Amazing. Cutting half of the opacity map to reduce overdraw never occurred to me! Definitely using that!
@reecpj7 жыл бұрын
Even with an opaque texture, transparent materials will always draw, so the only way to reduce overdraw would be make an opaque shader for the bottom part, AFAIK
@GameDevAcademy7 жыл бұрын
Patrick Reece don't masked materials behave differently to translucent ones?
@tupera17 жыл бұрын
These videos are the most amazing ads I've ever seen!!!
@dimeolas7775 жыл бұрын
I hate to say it but the texture setup at 6:50ish needs a tutorial as well, isnt simple for newbs. Otherwise great tut as always and incredible textures.
@bigdamnhero22974 жыл бұрын
I had the same issue as well but take a look at this video kzbin.info/www/bejne/oWiumauXnpd3kLM this guy uses the same blueprints and process, I didn't understand wtf he said but got the job done! Cheers.
@virionspiral4 жыл бұрын
@@bigdamnhero2297 I thought you had meant that you didn't understand some of the topics of that other guy, but was able to follow along. Then I clicked the link. I was not expecting that.
@bigdamnhero22974 жыл бұрын
@@virionspiral lmao XD
@vanzwho8544 жыл бұрын
You know whats cool about the internet? That there already is tutorials about this!
@monkeyrobotsinc.98753 жыл бұрын
N00b alert!
@beyondthepeel_4 жыл бұрын
Quixel - Please stop glossing over essential parts of your tutorials. Its super frustrating as a newcoming to UE4 - your tutorials all look great until you skip over huge chunks of important imformation - In this video its the animated material setup - in others its the landscape material driven by the height map - its always something and it unfortunately makes your tutorials impossible to work along with
@eggZ6634 жыл бұрын
This is pretty standard stuff in UE4, he even shows the graph (this time ;)) which bit are you having trouble with?
@pwnisher4 жыл бұрын
Totally agree.
@thegsusfreek24 жыл бұрын
It's not an ideal fix, but there is a button in the lower-left corner, looks like this: I I Push that and it'll let you sit and look at each chunk of the material graph that he stopped on for as long as you need! ;D
@Skyflairl2p4 жыл бұрын
These tutorials arent meant to be full courses, only a "quick guide" for people to get started. If you're struggling with parts, search up the questions you have on youtube / google and you'll get heaps of thorough guides. (which in my opinion is way better instead of making these tutorials 50 minutes long each) I started using UE4 (albeit transitioned from unity) only 3 months ago and this really is fairly basic. Good luck!
@Vanderer114 жыл бұрын
I hate when people demand explanation of very basic things in every single video similar to this. ffs, if you need to learn basis of material creation in ue4 - find a damn specific tutorial and do not demand to make much longer vids only to get down to your level.
@orozcoapaza16607 жыл бұрын
As always very elegant and useful tutorials, thanks Quixel
@ximaxwellix7 жыл бұрын
12:31 ... BAM Ultra Realisitc
@GoldenJan4 жыл бұрын
"Simple Animated Vegetation with Megascans and UE4" *opens Maya for 3D*
@colelindbom60124 жыл бұрын
you can do the same thing in blender no problem
@artwizardsam32383 жыл бұрын
Hell you can even do it in unreal
@GoldenJan3 жыл бұрын
Ikr. But the title is wrong in here if you use Maya or blender while it tells "megascans and ue4"
@artwizardsam32383 жыл бұрын
@@GoldenJan It's kind of a given that any geometry in Unreal is going to be made & imported from a seperate 3D package most of the time. Now, he also used Photoshop, should he include that in title too? In 3D it's very common to use a whole pipeline, and so it doesn't need to be mentioned everytime. Megascans and UE4 is what the bulk of work was done in, and those two are the only important packages you need.
@iamnima3 жыл бұрын
Buttered Pastas... *uses water* Sh*t you should have been more precise!
@jman0367 жыл бұрын
I downloaded Maya (and watched a 2-hour tutorial to learn the basics) and bought the subscription just to make this fantastic looking wheat field... Worth it. Edit: I'm 5 hours in and this is so much harder than it looks.
@sarevok64 жыл бұрын
Yeah, Maya might be one of the few things on earth larger and more difficult than Unreal
@7ruthVVizard3 жыл бұрын
@@sarevok6 and then when you master maya you realize blender is even better because it's free
@TheBigchekka7 жыл бұрын
it looks like regular floor on acid. love it
@invntiv7 жыл бұрын
This is a truly amazing library
@Itizhor7 жыл бұрын
Just *awesome* how such a simple asset can achieve such an amazing result.
@soulcatch7 жыл бұрын
Very awesome tutorial. Going to be playing with this for a long time.
@kalasknatte7 жыл бұрын
Thank you! Glad you like it! :)
@chlbrn7 жыл бұрын
Megascan is so great and I will keep using it and I have already used some material in my projects.
@rojo83997 жыл бұрын
Very neat!
@MaxG3DArt7 жыл бұрын
Very wheat too!
@theonlycatonice7 жыл бұрын
Wow you really made a grass of yourself :3
@Giaour7 жыл бұрын
Bad, that many people today gluten free! :D
@kalasknatte7 жыл бұрын
Thank you! :D Glad you like it!
@NoobieLandCity7 жыл бұрын
Is pun your field?
@Torey3D3 жыл бұрын
This is a great tutorial! Thanks again just for reference 7:00 animation section
@audunjohansen5 жыл бұрын
Damn, I'm just getting into what use-cases noise can have. Amazing!
@jovontowns5917 жыл бұрын
Fantastic Short and Sweet Tip! Wow! Thanks
@kalasknatte7 жыл бұрын
Thank you! Glad you like it! :)
@macker2026 жыл бұрын
This is Theresa May's favourite tutorial.
@planetarta4 жыл бұрын
OMG Could model Theresa May and make a game called Fields of Wheat xD She collects coins and kills inocent civillians. Like GTA esque.
@Silpheedx5 жыл бұрын
Short , concise and awesome! Thank you!
@Xenthorx7 жыл бұрын
Any chance you could share your Maya export/ UE4 import options? i must have missed something here. Even using 512resolution texture i have top 25-30 frame per second after filling only half the terrain :/ On a good PC i might add*
@RexArtTv6 жыл бұрын
I'm kind of confused with the materials in the unreal part
@szmaragdoweserce66892 жыл бұрын
I have a question and it works on unreal engine 5
@wilismatrix98474 жыл бұрын
Wow, cool technique, thank you for the tutorial !😍😍
@tpisel7 жыл бұрын
I would love to see how you set up the animation for the assets. You have a great tutorial on setting it up but then just to imported assets that are pre-animated. Can you provide some insight on how you got the rolling wind patterns and animated assets? Thanks
@DDs60054 жыл бұрын
In the beginning it says "mega scam" in the autogenerated captions and now I'm wheezing
@VynxeVainglory5 жыл бұрын
This video is 13:36 long, and yet it is definitely 1337.
@elnazmaassoumian49003 жыл бұрын
Thank you for the tutorial. Could you also please upload an image of all those nodes? a good quality image that can be zoomed in... thank you!
@veruzzzz6 жыл бұрын
Perfect! Grass field does not look real at all, but therefore I like it even more. The last scene is like from Tarkovski movie.
@Donovann094 жыл бұрын
It's really incredible !
@DragonFlyGamesStudio5 жыл бұрын
This looks amazing!!
@HenrikoMagnifico5 жыл бұрын
Fantastiskt verktyg!
@cosmotect3 жыл бұрын
Do the the roots of your foliage move too? Cause mine do with the "SimpleGrassWind"
@StealthMacaque4 жыл бұрын
Can someone please explain why he attaches the animation to the base-colour, roughness ect? I don't see what that does?
@kathoden4 жыл бұрын
It acts as a secondary tint for the base colour. That's why you see the varying colours at the end. as for the roughness, it helps keep everything uniform. Tad bit unnecessary though.
@gower19735 жыл бұрын
I know this video is a couple of years old but I tried following it with the new Megascans bridge and 4.24 and bridge automatically sets up an altas material with this wind node already to go but when I apply my material instance to the plane, Im not seeing any animation in the viewport
@NicolasSilvaVasault7 жыл бұрын
when i saw the mesh for the crop i said, that looks like a ps1 graphics, but then the whole thing looked photorealistic as hell
@mwalker2677 жыл бұрын
Nicolas Silva same here.
@TroublingMink597 жыл бұрын
Nicolas Silva And the base texture can be yours for several grand!!!
@NicolasSilvaVasault7 жыл бұрын
+TroublingMink59 not so hard to find photorealistic materials if you know how to search :)
@TroublingMink597 жыл бұрын
Nicolas Silva I'm well aware, but this tutorial is trying to sell us a photorealistic texture for quite a lot of money. I don't ever use downloaded textures anyway, it takes the fun out of it for me.
@Panicintrinsica6 жыл бұрын
The material is 1 point. That works out to be a grand total of 91 cents with a commercial license.
@Carlos-zv2tf6 жыл бұрын
Hey Wiktor, I have the problem that every grass mesh wich is not affected by the large wind stays white until the large windroll goes over it.
@LaszloIvanyi3 жыл бұрын
Can you make it so that only the top of the mesh is effected by the wind?
@AICineVerseStudios4 жыл бұрын
did you animated your meshes in maya before exporting as FBX? cause I don't get it why its animating in material when you import the mesh
@Native_Creation6 жыл бұрын
You make it look so easy, haha.
@whipivy5 жыл бұрын
It would be really interesting given the quality of appearance what the performance is at that quality.
@slothsarecool3 жыл бұрын
Amazing, thanks! Wish is it wasn't so hard to see what the graph wires connect to when they start overlapping. Yours looks soft and shimmery, mine looks like flat crap haha
@reecpj7 жыл бұрын
Even with an opaque texture, transparent materials will always draw, so the only way to reduce overdraw would be make an opaque shader for the bottom part, AFAIK
@kalasknatte7 жыл бұрын
Interesting - Would that be the case also with masked shading model? I'll have to look into that!
@DanielShawyer7 жыл бұрын
He's right. Even with a masked shading model you'll get overdraw on any transparency, even if it's not visible. Great video! Love the effect.
@kalasknatte7 жыл бұрын
That's very interesting! Framerate went up quite significantly when doing the tests. I have to find out more about this. Thanks for the comment!
@MatthiasVichte7 жыл бұрын
How do I take in account the rotation of the mesh towards the wind? E.g., a plane that is facing the wind will react differently than a plane facing away from the wind
@ZAKarchitects5 жыл бұрын
How to do the shader graph and animate the object??
@HigashiBashi7 жыл бұрын
You can't really see it in the video but my swaying wheat has like a white outline around the tops after I've scaled it up like the video does. Any reason why and how to fix it?
@exil3dlivecom7 жыл бұрын
Geeebus.. looks like ocean water. Unreal needs to fox this.
@ModelWhatYouSee4 жыл бұрын
Anyone go through and get wheat that has a weird black spot crawling through the textures? I can't figure out what the issue is. Anyone know if the wheat material node tree was posted somewhere? Thanks Quixel!
@ModelWhatYouSee4 жыл бұрын
So fixed that thing, now I'm getting white fringe around the alpha masks. Any ideas?
@KarlooAudi7 жыл бұрын
Man I wish I could register on the website and get these models but even if i do get them I don't understand what some of those maps do.
@KarlooAudi7 жыл бұрын
i know to create normal map, height map or displacement, specular, diffuse, ambient occlusion and I have no idea what is roughness or reflection or gloss
@AdobadoFantastico7 жыл бұрын
Read up on PBR(physically based materials). They model how actual materials work in real life, rather than the more abstracted models like Phong, Blinn, and so on that were conceived back in the early days. It's weird when you're already used to classic cg materials. But ultimately PBR is more intuitive because it matches actual material properties.
@KarlooAudi7 жыл бұрын
i know what pbr is but they are expensive
@Xeronymau57 жыл бұрын
Megascans is expensive, but you don't need megascans to utilize the PBR workflow
@sundaygraphix96485 жыл бұрын
What sort of optimization would be needed in order to make this usable in game?
@CainRae4 жыл бұрын
I know this is a bit of a late response; but I think the largest tweak would be to reduce the amount of folliage being rendered in realtime. Either by decreasing the density of wheat/grass or by creating some LOD's and setting a maximum render distance.
@juanfranciscotorres98024 жыл бұрын
Hi! amazing tutorial! but I got my nodes all messy! how do you put those little dots that control the direction of the nodes?
@carlosloggiodice4 жыл бұрын
double click on the line
@lalufani17 жыл бұрын
How do I combine this with vertex colors, so the wind affects some parts different?
@aphexx1007 жыл бұрын
thank you! super useful!
@kalasknatte7 жыл бұрын
Thank you! Glad you liked it!
@zigastrmsek24 жыл бұрын
7:58 [SM5] (Node Add) Arithmetic between types float3 and float4 are undefined? Anyone?
@thisisbloodred5 жыл бұрын
dam man didn't expected to turn into that
@musoke653 жыл бұрын
Great Stuff. Could you please show us how to do this on UE5.
@hq0phgaming7353 жыл бұрын
Hello, I dont have maya is there a way you can do this in blender ?
@Giaour7 жыл бұрын
Looks great - questions: * This is game solution or cinematic only - how about performance * how looks borders between vegetation and rest of map, in details
@CalvinSimpson7 жыл бұрын
The main performance in question would come from how dense the grass you have is, how much of it you have, and the noise in the shader - but you could easily get away with baking that noise into a texture and replacing the noise node with that.
@kalasknatte7 жыл бұрын
It's not very optimized, but I'm getting around 95 fps. There are ways you could improve performance, such as reducing the resolution, making the vegetation less dense and so on. The borders have the clipped opacity showing clearly, but you can easily get around that by placing a row of "unclipped" assets there.
@Giaour7 жыл бұрын
Nice! :) I'm coding my game now, but I will design world soon I hope.
@The_Villages3 жыл бұрын
Water to is Grass. Nice.
@phanes29877 жыл бұрын
this can be used to make a game with after right? i know im stupid
@df71387 жыл бұрын
what do you mean by its gonna be alot cheaper?
@hughadams97037 жыл бұрын
I have a question. If I get something off of the mega scans website can I use it in a game?
@muhammedlamyp.j98604 жыл бұрын
Sign in problem with quixel bridge..
@louisatkin4622 жыл бұрын
Hey, it works well until I save the project, and then the lighting seems to go strange and much darker than in the video. Does anyone know why saving the project changes the lighting so much?
@dreamer69projects6 жыл бұрын
Can I use this solution with Oculus go? I try to use many many solution with Oculus go but FPS is 5 - 25 only although
@baptisteenfrin95724 жыл бұрын
Hello and thank you Victor for that tutorial. I have one question : which type of grafic card do I need to run that without freezing my screen ? Thank you in advance Baptiste :)
@MUJONYC5 жыл бұрын
Very nice tip thank you man
@MikBurlak3 жыл бұрын
What did just happend after 4:20?
@MrBLARG857 жыл бұрын
Wow! Amazing!
@AthosSampaio4 жыл бұрын
Thanks for the tutorial. Great results! Some questions: - How would you go about optimizing it for games, as you mentioned in the beginning? Tighter cut card sillouettes..? Simpler LODs at the distance...?
@miloszgierczak48063 жыл бұрын
less density of wheat while painting of course + i would make lods that switch to simple world material (lit without cut-out alpha rendering) when your camera isnt looking at it
@888marcinb7 жыл бұрын
i am almost not ablebake lights when i put this grass in my scene. How can i speed light build up ? I already use lightmapssimportancevolum
@lunaazizella52537 жыл бұрын
Oo i see you discovered megascans ^^ xD
@888marcinb7 жыл бұрын
kim ty jesteś ?
@lunaazizella52537 жыл бұрын
A ja to marek z grupy blender polska xD
@888marcinb7 жыл бұрын
No potrzebowałem trawa jakoś musi falować
@lunaazizella52537 жыл бұрын
wiem xD ja próbowałem skopiować ten materiał i go pozmieniać na trawę ale mi nie poszło xD
@ej66657 жыл бұрын
How did you make that cinematic render?
@sandmeister267 жыл бұрын
Nice tutorial, megascans is a really nice tool. I have one question though - why do you add the vertex animation noise to the roughness and spec inputs? The fact that the grass is "moving" surely doesn't effect how rough it is. Did you do it just to exaggerate the way the grass reacts to light as it moves? Thanks :)
@deathshovelkill7 жыл бұрын
awesome tutorial, looking forward to trying it in my low poly project
@wesleys1477 жыл бұрын
Awesome! Is this worth use in gameplay??? I mean, it's very beautiful and everything, but is it too heavy? PS: How can i do the shadows in the grass "brighter"? It's just too dark.
@phatbhbuihong28975 жыл бұрын
I'm very new in unreal, can you share the shader? Thank you so much.
@nomiali58197 жыл бұрын
Very very nice!!
@MrTot1177 жыл бұрын
Thank you dope tutorial !
@gulagwarlord6 жыл бұрын
There is only one of the wheat atlases that you used in the library
@puyakhalili7 жыл бұрын
Wow amazing!
@tridel23567 жыл бұрын
pleasure*-* haha very good! i have a question would it be possible to overwork a complete openworld game with this? i know it would take a lot of time and a beast of a pc to play this game afterwards... but it should theorethically be possible? and the whole, multieply wind with shader and time whatever that was, part was to much for my brain😂
@MisterBones2237 жыл бұрын
THIS IS AMAZING! Do you mind if I actually use it in my game?
@martinfatnesrenders17676 жыл бұрын
Hi! Great tutorial. I tried making something similar and everything works as it should except that the noise is very dark. How could I get it brighter like yours?
@khairulbahariandiprawira2 жыл бұрын
its been 4years+ but lol hey if ur still doing the tutorial, u need to add a parameter and an add blueprint after the clamp for the base color. just like for the roughness and specular. hope it helps lol
@jossabaco18593 жыл бұрын
Can anyone here explain the benefit of constant vs a vector as an intensity slider for your materials. Surely non-uniform intensity isn't that noticeable... right?
@MrMartGonzo7 жыл бұрын
Awesome the explanation lost me halfway through, I'm too dumb to do this myself but the result is amazing.
@mch10314 жыл бұрын
just amazing...
@carleetbunjira6114 жыл бұрын
Hi What are your computer specs?
@FireBert852 жыл бұрын
Anyone having trouble with the foliage world position offset issue where the foliage has a gross black noise rolling over it? Is absolutely horrid depending on the angle of a dynamic directional light. I'm finding in my scene if the sunlight is in front of camera casting towards camera, it's actually not a bad look. but if the light is coming from behind camera, I can get terrible unusable black splotches over the grass
@FireBert852 жыл бұрын
more playing around with this--this really only works with the light being cast from in front of camera, there's no version of this that works when light is directly above or coming from behind camera.
@tarekben55246 жыл бұрын
Hi Wik, thank you for this video and for you Megascans project, amazing. I'm just wondering, where you did the wheat animation? On Maya or on Unreal?
@willyv3747 жыл бұрын
Is everything Open source?
@DKindenssFilms7 жыл бұрын
Can you guys make Animated Vegetation in c4d octane?
@thomasehlerss65837 жыл бұрын
Hello. This is a very nice tutorial and infact the one that inspired me to invest in megascans, aswell as trying out unreal. But once I get everything set up, and started following I noticed that I had no idea what the material nodes mean or do, whitch made me spend a long time of trying to figure out what the nodes are called, that you used in your tutorial. I still have no idea what they are, so I think i'd like to ask if anyone knows, and maybe could explain this to me? I am extremely confused, and it annoys me. :) .. Thanks for your time!
@thomasehlerss65837 жыл бұрын
Follow up; I think I figured it out. I just placed down every node untill i found one that looked like the one you used in your albedo. My result still looks awful, but this is a good tutorial.
@lamprosgiannopoulos84894 жыл бұрын
Fantastic, thanks.
@kathoden4 жыл бұрын
This is insanely unoptimized
@MonkeyForNothing5 жыл бұрын
Thanx, but I agree with some other comments. The "simple material" could use some more explaining for those of us who are just starting with Unreal. Like, why are you connecting anim parameters to different map types. Isnt the animation driving the vertex deformation, why do you need it on 4 or so maptypes.Its a bit confusing to me. Otherwise, thanx for good tutor.
@chemistchemist2285 жыл бұрын
Can you do this one tutorial with atlases for Unity as well please? I have no idea how to use Megascans atlases in Unity :((((