, would you move the character offset to match the root?
@jiratrello9 күн бұрын
fascinating! i achieved a similar thing by using an MPC with vectors of player position, movement, velocity etc and applying it across all my instanced foliage materials. although it does work the limitation is that you need to store bespoke MPC values for each actor you want to listen to. This video seems like a more elegant solution :)
@PrismaticaDev8 күн бұрын
That's the most common way in most player-character-oriented games. The only downside, as you mentioned, is that you have a fixed number of "slots" for the number of characters that you want to interact. If you're interested in another approach, check out my Prismatiscape Plugin videos :)
@jiratrello8 күн бұрын
@@PrismaticaDev 🫡 already have ! i think its great
@SamuelJIMarks11 күн бұрын
Absolutely awesome video mate! Gonna go through your vids - this one was suggested by KZbin. Lots of game composing going on and this is a great resource!
@iclone3d12 күн бұрын
wish you would have just got to the point of how to use the system.
@PrismaticaDev11 күн бұрын
@@iclone3d It’s a case of give a man a fish VS teach a man to fish. It isn’t a how-to video, it’s an explainer of the overall concepts
@mrxcs13 күн бұрын
This is amazing
@PrismaticaDev13 күн бұрын
@@mrxcs you are! :)
@mojanzhang775713 күн бұрын
I noticed that when you add foam effects, the water surface at the junction with rocks and the shore becomes abrupt. How did you resolve this issue? Similarly, I encountered a problem where adding environmental reflections to the water surface caused the transparency at the edges of the single-layer water to lose its smooth transition. I would appreciate your response. Thank you.
@jaypatel323314 күн бұрын
awesome work dude !!
@omh_studios14 күн бұрын
Sorry I didn't get how to connect the AO thing at the end, I saw someone said the multiply node isn't working but if i didn't use that when I try to turn on the AO thing in the post process vulme nothing happens :( and that last effect you use with the adjustable AO was really nice... does someone knows how to add the AO effect?
@Hazukymaru15 күн бұрын
Thank you, helped me fix my issue <3
@SamuTheFrog15 күн бұрын
"if that isn't the case.. you're fucked" ah, lovely. Well put sir.
@fael09716 күн бұрын
no idea how this is advanced, but thanks?
@Haukett18 күн бұрын
without fail, every time i run into a weird niche issue (like wind direction changing at runtime! or object pivot points for foliage instances, or so many other things) you always come in clutch with a wonderful video explaining how it all works and how to do good and useful stuff. For everything that you do and all the time you put into it, thank you
@PrismaticaDev17 күн бұрын
@@Haukett happy to help! :)
@mady90118 күн бұрын
hey! thanks so much for this video. I was wondering if you know a technique to bake out materials to textures and export them out in UE 5.4? I've been looking for a solution since i read somewhere that there is a glitch. Thanks!
@PrismaticaDev17 күн бұрын
@@mady901 hey there! I think there is actually a new experimental feature called the Texture Graph since 5.3 which is supposed to act kinda like Substance Painter. I haven’t looked in to it myself, however.
@mady90115 күн бұрын
@@PrismaticaDev thank you so much! i will do some research on that. I appreciate it
@kingBigfootia19 күн бұрын
When using this to offset water, how would you go about calculating the normals?
@PrismaticaDev17 күн бұрын
@@kingBigfootia you can use the PerturbNormals function (uses DDX DDY) which I’ll be releasing a video for in the next week!
@dmitr692619 күн бұрын
So lerp = cats..? Overlords! ❤
@dmitr692619 күн бұрын
Thank you so much for all these~!! ♪(ノ*ФωФ)ノ
@emptybruh19 күн бұрын
Just got it on FAB, I will try to implement is at full solution for my interactions with enviroment in my project.
@sithmaster20 күн бұрын
I just tried to follow the river tutorial. The quick and sudden cuts made it a bit difficult to follow. I decided to buy the plugin, since you said it's all in there. Pardon my lack of knowledge, but I can't find that particular shader in the Prismatic plugin. There is "some" ripple water, but can't find any river material or shader that seems to cover what is being shown at Minute 25:30. Sorry for asking.
@PrismaticaDev17 күн бұрын
@@sithmaster hey hey! Unfortunately I went on holiday before I could add it to the PScape project fully. There was also a bug in 5.3 that prevented it from looking the way I wanted. I’ll make a mock-up material and put it in the description of this video when I get home in a couple of days :)
@sithmaster17 күн бұрын
@@PrismaticaDev Aww no rush Sir! You are awesome! I am so happy and learned so much with your videos. I will keep the plugin for sure, just to honor all the time you invest in showing us things that can have a big learning curve at times. Btw, this is being used in a real game-dev scenario inside bigger landscapes (8x8 km) with dozens of rivers with branches. The water itself is using the singlelayer material base. The most difficult challenge is to get this on top of very realistic water with non stylized foam. Currently, I am making some mockup based on some of your implementation, but lacks proper "flow" that runs a bit longer through the river. For now, it's just being visible where I have the distance field and distance field gradient, which sadly, even in 5.5 looks very blocky on larger scale. I have added a 4motion inside the foam itself based on Ben Clowards tutorials to get a little bit more realism to it. Another issue is the brightness of it. Normally, I would pass 50% into the emissive channel for whiter foam, but since we have full day and night cycles, I wonder how to make it look more bright without using the emissive at all. Looks nice in the sunshine, but is too bright in shadowed places, like inside caves and tunnels. We paired it with Ultra Dynamic Skies for the day to night transition brightness, but that does not work nice at all. I wonder if there is a way to render it on base material but boosting it a bit more that it looks like using emissive on daytime. Same issue with waterfalls, since the base gets too much coloring from global illumination. That's not how foam or water fog/mist works in real life.
@jayhop96020 күн бұрын
Awesome thank you man made me realize i didnt need to spend $170 on ninjalive
@PrismaticaDev17 күн бұрын
@@jayhop960 NinjaLive is extremely powerful, but sometimes the simplest tricks can get the job done. Depends on the project!
@jayhop96016 күн бұрын
@ do you have any videos on making the cel shaded landscapes you have those are beautiful!
@PrismaticaDev16 күн бұрын
@ I have a very very old video about my cel shader, but there are some others that use the same ideas
@EdmundDupont20 күн бұрын
Overgrowth already tackled this in a really good way, you should checkout their solution
@SgtSnowballs20 күн бұрын
Wowowo
@drippec476620 күн бұрын
when i amke a montage from a sequence it wont play any animation when i hit the button i bound to.
@t3hb1gr1gProductions22 күн бұрын
Very good stuff here. Watching this, it occurred to me that UV channels are just 2 floats assigned to each vertex, not too un-similar to how vertex colors are 4 floats assigned per vertex. i.e. Certain effects can be done on extra UV channel data instead of vertex colors, if need be. Obviously the data and tooling are organized differently (would likely need a script to copy vertex colors to a new set of UV channels for some use cases), but it could open up a lot of control and keep things nicely separated. In this case, I am considering it for simple material masking. Possibly useful for things like a low-memory custom landscape implementation where the blend occurs per vertex, and I'm pretty sure the vertex shader has access to all that data anyway to save some work on the pixel shader. Regardless, I should look into automating this somehow - a script that translates material ID's into a new UV channel (could just be a simple int to float, since UV's don't strictly require 0-1), then assigns everything to material slot 0. It would be up to the material to handle the rest, of course.
@PrismaticaDev21 күн бұрын
I think there are a lot of Blender scripts for things like that - converting Vertex Colour or Pivot Locations to UV's etc. Another cool thing to keep in mind is that UV's are 32-bit floats (unlike 8-bit(?) vertex colour) and so you can technically encode 4 8-bit floats in to each float, giving you a possible 16 different 8-bit values per UV channel (I'll cover something like this in a video this year, since I use it inside a big global Render Target Param-Atlas thingo)
@calycheers22 күн бұрын
your videos are always useful to improve learning curve about Unreal materials. Thanks.
@Anuwabu23 күн бұрын
3:14 if anyone wondering how to actually show the sphere; it's the little box icon.
@cr3ap3r123 күн бұрын
In UE 5.51, I had to set the snow layer in the Landscape Layer Blend to 'LB Weight Blend' in the material and 'No Weight Blend' in the Landscape Layer file to work correctly with underlying layers. Not sure why. Layer blending confuses me a bit.
@StudioReplica_Arch23 күн бұрын
Instant subscription
@nikkam250525 күн бұрын
Hey I have an Issue with the normals of my road material. They dont really show when the road is printed onto the landscape. The basecolor is rendered perfectly but there are just no normals could think of why?
@PrismaticaDev24 күн бұрын
Hey hey! Firstly, is your road outputting to the Normal output of the RVT Output node? Secondly, is your landscape sampling the normals from the RVT? Thirdly - maybe check that the road is being drawn last using the Translucency Sort Order value
@Visnii27 күн бұрын
can I use this for vertex shadows? Im targeting a look like those on ps2 with phong shading
@PrismaticaDev27 күн бұрын
Yep - for ambient-occlusion type stuff you definitely can.
@DanTheDeveloper29 күн бұрын
Also, if this was done in C++ then the performance would be better. But by how much? most likely not enough
@PrismaticaDev27 күн бұрын
It depends on how much of it can be offloaded to the Animation thread, and as others have pointed out how dense the pose library is. It can definitely be a lot more performant than the sample project, but it -cannot- be as performant as a regular Blendspace which is totally pre-determined for any given value.
@DanTheDeveloper29 күн бұрын
To the untrained eye, motion matching looks great. but six minutes into the video you demonstrated a perfect example of why its its not game ready. Unless you want to make a game inside of corridor/hallway. Its performance is to low. Thanks for the informative upload!
@CriteonАй бұрын
im using 5.5 and bump offset works but parallax occlusion doesn't do anything but whatever ig ill add more geometry