Landscape Displacement In Unreal Engine 5.3

  Рет қаралды 12,258

BoroCG

BoroCG

8 ай бұрын

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Пікірлер: 59
@BoroCG
@BoroCG 8 ай бұрын
First! Hey everyone! The first 500 people to use my link will get access to one of Skillshare’s best offers: 30 days free AND 40% off your first year of Skillshare membership: skl.sh/borocg1023
@rickysargulesh1053
@rickysargulesh1053 8 ай бұрын
I love the thumbnail already
@janniboy2766
@janniboy2766 8 ай бұрын
i know this is a prototype but everytime i see that walking animation xD... it just sends me
@3rDimensional
@3rDimensional 8 ай бұрын
fr
@ttabata
@ttabata 8 ай бұрын
I'm thrilled to follow this project, it's so exciting to see the progress. You're very creative!
@unraveledultimatefate
@unraveledultimatefate 8 ай бұрын
At first i thought that you were a real time animated Unreal Engine 5.3 impression of yourself, lol. Get's so close and it is already there with that impression of no longer uncanny characters.
@Ferodra
@Ferodra 8 ай бұрын
For the specular pass in the landscape material: It actually has a use besides being left on 0.5! When working on large, open landscapes, you adjust the specular gradually to 0, based on the distance from the camera. This gets rid of that weird lighting that makes the distant parts of the landscape looks so washed out. Just thought i'm gonna throw this in, in case someone is facing this problem at some point :D
@katherinet4769
@katherinet4769 8 ай бұрын
This!!
@BoroCG
@BoroCG 8 ай бұрын
That's right, I tried it earlier, but now I think displacement solved that problem on its own
@dcbandit
@dcbandit 8 ай бұрын
I love the music! It feels so odd and off-putting, it's perfect for an odd horror game like what you are making, if that is what it is for. Also, reminds me old 3d point and click games with a character, like the Longest Journey, a really odd adventure game that goes through a fantasy world and a futuristic modern world. It had some of the weirdest puzzles! Also, idea for ingame rendering, why not do what Crash Bandicoot did, and only render what is in camera view? Some locations with a stationary camera would make it easier, too.
@serg10xm.69
@serg10xm.69 8 ай бұрын
I qas thinking Myst
@dcbandit
@dcbandit 8 ай бұрын
@@serg10xm.69 Myst is more first lesson, but both are just right out weird games with infuriating puzzles, while still being good in their own right. Still, would make a great aesthetic for a horror game.
@vandermannmusic
@vandermannmusic 8 ай бұрын
Love to see your progress on this. You are doing amazing work! Always looking forward to a new devlog from you.
@WaltMarkson
@WaltMarkson 8 ай бұрын
You are insanely good at this 🔥
@AllExistence
@AllExistence 8 ай бұрын
You'll totally need an opening animation of at least 45 seconds. One day...
@mruniverse9500
@mruniverse9500 8 ай бұрын
Hey Boro I have a question, what happens after you finish the game? Would you seek a career in game making? Try to start you own studio hire a handful of people and make games? Making games always been a dream of mine and you inspire me to get started.
@BoroCG
@BoroCG 8 ай бұрын
We'll have to see how the game turns out first. Despite my loner personality, in my 30s I could theoretically work with a handful of cool people, but for that I need a starting capital. So I need to - and I will - make a great first game, even if it turns out pretty short
@MasonMenzies
@MasonMenzies 6 ай бұрын
I'm sure others have mentioned this already, but you absolutely should use specular maps and values other than 0.5 for non metallic surfaces. Something that most materials don't account for is specular occlusion and micro specular occlusion. For example, if you use physically accurate diffuse reflectance values for a moss material, with accurate roughness, the moss will look super weird and washed out/flat. That's because the material can't properly calculate the specular occlusion. Similar to ambient occlusion, specular or regular reflectance can get lost/have troubles reaching areas of occlusion. resulting in a lower regular reflectance in those areas. So for a huge amount of materials in environments, a specular map is very important. Especially for things like moss, grass, dense needles, lichen etc. But not just those. Every surface has specular occlusion that needs to be incorporated into the shader. This is a common mistake made by a lot of people. I think it stemmed from Andrew Price telling the whole community that specular should never be touched, and only metallic objects have specular anything different than .5. Although he's not 100% incorrect, this assumption implies that the shader can calculate specular occlusion. which it can't, since it has no context for the material properties.
@BoroCG
@BoroCG 6 ай бұрын
Yeah you're right, I've been actually experimenting a lot with spec maps lately, and it makes a huge difference with complex materials. It makes sense to use 0.5 in high-end CGI where absolutely precise ray tracing works with high-def displacement (not just normal maps).Then all the micro-cavities will have a proper shading. But with game-ready models, we deal with a lot of fake folds, cracks and holes, which require help from specular. Pretty much if you use a AO map, it applies to specular as well. I always like using character's nostrils as an example: if you shine a light at the face from the bottom, without a spec map you'll see a reflection deep inside the nostril, where it should be a deep hole. That is an intense example, but this kind of conflict happens all the time apparently. Thanks for pointing it out!
@Moonguy13
@Moonguy13 8 ай бұрын
Yesss moree I didn’t even see your whole video and i know it will be awesome
@BoroCG
@BoroCG 8 ай бұрын
Some awesome stuff is coming soon, too!
@culpritdesign
@culpritdesign 7 ай бұрын
Your speech pattern reminds me of a mix between John Malkovich and Christoph Waltz. It's very pleasing to listen to.
@BoroCG
@BoroCG 7 ай бұрын
Haha sounds like a great combination
@shadowgames50
@shadowgames50 7 ай бұрын
You might want to add physics based animation to the game, it would make the character movement more realistic
@MichaelEmbers
@MichaelEmbers 8 ай бұрын
I hope you are reporting the bugs boro it would lead to fixing this issue on world partition. You are doing amazing work. I got a bug fixed they are pretty good at getting to them.
@serg10xm.69
@serg10xm.69 8 ай бұрын
Boro had you had to do any programming? Or what you have has been code free so far?
@vi6618
@vi6618 5 ай бұрын
You should seriously consider looking into LODs. You can make low poly versions of meshes and have the engine automatically swap them out based on the distance of the player. That should hopefully drastically increase performance.
@BoroCG
@BoroCG 5 ай бұрын
Yeah of course LODs are important traditionally, but the whole point of UE5 and its Nanite technology is that LODs are literally unnecessary. The problem with the forest performance comes from the sheer complexity of the separate small masked polygons with leaves. Anyway, it's a long story which deserves its own video, but the point is, Nanite makes LODs obsolete, yet the overall complexity of the forest geometry has to be optimized in its own way to make Nanite more performant
@sethdaigle2284
@sethdaigle2284 8 ай бұрын
woooo!
@TiagoTiagoT
@TiagoTiagoT 8 ай бұрын
I wonder if it would work to have some sort of procedural camera animation that gives the feel that it's someone following him with a handheld camera, found-footage style
@BoroCG
@BoroCG 8 ай бұрын
Man of culture, I've been sitting on this idea for a while now
@professionalzombiepuncher9965
@professionalzombiepuncher9965 8 ай бұрын
Just a suggestion if you angle the mouth or make rotate back and forth in a clockwork and counter clockwork pattern i believe it will really amp up the creep factor to it
@algozord
@algozord 8 ай бұрын
I just want to appreciate the background music~
@wegotguns3325
@wegotguns3325 8 ай бұрын
I am so used to seeing him with no hair xD kinda miss it
@user-ku1lq4ol2y
@user-ku1lq4ol2y 8 ай бұрын
cool cool cool
@ruslankoller9891
@ruslankoller9891 8 ай бұрын
На видео не совсем понятно есть ли у тебя проблема с которой я сталкивался, у меня не работали нормали на виртуальной текстуре, я пошарил по форумам и оказалось что нормали нужно смешивать отдельно от остальных атрибутов и тогда канал проходит в виртуальную текстуру
@lorenzobenini7031
@lorenzobenini7031 7 ай бұрын
what is that melody?!
@krackd-tv1364
@krackd-tv1364 8 ай бұрын
so when i saw this it madxe me think of how overdraw is something that in concept coudl be easily taken care of with the leaves anyway if overdraw is a setting maybe there coudl be an algo that if from your point of view there is liek 5 items behind this fronmt one and more then 60% of the item is being hidden from the front ones it could then be optimized out of view but i dont know much about how to make that a thing
@GriffinTwo
@GriffinTwo 8 ай бұрын
Is “The Game” is the official name?
@BoroCG
@BoroCG 8 ай бұрын
God I hope not
@AllExistence
@AllExistence 8 ай бұрын
Gotta change that FOV for different views.
@BoroCG
@BoroCG 8 ай бұрын
It's actually different, much bigger next to the gate
@hatray4540
@hatray4540 8 ай бұрын
When will you improve the walking and running animations? It looks terrible now. :D
@kxdproductions2375
@kxdproductions2375 8 ай бұрын
not to be rude but they do look bad, i just thought maybe he was gonna focus on fixing it in the future
@BoroCG
@BoroCG 8 ай бұрын
Not to be rude but if you'd watch the video you'd hear me talking about it :D Will work on the animations this month, right now it's just a quick placeholder I made a while ago
@mruniverse9500
@mruniverse9500 8 ай бұрын
It's just not a priority and can be easily fixed
@hatray4540
@hatray4540 8 ай бұрын
sorry i just let video play in background and I have not heard that :D@@BoroCG
@zaickho8359
@zaickho8359 8 ай бұрын
since a lot of horror games these days are first person why did you chose to make this game in third person, why do you think it's better for this project considering how much extra work it is
@BoroCG
@BoroCG 8 ай бұрын
A lot of games these days are also third person :) I want to tell a story with the character. And it's not that much harder in terms of basic mechanics, since you model and animate your character once, and it will look awesome on the screen the whole game. First person games however require higher levels of detail on everything all the time
@greasygurl9386
@greasygurl9386 8 ай бұрын
@@BoroCGI think it’s a good choice, silent hill manages to have one of the most chilling atmospheres in a game while never putting you in the character’s perspective.
@stevefilmUE5
@stevefilmUE5 8 ай бұрын
Cool work dude. Look forward to seeing the game. Also, trying to contact you through artstation 😊
@Mr.-M-Studio
@Mr.-M-Studio 8 ай бұрын
I'm so glad to hear you're not using Unity engine and instead are using Unreal Engine because you can't trust Unity anymore
@Cozloo
@Cozloo 8 ай бұрын
the movement looks a bit un natural
@FishMan1nsk
@FishMan1nsk 8 ай бұрын
Dude overdraw is not your main problem. Your problem is masked opacity on nanite foliage. And you should do proper profiling before making conclusion. Disable masked opacity and you will see how performance will improve
@BoroCG
@BoroCG 8 ай бұрын
I've made plenty of videos about it. I tried the version of the forest with fully 3D leaves and no masking - the performance was the same. Also 5.3 specifically addressed masked materials in Nanite. Long story short: no, you're wrong :D
@angelodou
@angelodou 8 ай бұрын
Overdraw has nothing to do with Nanite. When you have transparent objects, the GPU needs to draw parts of the screen TWICE. One time for the background, and then OVERDRAWING it with the transparent layer. If you're in a forest and you have 100 transparent leaves in front of each other, your GPU will draw the same patch of pixels 101 times.
@BoroCG
@BoroCG 8 ай бұрын
I hear ya. However. It does have to do with Nanite. Even when I used sculpted thick leaves without masked materials (not transparent btw, which is quite different too), I still had this overdraw. That's just how Nanite works - it's having a hard time culling behind small surfaces. I showed it in earlier videos, but basically Nanite has this radius behind the edges of objects after which it starts culling, and that radius is bigger than leaves.
@BoroCG
@BoroCG 8 ай бұрын
In 5.3 they added culling behind masked materials for Nanite, but it's still not effective with tiny leaves
@electronicinfection
@electronicinfection 8 ай бұрын
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