psa to anyone else who is going "aaahh why is the bottom of my grass moving even with a vertex painted model": if you already have a mesh that was made without vertex colors, you can't just add vertex colors and re-import it, it won't work. You need to delete the mesh from your UE file and import it from scratch. In the import options menu, expand the "mesh" section. There is an option that says "vertex color import options". Change that from "ignore" to "replace". Then your mesh will import properly with the vertex colors.
@papermartin8797 ай бұрын
you can also open the staticmesh and go to the import options to change them
@simononofrej3 жыл бұрын
_„Time usually goes like this, for every second, its a second.“_
@PrismaticaDev3 жыл бұрын
Hahahahahaha I SPEAK THE TRUTH
@Urammar3 жыл бұрын
Okay yes, but that's not unusual to say in game dev. Physical reality is a suggestion in our math land. Why just the other day I used a noise texture multiplied by time to send part of my material back in time, and some parts forward. I am the time lord.
@dominikgomoka8541 Жыл бұрын
Gold. :)
@officialauspecs12852 жыл бұрын
Honestly the best tutorial for this. I've seen some crazy over the top methods for the same thing that are just not even worth the hassle. This is simple and works great. Big bless x
@shaneantrim Жыл бұрын
Simple? lol not quite
@boad82706 ай бұрын
@@shaneantrim if you think this isn't simple then idk what to say other than the problem is you
@shaneantrim6 ай бұрын
@@boad8270 How about northing since it’s not your problem. Why don’t you mind your own business? I was referring to the video being outdated and the wind actor no longer being present in the current version.
@manafon53982 жыл бұрын
I don't even need this specific implementation for the foliage wind in my game but I'm just watching because your tutorials are awesome and a lot of fun!
@Fokkusu4 жыл бұрын
I have a global wind sim done for a vr project, we used the simple wind actor and we simulated physics on all the trees using cloth simulation, looks good yes but its very performance hungry, specially because it requires that all the trees are skeletal meshes, your material approach is the perfect solution to my mess :D, thanks a lot for the video, for the grass I used the material approach but I didn't know how to do the trees with that.
@PrismaticaDev4 жыл бұрын
No worries at all! Let me know how this goes in VR and if it increases performance :)
@Fokkusu4 жыл бұрын
@@PrismaticaDev yes I will tell you as soon as I try it! I'm in the middle of another production so it will prob take a while before I can do that but I will report back here when I do test it ♥
@heymiloa2 жыл бұрын
Just to let you know that 2 years after this tuto just made my day. Thank you so much for sharing your knowledge.
@atique25453 жыл бұрын
I don't understand how youtube works man. Your tutorials are just way too good and you also make them so funny but you don't have the subscribers you deserve. Best of luck to you so one day you get the recognition you deserve
@PrismaticaDev3 жыл бұрын
Means a tonne my dude :) I'm not too fussed about getting more subscribers, just happy that my current subscribers are learning new things!
@atique25453 жыл бұрын
@@PrismaticaDev pacifist way of life! I love your way of thinking
@PrismaticaDev3 жыл бұрын
@@atique2545 I started game dev about 9-10 months ago now, previously a musician/audio engineer but I’ve had a tonne of free time to fiddle with UE4, and I watch a tonne of content related to game dev etc so even when I’m not at the computer I’m still absorbing info haha
@atique25453 жыл бұрын
@@PrismaticaDev Man you are an absolute genius lad! But I guess you had to give a lot of time and effort to this. I really need to work harder and make myself more useful. You are an inspiration.
@PrismaticaDev3 жыл бұрын
@@atique2545 everyone learns different things at different speeds - the best thing you can do is to find which areas you're most passionate about and just go for it!
@IndependentArt4 ай бұрын
For Foliage: Use "Mesh Particle Pivot Location " on the "ObjectPivotPoint".
@jamesc6666Ай бұрын
Holy heck! this saved me THANK YOU
@IndependentArtАй бұрын
@@jamesc6666 awesome ;)
@svenrawandreloaded8 ай бұрын
11:36 you're not alone lol, search has always been and will always be broken in UE. Can't even search "delay" without getting "destroy actor" instead. I'm assuming because "del" could be interpreted as "delete" but like, come on, Epic... FFS lmao.
@shaqm0bile3 жыл бұрын
Note about bounding box. That data is based off of the object, not the individual instance. It doesn't work very well with instanced foliage (unless they are all at the same height). At least in 4.23 this is a limitation. If you need a gradient based on specific instance location you need to use object position + vertex interpolator and then math that with world position. Bounding box may work better in newer version of ue4.
@PrismaticaDev3 жыл бұрын
Funny you mention that - I updated my tree materials only yesterday to replace the bounding box uv with my Landscape Height RVT! Haha. I’ll definitely check out object position + offsets because it would be considerably cheaper :)
@shaqm0bile3 жыл бұрын
@@PrismaticaDev DId you notice the lighting issue with using RVT? RVT is literally too good for dynamic lighting since it takes into account shadows. Your grass will *black* in the shadows. You'd have to hook up an MPC that lerps between RVT and lighter color values at night.
@PrismaticaDev3 жыл бұрын
@@shaqm0bile Heya Shaq - I haven't had any issues with RVT, and I don't think it does take into account the lighting, unless you were using a Material cel shader of some sort (as opposed to post-process cel shader) which would change the colour on the material and hence the RVT change.
@shaqm0bile3 жыл бұрын
@@PrismaticaDev Maybe i was just getting weird results in 423. I was just pulling the base color straight from the landscape RVT.
@PrismaticaDev3 жыл бұрын
@@shaqm0bile quite possibly, I know RVT's got a big update in 4.25
@3sgamestudio4 жыл бұрын
above 7 wind strength it goes cyberpunk mode :D
@PrismaticaDev4 жыл бұрын
Hahahahaha I hate to say it... but you're right.
@MattemIgnorum4 ай бұрын
This is SICK. Thank you for such a great tutorial, your videos are awesome!
@MadpolygonDEV4 жыл бұрын
thank you so much for doing these continiously, shaping up to be my favorite channel!
@PrismaticaDev4 жыл бұрын
No worries at all :) I've got a few ideas for some more general-purpose things that I'm really excited to share!
@ajkos3 жыл бұрын
this is awesome, literally can't wait to get back from work to try it, thx dude!
this is an amazing recipe - thank you! Your whole channel looks super informative!
@PrismaticaDev3 жыл бұрын
Thank you! I hope you find it useful :)
@ずんだもんX4 жыл бұрын
Everyone hates you ? You must be kidding. I learned the idea from you multiplying "Vertex Color" and "Simple Grass Wind" node. You are a great teacher. I also appreciate this video. You can't be hated, please look at this video rating.
@PrismaticaDev4 жыл бұрын
Thank you very much! The "Everyone hates him" is just a little joke about clickbait advertisements :P But I appreciate your comment regardless :) I hope you've found some useful information! Cheers
@svenrawandreloaded8 ай бұрын
I hope you weren't standing near the twin towers in New York City on the morning of September 11th, 2001 when that joke flew over your head.
@FromNowhereProd4 жыл бұрын
My mind blows with the trees! Amazing work as usual ;)
@PrismaticaDev4 жыл бұрын
Thankyou very much :) Hope this helps!
@artint3d801 Жыл бұрын
WoW! Dude! Thats amazing! Thank u so much!
@chronicenigma696 Жыл бұрын
Love it, thanks so much. Just found your channel and subbed. I implemented this, except every tree is bobbing almost identically. The per instance or whatever 0,1,0 thing you did doesnt seem to be working? These are just the same asset placed in a predetermined spots based on a blueprint reading a coordinate table.
@b4ttlemast0r2 жыл бұрын
the way i understand it, it seems like the panner just multiplies the total game time by the current speed to get the result, so the result is always as if it had been running with this speed since the beginning of the game, which of course accumulates a large phase shift when the game time is a high number even if you only change the speed slightly. What you would wanna do is have a variable that you add to each frame based on the current speed (and the delta time) so that it actually takes into account the different speeds it had at different points in time and doesn't retroactively change the effective speed value of the past. this variable's value would then be used as the uv offset. I don't have much experience with unreal engine though, so i don't know if this is possible to achieve within materials
@dreamzdziner84843 жыл бұрын
For someone with very little knowledge into unreal nodes and functions watching this was like trying to decode an alien language😄. But it was totally fun to see you build that node setup to achieve that cool windy effect. Hope I will get a grip over all these functions in Unreal someday. Great tutorial.👌
@PrismaticaDev3 жыл бұрын
Thanks Dreamz! I’m currently working on a series that covers all of the basic nodes and what they’re used for so I think that might be right up your alley! :)
@dreamzdziner84843 жыл бұрын
@@PrismaticaDev Oh yess! That sounds perfect buddy. I definitely need a Node guru😁
@micahmoore-portfolio10442 жыл бұрын
@@PrismaticaDev Thanks for the tutorials. I'm always very grateful for this free content and your generosity with your knowledge. With tutorials like these, my biggest fail point when following along is when a shortcut is used to create nodes without mentioning what the shortcut command is, or the precise name of the node. In this video I was following fine - you were grabbing nodes from the list, and I could pause the video and see the exact name of each node you selected. But then when you used a shortcut to add parameter nodes, I got off track trying to figure out how you did that or what specific node you were using for the parameter. Was that a vector you converted to a parameter? If so which vector option is it? When I type in parameter, there's like 20 different options. It's probably so basic that it's easy to breeze past without clarifying. And of course you don't want to slow down more savvy viewers than a beginner like me...but in cases when it's quick to point out the specific name or shortcut command, it will really help us less technical people. This issue sometimes pops up on material and blueprint tutorials on YT. I'll follow along for 10 or 15 minutes, with each step being explained well, and then there's a sudden unexplained shortcut, and it only part of the tutorial that brings me to a stop. Thanks again for putting in all this time and effort.
@PrismaticaDev2 жыл бұрын
@@micahmoore-portfolio1044 that’s a very good point - I might try find an OBS overlay that shows my key presses for when I forget to type the node names haha
@abelarabian3895 Жыл бұрын
Wow man I have been with the problem of trying to animate the wind strength/speed etc on the sequencer for my bamboo trees since weeks ago and couldn't find a way!!! I was exporting alembics with the animation from c4d.... but this is a game changer, hope it works and makes my life easier :) Thank you!
@abelarabian389511 ай бұрын
Update, it works soooooo well!!!! Thanks man! Lifesaver !!!
@Aaron-k9l11 ай бұрын
im unable to get the wind direction to work. set up everything just like the video does. the wind speed works and changes with values but when i changed the values for the wind direction in material parameter collecting nothing happens so i cant get that effect that makes it look like its being blown in the wind in a certain direction. im using unreal 5.3.2.
@abelarabian389511 ай бұрын
it worked well for me. I'm using 5.3.2 too.@@Aaron-k9l
@t3hpwninat0r3 жыл бұрын
TIL Material Parameter Collection is a thing and it's and awesome thing :D Great tutorial! Love it!
@KrystyZ Жыл бұрын
Very cool tutorial, well paced and nice personality, thank you!!!!
@vanceangel18643 жыл бұрын
I don't often comment, but I just found your channel recently and I really love the stuff you're doing with your environments!! Subbed and hit that bell! I'll be watching for more of your stuff! Thanks for all that you're doing!!! -V
@MarioAndYoshi14093 жыл бұрын
This was incredibly helpful and looks absolutely amazing in Engine!! Very easy to follow, as well. Great job and thank you!
@PrismaticaDev3 жыл бұрын
Cheers LennSan! Glad it helped you out :) Keen to see what you make of it!
@dungeonborn2 жыл бұрын
Whew that foliage looks superb. Nice tutorial! 🙌
@ascentslight_games2 жыл бұрын
Thanks, great job ;), my tree are dancing now ^^, it's just not working with my grass but i think it's because my grass is made with 2 planes.
@Rinlok3 жыл бұрын
Great job, and thank you for sharing!
@PrismaticaDev3 жыл бұрын
No worries at all :) Sharing is caring!
@maxleveladventures2 жыл бұрын
EDIT: I figured it out. For anyone else that's curious, you can create a Material Function, store whatever you want in there, then use a Material Function node to call that specific MF, and you're good to go! You can mix this with Global Parameters to get a lot of control while cutting down on redundant nodes across multiple materials. Hope this helps anyone who is curious. Is there a way to create a material (or something) that generates animated noise, then call that animated noise into multiple materials so it only needs to compute that data once? I'm super new to game engines and trying to build good habits from the start. Maybe this question doesn't even make sense for reasons I don't yet understand. Here's an example I'm trying to test: I would like grass, bushes, and trees to blow in the wind, with all of them using the same animated noise. I know I could copy and paste the nodes, but is there a way to store the output of the animated noise and reference it in the materials for grass, bushes and trees? Thanks in advance for any help!
@PrismaticaDev2 жыл бұрын
Heyo heyo! Kind of - you can use a Material Function and generate your noise using that so that it will be the exact same between materials, and when you make changes to the function itself it will change it on everything. However, the computation will always be done over and over again, there isn't really a way to do a "global" computation in the way you describe, since every draw call is separate. That being said, it's nothing to worry about haha
@BornStellar-yp5st3 жыл бұрын
What shader do you use, man? I really love your videos. I haven't gotten to follow along yet though but your style definitely reminds me of my nostalgic days in Runescape.
@PrismaticaDev3 жыл бұрын
Hey mate! I'm using my custom Cel-Shader post process which I have a tutorial for on my channel. The key to my style is to not use any Basecolour textures and only use solid colours instead, and let the Cel-shader do all the talking :)
@Patrick.K2 жыл бұрын
Thank you very much, you helped me and now my world looks so much better.
@faradaysinfinity4 жыл бұрын
fantastic tutorial and i very much appreciate your level of detail with the understanding and theory! cheers
@PrismaticaDev4 жыл бұрын
No worries at all! Glad you found it useful. I always try to explain the "why" as opposed to the "how" so that you can apply the knowledge in whichever way suits your project :)
@BrianDeric3 жыл бұрын
Could have a way to the wind direction follow a spline if you want to create a a chain wind in bottom of a canyon.
@PrismaticaDev3 жыл бұрын
You could use a Flow Map for your landscape and plug that in to the direction for sure!
@manuelfuentes93823 жыл бұрын
Great tutorial man!
@PrismaticaDev3 жыл бұрын
Thanks Manuel! Best of luck :)
@kyleroach25812 жыл бұрын
holy crap this video was good. spot on what i was wanting to implement!
@ZarrosUE52 жыл бұрын
Pure gold! Tutorial and comedy :D I with my teachers back in school would have been like this
@rafaelreis4562 жыл бұрын
simple and efficient thanks brother
@mrmensje13 жыл бұрын
Thank you so much! This wind system is exactly what I needed, it's amazing! :D I can't thank you enough
@stormolflak2 жыл бұрын
"If that isn't the case, then you're f*cked" - The most aussie tutorial line
@johnmannp3 жыл бұрын
Thank you so sososoo oso os so so so so so sooo much!
@schwarzfarn41093 жыл бұрын
Should anyone have problems with black flickering artifacts in UE5: 11:06 instead of dividing the Wind intensity by 60 inside of the divide node, plug in the 60 as a parameter. that fixed it for me
@HatPeasyCat2 жыл бұрын
THANKS SO MUCH
@jossabaco1859 Жыл бұрын
Everything works but I can't wrap my head around representing wind direction as a Vector 3 in an MPC. Isn't Wind Direction just Yaw?
@PrismaticaDev Жыл бұрын
You can represent directions in many different ways (degrees, 0-1, or normalized vectors) and in this case we use a normalized XY vector because it's much easier for panning textures and comparing to the World Coordinates (X,Y)
@jossabaco1859 Жыл бұрын
@@PrismaticaDev Oh right! We broke it out into just vector 2! So it's like it's functioning on a plane! My bad, that makes sense and thank you for replying on a 2 year old (but incredible useful) upload. Cheers!
@Dhieen11 ай бұрын
putting the vertex color in the wind weight is the same as putting it in the B of the multiply node no?
@apollogt55064 ай бұрын
hi, love watching your videos. Can you please tell me how to create those nodes ('Wind Direction' and "Wind Intensity')? I'm very new at this. thanks. (at 6 minutes into your video)
@PrismaticaDev4 ай бұрын
@@apollogt5506 hey hey - those are Function inputs. Just right click -> type “input” and you’ll find them as long as you’re inside a material function :)
@apollogt55064 ай бұрын
@@PrismaticaDev thank you so much, master. really appreciate you.
@fullmetalx20a3 жыл бұрын
Great Tut and that DK64 music in the background is perfect
@PrismaticaDev3 жыл бұрын
Haha I'm glad you think so - Rareware games are the bomb
@WateryIce543213 жыл бұрын
Ooh, that's what the music is! Kept hearing sounds reminiscent of Banjo-Kazooie.
@factchecker2179 Жыл бұрын
It only worked for me by directly connecting the multiply node with the Additional WPO 7:05
@刘佳辉-x7v3 жыл бұрын
If you make sure that the direction of the cloth is the same as the wind direction of the vegetation ?(because it would be strange if you were standing in a haystack and the hemline was blowing in a different direction from the grass)
@chalts Жыл бұрын
awesome tutorial, thanks!
@R5OZ3 жыл бұрын
Thank you so much :D you made a really nice entertaining video and easy to follow
@PrismaticaDev3 жыл бұрын
Thanks so much R5OZ! Glad you found it useful :) Let me know if you need any assistance in the future!
@blop8232 жыл бұрын
Very useful bro amazing tutorial!!!!!
@shmuelisrl2 жыл бұрын
can you have the wind direction be controlled by an empty?
@PrismaticaDev2 жыл бұрын
What exactly do you mean by an empty? As in an actor in a certain position? Or an actor with some logic on it?
@TorQueMoD2 жыл бұрын
Oh God, I hate the Simple Grass wind in UE4. It always looks so garbage. Your wind looked good though so I'll keep watching. Also, you're playing DK music in the background, so I have to stay for that :) *Holy shit, you made the simple grass wind actually look good! Well done :)
@PrismaticaDev2 жыл бұрын
Haha I hate it too! I actually made a video about a custom wind function that I created which is cheaper and looks better than the UE4 grasswind. I forget what it's called
@PrismaticaDev2 жыл бұрын
Found it! kzbin.info/www/bejne/aKisaJKil8pmgMk
@dveneky12124 жыл бұрын
Haha wow. Better than buying a plugin. Nice bro 👍💯
@PrismaticaDev4 жыл бұрын
Haha give a man a plugin and you feed him for a day.... Teach a man to build a plugin; you feed him for a lifetime!
@vincentgros2 жыл бұрын
great tutorial, it helped me a lot ! Simple and straight to the point, 100% grateful for this Using foliage, I had to try the add on in description, but vertex interpolator doesn't output properly (pixel shader? I'm on 5.1). Looking for a way to have it work on foliage and it would be perfect
@vincentgros2 жыл бұрын
Ah nevermind, I just used "Mesh particle Pivot Location" instead of "Object Pivot Location" for the Pivot Point option in the RotateAboutAxis node. I had my whole foliage scene going full sway as if it had 1 general central pivot. Not anymore thanks to that ! And btw, since I'm on nanite, I am using a gradient that reads a vertical planar Uv mapping of my plants instead of vertex color since nanite doesn't get this (or bounding box for that matter). thanks to a friend for this specific suggestion, and for pointing me to this tutorial.
@PrismaticaDev2 жыл бұрын
@@vincentgros Very good points about Nanite! Using the UVs is definitely a good solution that I've seen done before
@sswt3796 Жыл бұрын
@@vincentgros Thanks man... I was also stuck on the same thing (Using 5.1). Used "Mesh particle Pivot location" and its done.
@slitherking78222 жыл бұрын
Hey man, when i tried to make the grass move with the vertex node only the bottom of the grass moves, and not the top. I've painted the bottom red, and hooked the red into the multiplier, whats wrong here?
@PrismaticaDev2 жыл бұрын
Hey dude! Your vertex colour is around the wrong way. Try adding a OneMinus (1-x) node after your vertex colour input
@mindped6 ай бұрын
i think your moving stuff locally or something... my mesh does not blow in the direction of wind world space.. it blows in the direction the model is rotated... so if i rotate it like its fallen over tree... well its blowing up and down instead of side to side. Any idea how we can fix that?
@potatofuryy2 жыл бұрын
Does this also affect collision? If not, do you know of any way to deform the collision mesh? Anyway really helpful video!
@MEGACONTRAST3 жыл бұрын
Hey, can u share the project file? Its actually not working as expected. I followed your tutorial straight trough and my grass tips are always just looking up straight. So, the WPO is just moving the upper half of my strands in a direction but gets wobbled by the simplegrasswind as usual. I checked everything twice and everything is the same as in your tutorial expect the meshes etc.
@PrismaticaDev3 жыл бұрын
Hey there! It sounds like your grass mesh isn’t vertex painted smoothly from bottom to top - it must be reaching 1 before the very tip which will make the tips stand up straight. I’ll get you a link to my grass mesh for you to use :)
Can you explain what you have done to avoid the whole Grass mesh to shift to the side when the Wind Intensity raises? My Grass is not bending.. it simply shifts its transform.. (nanite foliage grass)
@красивый-у8щ2 жыл бұрын
I love your videos too much.
@shotakhakhishvili8640 Жыл бұрын
Hey! The tutorial was great, but I have this issue with lower parts of the grass. It is also moving just as much as the upper part... I am multiplying the result with vertex color R but it just doesn't have any influence on it. Can anyone land a hand please? Thanks
@discot7076 Жыл бұрын
The wind works fine but there is a problem with the build shadows. it creates a black area in the back of the wind affected mesh.
@MrA39711 ай бұрын
So are deformations the only way to make wind work or is there some kind of CFD wind simulator in UE4 / UE5?
@gebrailfodred69112 жыл бұрын
Great video
@cgnovice29692 жыл бұрын
Stupid question pehaps but me plants just turned black and doesnt move...
@faerrenheit96313 жыл бұрын
"That's irrelevant." My favourite part of the video
@HumiIiation2 жыл бұрын
"If it doesnt have it, then you're fuckt" 😂😂
@Erkille7 Жыл бұрын
very usefull!, vertex colors can be used this way too!
@realmodel11324 жыл бұрын
It looks really smooth with the stylized look. Also a really neat shader, I mean spice it up with some subtle instance randoms for sine and direction and thats AAA right there.
@PrismaticaDev4 жыл бұрын
Thank you! It's very encouraging to hear that you think it's such high quality haha
@CretinousFiend4 жыл бұрын
Suggestions on where to learn how to make landscape material for grass and trees on landscape textures and things? Thanks
@PrismaticaDev4 жыл бұрын
Heya 2Jars - it depends what you're looking for. If you'd like to know how to set up a Landscape Material that auto-textures cliffs/grass depending on the slope of the terrain I'd suggest searching for "Landscape Auto-Material" - if you're looking for how to have Grass Foliage automatically populate certain parts of the Landscape have a search for "Landscape Grass Type". Trees etc should be placed with the Foliage painter tool rather than inside a LandscapeGrassType as an LGT can't have collision (which is a problem for trees! haha)
@CretinousFiend4 жыл бұрын
@@PrismaticaDev Thanks for the response, I was trying to learn the method that Ryan Manning does in his video where he gets outputs based on selected slopes and elevations in world machine, but I could figure out the BP logic of the landscape material, but in his video he shows an interesting way to set of target layer masks with colors that the textures would then get placed onto and seemingly as well the grass. Or perhaps the grass as well.
@qwea003 жыл бұрын
It works fine when applied to foliage assets but for static meshes I'm getting some strange flickering all over the object when the material is applied. Is there a fix for this?
@PrismaticaDev3 жыл бұрын
Hmmmmm that's quite odd - if you have discord feel free to share some screenshots with me and I'll help get it sorted! I'll post a solution here as well for anyone with the same issue :)
@SimpleShark3 жыл бұрын
@@PrismaticaDev This was a super useful tutorial, but I'm having the same issue. Did you end up finding a fix for it?
@PrismaticaDev3 жыл бұрын
@@SimpleShark I’m 99% sure it’s caused by a bug - are you using an RVT in your material as well, by chance?
@SimpleShark3 жыл бұрын
@@PrismaticaDev I didn't know what an RVT is until I just looked it up, so no lol. I looked through and it seems to be the Absolute World Position node causing the issue (added at 11:30). Idk if there's a workaround for that, or if I just have to get lucky at this point. Im also using UE5 and not UE4, if that makes any difference Edit: I got it to work! I went through more comments and someone by the name of Schwarzfan said to divide by 60 as a parameter (11:06) and it fixed it. I have no idea how but it did lol. Great Tutorial btw, it saves a lot of work and time from being done in another software
@thibaultcarabasse9608 Жыл бұрын
Great ! Thx for this ! But i have a major problem, i use your technic in my game who is generate with procédural génération, large landscape so, and i have discover a strange things, more i walk far of the world origine, more the tree start to jerk, i think the problem come from the "Absolute World Position" but i don't find solution .. do you have an idea ? Thx again !
@PrismaticaDev Жыл бұрын
Ooh that's a problem indeed... Since world coordinates are stored as floats they get less accurate the further you go. It says in the Unreal Roadmap that they're implementing 32-bit coords for GPU soon, so it might just be a case of waiting for that update
@thibaultcarabasse9608 Жыл бұрын
@@PrismaticaDev Thx for your answer, i have check with more detail the problem, and the problem don't appear everywhere, in x axes, positv or negatif, the problem is not here, to 5 million distance is ok, but in y axes, in negatif the problem appear in one time, and in positif, the problem appear with gradient .. So strange x)
@thibaultcarabasse9608 Жыл бұрын
@@PrismaticaDev I have found a solution i think , the problem come from the "const3" in the "RotationAngle" pin of "RotateAboutAxis", when i turn the value 0,1,0 to 0,0,1 its work perfectly, if i change the value 0,1,0 to 1,0,0 the problem appear in x axes and desepear from y axes haha. I don't know if this solution is good mathematically but graphically is nice haha.
@TXNNGVGX Жыл бұрын
The lesson is amazing, but there is one problem, my trunk on my palm tree does not tilt as much as the leaves of the tree.
@PrismaticaDev Жыл бұрын
Make sure the leaf and the tree material are using the same settings in the swinging part of the shader :)
@TXNNGVGX Жыл бұрын
@@PrismaticaDev No, everything is fine with the settings, I understand that this is due to the fact that there is no smooth transition of movement from the center to the edges of the branches, that's what you didn't show in the video, because you have a simple low-poly tree. in short, you need to make sure that there is almost no movement at the base of the branches, while at the same time, all the branches also tilt together with the trunk. I think this is due to the fact that the branches go in a separate mesh from the trunk, and in fact they need to apply simplewind, but so that the center is not the pivot, but the center of these branches, in fact the boundbox, but so that these branches also do not depart from the trunk.
@ATERSMASH2000 Жыл бұрын
Hey I love your tutorials , I’am having slight trouble getting the wind direction to work? Any thoughts on what I did wrong?
@warrenbuitendag52863 жыл бұрын
thanks for the vertex color explanation, it makes sense to me now. just a question, what size monitor are you looking at? judging by the font size in engine and how you look up and down it must be huge :) also nice videos
@PrismaticaDev3 жыл бұрын
Haha I have an ultrawide curved monitor in front of me, and then 2 TV's above it to the left and right (hence the looking around all the time) Thanks! Hope you're enjoying all of them!
@seanrodrigues83232 жыл бұрын
How did the leaves on the branch stick to the branch? did they share the same vertex painting color?
@PrismaticaDev2 жыл бұрын
The leaves are painted with 0 at the base and 1 at the tips (automatically done in the program I use for trees) so the individual micro-wind is multiplied by the vertex colour, BUT the overall "tree sway" which is matched to the trunk material is added without considering vertex colour
@seanrodrigues83232 жыл бұрын
@@PrismaticaDev Thank you, this is a great tutorial. I'm going to watch a lot more so I can understand more.
@seanrodrigues83232 жыл бұрын
Do you have more material animation tutorials on your KZbin channel?
@Test-iv4pm2 жыл бұрын
Is it possible to do "not global" wind? Every time I see grass (for example) all move with such a noticeable pattern to all of the grass around it, it draws my attention; not in a good way.
@PrismaticaDev2 жыл бұрын
Hey Test! You might find my "simple-ish grass wind" video useful. It's definitely possible :)
@ariffadhil66193 жыл бұрын
question, will the collision meshes of the trunk be affected?
@PrismaticaDev3 жыл бұрын
Unfortunately not - if you need to have swaying trees that you can climb/walk on, you may need to use a Skeletal mesh solution instead of a shader-based solution. You can, however, just use the collision of the lower half of the tree if you aren't planning on players climbing up trees
@chimaerejade50903 жыл бұрын
Hey there - first, great tutorials in generel! I'm following your steps and learning a lot - thanks for sharing your knowledge! At the moment I'm just having problems with grass and trees which are both meshes. I followed your steps until the first test and the material is reacting correct in the preview. But the materials in testplay are all inactive (black). I'm trying to find out if there is a difference between static-meshes materials and other types but couldn't find an answer which helps me to go on. (I'm using EA of UE5)
@PrismaticaDev3 жыл бұрын
Hmmm... Are your tree meshes using Nanite? Unfortunately Nanite isn't compatible with displacement/world position offset currently. If it's something else, feel free to share a screenshot in Discord and I'll try to help out some more :)
@chimaerejade50903 жыл бұрын
@@PrismaticaDev Hey, I'm really surprised you answer that fast - THANKS! Your hint about nanite was the solution! In terms of fps it's a shame (but sure, still EA). I will keep your system for sure and hope that future releases of UE5 will bring some compatibility. Thanks again! :)
@PrismaticaDev3 жыл бұрын
@@chimaerejade5090 no worries at all! Nanite is really great tech but has some big limitations at the moment... There's a reason all of the Demos for UE5 take place in a desert :P
@chimaerejade50903 жыл бұрын
@@PrismaticaDev Yeah, this was one of the first things friends and I were wondering about. :D
@3DDivision2 жыл бұрын
Same problem here, thanks for asking :D
@Gravedrinker2 жыл бұрын
Thanks for the tutorial. Your presentation has a great flow. I have a question if you don’t mind: Would it make sense to use this approach for tarps hanging off buildings and flags in the level too? (In addition to foliage, so they too get affected by wind)
@PrismaticaDev2 жыл бұрын
Hey there!! I actually made a video recently about some hanging flags/clothing that might be helpful for that. I’ll definitely make a video about upright flags in the future
@Krilium3 жыл бұрын
9:40 what is happening here, like technically?
@sussywussy2550 Жыл бұрын
the grass doesnt anchor down like its supposed to ive made multiple grass meshes and all still dont anchor
@PrismaticaDev Жыл бұрын
Are you sure they've been vertex-painted? And if so, are the import settings correct?
@axelb43673 жыл бұрын
thx!
@realyoyoweb2 жыл бұрын
The problem with this solution is the collision of the trees :/ Since it is just a visual effect, the colliders remains the same so if you have to climb on those trees you are fucked. Any ideas ?!
@PrismaticaDev2 жыл бұрын
The only way that you'd be able to maintain accurate collisions would be to convert your trees to a skeletal mesh, assign them a physics asset and then swap them out at runtime when you get close to them or when something interacts with them. However, getting the shader to match the skele's movement to match the shader could be a pain. I guess if there are only certain big trees you can climb you might not even need to swap them out at runtime, just have them chillin the whole time
@realyoyoweb2 жыл бұрын
@@PrismaticaDev thanks for the reply man ! Yup I made a variant of the tree with rig and a simple animation clip. Set physical envelop is quite a piece of work though
@JordanService Жыл бұрын
This is great.
@0805slawek3 жыл бұрын
were you learn this block how it works? how you know what result you get? I understand some simple block add, multiple but rest is like quantum physic
@PrismaticaDev3 жыл бұрын
Heyo Miro! A lot of it is from watching videos/reading articles online and figuring out what each part does. Then the rest is just trial and error! Haha
@andistn26793 жыл бұрын
very simple, very nice
@getshotUK Жыл бұрын
instant fan!
@MrMycotic2 жыл бұрын
Hey Great vid, tho I do have a weird bug the normalize when wind is set to 0 it just thanos snaps all foliage, and my leaves aint connected to the tree when it blows
@EddyZorn2 жыл бұрын
Is there a way to bypass having vertex colouring on the grass mesh? It seems that when I use vertex coloured meshes for my grass the whole Runtime Virtual Texture colouring stops working. Can't get the grass to bend over in the wind. It just keeps doing the random wiggle. Changing the R value in Wind Direction just moves the grass position wise between values of 0 and 1.
@blackswan63863 жыл бұрын
hello Sir can you help me how to add wind in my cinematic scene ? its only blowing when i hit play, but when i start recording its not acting. what do i miss out ? i have my wind source actor in my cinemativ level sequencer but it dosent change anything. thanks
@PrismaticaDev3 жыл бұрын
Hello Black Swan! It's all covered in this tutorial - we don't use a Wind Source actor in here, just a 2-vector direction. Since this is completely shader-based, it will work both in editor and when you hit play.
@virginiel.61592 жыл бұрын
Hi, thank you for the tutorial! I have a problem though, (I really checked node, and even the quick fix) but my intensity moves my mesh and my direction it activates the intensity. Do you have an idea?
@PrismaticaDev2 жыл бұрын
Hey there! It might be that your foliage mesh hasn't been vertex painted from top to bottom correctly - it's very common for vertex colour to get lost on import because sometimes the default is set to "override" instead of replace
@dveneky12124 жыл бұрын
There's a cat sleeping in the background 😅
@PrismaticaDev4 жыл бұрын
If you look closely, the cat changes throughout the video :P
@svenrawandreloaded8 ай бұрын
does this improve performance? Currently I just have normal grass wind in my materials but it tanks my frames.
@PrismaticaDev8 ай бұрын
Hey hey! Usually frame loss when using WPO on foliage is due to simply having too many triangles in the scene doing a bunch of stuff. You might need to cull your foliage a bit closer to the camera and/or implement LODs for your meshes. Additionally, there's a setting in Project Settings about drawing WPO to the velocity pass and disabling it can increase performance BUT can make Temporal Anti-Aliasing look a bit fuzzier
@svenrawandreloaded8 ай бұрын
@@PrismaticaDev Nice thanks. Good thing my project doesn't use anti aliasing lol. Definitely know I need LODs and culling too but the animation definitely adds a noticeable haul.
@svenrawandreloaded8 ай бұрын
OK edit for clarity, I'm just an idiot it was my lighting lol.
@@PrismaticaDev Nope I'm actually still in 4 for this project. I was just stupid enough to confuse the drop in performance from my lighting not being distance culled/using dynamic shadows with the new addition of grass wind. Grass wind doesn't really do anything to the performance now lol.
@zestybomb2 жыл бұрын
One question: Could you animate the direction and intensity of the wind with volume triggers? Like, as you enter a new area of the scene, the wind changes and becomes more intense
@PrismaticaDev2 жыл бұрын
Yep, you definitely could :)
@ransombot Жыл бұрын
I have an unreal problem with my PP, my screen goes black play with it. This was a joke, I'm masking my personal issues when I should be masking my post processing ones.
@wolfftertainment41322 жыл бұрын
Really cool and very good followable tutorial! I got just one issue with my grass, the bending in direction of it works just fine but the "wind waves" are always in the same direction