DISCORD: discord.gg/qWHeGuNbXh Hey, thanks for all the feedback! There's too many questions to answer all of them individually, so here's a tiny FAQ: First some general info: The video's purpose is not to show the art/final effect (I'm glad that you like it!), but all the dynamic system possibilities of my UE Marketplace product for other devs. For example, grass & FX can look totally different (it's swappable) and still have the dynamic features. More info: goo.gl/b0NSqj Q: Does it require two Titans to run at 30 FPS? A: No, it requires GTX 760 to run at stable 60 FPS in this scene :) The info is shown in the video by the way, but still many people ask this. I don't remember the exact ms, but if some other devs are interested, hit me up and I'll do some tests. Q: Optimization techniques? A: For GPU: Minimized overdraw by cutting grass planes to match their texture shape as closely as possible. Some tips can be found here: goo.gl/aHKDIi . Grass plane meshes have LOD set up. Then, of course, a hierarchical instanced mesh component is used for the grass. The main grass material shader is quite lightweight too. It also casts shadows from grass only at the closest LOD, which helps to boost performance with dynamic lighting. For CPU: It uses a custom foliage component + foliage manager that automatically divides all the grass into chunks. These chunks activate their logic (interaction detection) only when player is near them. All their logic is also executed from timers with dynamic intervals (so the further from camera, the less often they update). There are more things on top of that, e.g. for fire propagation and other effects, but in general that's how it works. Q: Music name? A: That's my own music, I haven't named it yet - it's from one of my older beattapes, no. 12: kzbin.info/www/bejne/mnLOaqiCe6uahrcm ... I'll get back to music production after I finish my game and then I'll probably release most of my previous tracks in full versions. Cheers!
@dogshithandle1117 жыл бұрын
S. Krezel aah I noticed something that is completely incorrect. From the footage we see the fire going into the direction of the wind .This is wrong , fire always advances towards the wind because of the fresh oxygen. So if the wind is coming from the left for example it is not going to push but rather pull the fire to the left . It looks amazing but the general idea is made wrong :)
@S.Krezel7 жыл бұрын
Sure, this can be easily changed via one value if you want to make it 100% realistic :)
@DanielDavenportWins7 жыл бұрын
gentle breeze, maybe somewhat, the theory isnt wrong, but the wind will indeed push a fire as well because its moving that heat onto new fuel with wind providing oxygen.
@Batmansmokesdope7 жыл бұрын
S. Krezel this is relly cool cool nice work
@BrotherSean7 жыл бұрын
The only suggestion I have is to have different, or even randomized lengths of grass, weeds, etc. in some areas; otherwise, it will look like someone mowed the grass at mid-waist height. AMAZING job, and I hope you see this comment!
@S.Krezel8 жыл бұрын
UPDATE: The system will be available on Marketplace on December 7th!
@S.Krezel8 жыл бұрын
... Here it is! www.unrealengine.com/marketplace/dynamic-grass-system
@sincefortin29978 жыл бұрын
Where can I get Lamborghini, Mclaren's car to add in games?
@fkknsikk7 жыл бұрын
Official Licensing from Lamborghini and/or McLaren. Good luck.
@adolfsbeautypalace55947 жыл бұрын
S. Krezel lol my birthday 😁😀
@elizeugerlach29547 жыл бұрын
I'll definetly buy it, sooner or later;
@polypixel3d8 жыл бұрын
Brilliant stuff. So satisfying to watch the path being cut through the grass.
@dragonsofdawn66447 жыл бұрын
I like the shockwave effect of the bombs
@ThereWasNoFreeName7 жыл бұрын
but IRL shockwave travels way faster. Explosions are still unrealistic. With that much of a shock it should rip some ground of or shouldn't cause that strong shockwave.
@alduincosplays51627 жыл бұрын
you can tweak both speed & strength (or turn it off) in the system. ... Games are not always meant to be realistic btw :)
@prestongarvey3437 жыл бұрын
ThereWasNoFreeName Who cares if the shockwaves look realistic? the point of video games is to make things look *unreal*. hence the name *unreal* engine.
@daniyil48437 жыл бұрын
+Preston Garvey No
@ayosurah91547 жыл бұрын
so wtf you think fantasy, action, rpg games are? the realistic ones are fps ones, and they're the least popular
@Maverick998 жыл бұрын
Clever stuff.
@The_Eno5 жыл бұрын
When you're an idiot pretending to be a game designer than yes it's extremely clever in comparison 😂
@S.Krezel8 жыл бұрын
Thank you for the feedback, I really appreciate that! I'm finishing this tool for UE Marketplace right now. If you have any more questions, feel free to ask. BTW. KZbin compressed this video a lot, because there is a large amount of animated grass all over the screen (it's a common problem) - this blurred the overall look of the video a bit, but there will be some new screenshots available soon. Cheers!
@ForgeGames8 жыл бұрын
It's cool! How is your grass consumes more resources on computers than a standard "Foliage" and "Grass output"?
@S.Krezel8 жыл бұрын
Thanks - on GPU it's no difference to the standard foliage, since the system also uses hierarchical instanced static meshes, just like most of the regular grass out there. Grass material is optimized (example stats on my GTX760 are visible at the beginning of the video) but can be always modified/replaced with your own. The more interacting actors, the more CPU ms it consumes - but it's well optimized and realistically you shouldn't notice any performance hit if not going crazy with amount of simultaneously interacting actors. Cheers!
@ForgeGames8 жыл бұрын
Thank you
@S.Krezel8 жыл бұрын
It's submitted with the same price as the Dynamic Tree & Plant Generator: www.unrealengine.com/marketplace/dynamic-tree-plant-generator - Release date is up to Epic, I'll post any updates as I have them. Cheers!
@AngryPenguinStudio8 жыл бұрын
i have been checking the dang marketplace for like 2 weeks, every day lol. Gumroad an option?
@zaccharybedardchenier7 жыл бұрын
Amazing ! The amount of work that must have gone into this just for some grass is mind blowing ! Keep it up who ever did this !
@KyngShadow8 жыл бұрын
This is so beautiful, the music just makes it so much more epic lol. Many thanks for this, once I get a thorough handle on UE this is something I'll definitely want. So much to learn.
@sykoo8 жыл бұрын
That's incredible, I'll pick this up as soon as I start making my level designs on Unreal Engine too!
@minhnguyen58887 жыл бұрын
That's a really good performance on a GTX760
@kaki001057 жыл бұрын
that's because there are no other performance hits. it's a blank world that only calculates the stuff they showed.
@alejandrohe087 жыл бұрын
Kaleb Kilfillen Thats why he say it (?
@msmachine72537 жыл бұрын
I have a 760 in my office build lol
@boblol93457 жыл бұрын
Kaleb Kilfillen well,if I add loads more stuff,would my 1060 hold the 60?
@kaki001057 жыл бұрын
Bob Lol sure I don't see why not
@pennyman107 жыл бұрын
While running through grass on foot don't make all the grass in your path fall down, only where the feet touch, it will make it look a lot more believable and realistic. Good work!
@saibamoe8 жыл бұрын
beautiful work - and all done with blueprints
@cameronedwards7517 жыл бұрын
How did you optimize this grass so well? Thanks!
@S.Krezel7 жыл бұрын
For GPU: Minimized overdraw by cutting grass planes to match their texture shape as closely as possible. Some tips can be found here: goo.gl/aHKDIi . Grass plane meshes have LOD set up. Then, of course, a hierarchical instanced mesh component is used for the grass. The main grass material shader is quite lightweight too. It also casts shadows from grass only at the closest LOD, which helps to boost performance with dynamic lighting. For CPU: It uses a custom foliage component + foliage manager that automatically divides all the grass into chunks. These chunks activate their logic (interaction detection) only when player is near them. All their logic is also executed from timers with dynamic intervals (so the further from camera, the less often they update). There are more things on top of that, e.g. for fire propagation and other effects, but in general that's how it works.
@technoM4niac7 жыл бұрын
lol wat
@ThePppp897 жыл бұрын
Basically a lot of hard and meticulate work, along with a few clever tricks regarding how it's loaded and stuff. I think...
@fozze94567 жыл бұрын
hahaha i dont understand a shiit i feel dumb :(
@xerospacious40247 жыл бұрын
cause the only thing in there is grass xD not much else to render.
@i-never-look-at-replies-lol7 жыл бұрын
This has got me real excited for Grass Simulator 2018
@bigjermini8 жыл бұрын
0:35 - 1:06 some men just want to watch the world burn... Great and awesome job on this!
@lumencipher75588 жыл бұрын
Oh wow this is even better than I was hoping for. I can't wait to put this to use
@drevialzerathustra53367 жыл бұрын
so crazy how advanced these effects are.
@SizzledBeef7 жыл бұрын
That grass is so tall and lush. Be sure to check for virtual ticks when you get back home for virtual dinner.
@catpaws32668 жыл бұрын
Great work. I really enjoy the look and the flow of the fire and the way it spreads. Really professional look, and a really satisfying feeling. As a developer / artist you have successfully done your job with this project. AAA+ Work. May I ask how long you spent on this?
@S.Krezel8 жыл бұрын
Thank you very much! I didn't record the exact time, but it was about 1/2 months from project start to finish - not regularly developed though, so hard to tell.
@liuzhang86007 жыл бұрын
incredible effect
@MrLuc4207 жыл бұрын
That is REALLY nice!! Good job man! Fantastic asset!
@lishde37 жыл бұрын
This looks like some good stuff and seems well optimized. Keep up the good work!
@jbway867 жыл бұрын
wow graphx have come allng way. I remember the days when grass was a flat texture map with no individual blades, I remember when shadows were just circles underneath the player model and lastly I remember when player hand models were just this 2 blocks (one for wrist other, fingers) in shape of a hand and the only individual finger was the index lol.
@ArnoldSig7 жыл бұрын
slimjay Yep, Harry Potter for PS1 for example I remember didn't have separate fingers, which is very funny when I think about it now. That game was legendary, good memories...
@andrewtabak48937 жыл бұрын
This gets me hyped for all the newer games, they are gonna look amazing and have good fps :D
@PaulV3D8 жыл бұрын
Nice work. Looking forward to seeing more!
@soonts7 жыл бұрын
Unreal indeed. Looking at the grass, there’s very strong gusty wind changing directions. Looking at the frame and smoke, it’s very moderate constant speed wind, blowing same direction all the time.
@karinulll7 жыл бұрын
the explosion in the grass at 0:36 is amazing
@BrokenWorldMovie8 жыл бұрын
This looks super cool. Great job!
@wasterick7 жыл бұрын
considering that this runs on 760 this is pretty neat.
@H4mmerfall7 жыл бұрын
They're really serious with this engine. Almost everything so far looks amazing,
@itworkss7 жыл бұрын
this is insane. how the fire spreads through the grass, with the combination of the wind.
@alexfornell7 жыл бұрын
This is absolutely brilliant...
@PhilipZeplinDK8 жыл бұрын
Awesome, looking forward to seeing it on there!
@HOUSERecordings7 жыл бұрын
shows an epic engine, stunning mechanics. And gets added to a game only 10 years later.
@kaizen24457 жыл бұрын
OH JESUS LORD ...im a huge lover of the grass and this is the game Ive always looked for!!!!!
@grzegorzbrzeczyszczykiewic8977 жыл бұрын
imagine games with this piece of art
@KahnSkins7 жыл бұрын
This needs to be in every game ever
@MinecraftFreak0917 жыл бұрын
This is awesome man, good work!
@nonyabusiness6657 жыл бұрын
This is just a proof that you can optimize a game properly and make it look fantastic, hint hint every game developer ever.
@vidvaaninsaan15037 жыл бұрын
Can you just point in the right direction as to how you made all of that? Just a high level approach
@S.Krezel7 жыл бұрын
It's a hybrid between GPU material displacement and CPU based mesh instance manipulation. For more persistent interaction effects (like the trail that player leaves behind, trample, etc.) it checks for near grass instances (from hierarchical instanced static mesh) and transforms them in a timer with optimized intervals (less ticks when far from camera, etc.). For temporary quick effects (grass bending near actor location, impulse force shockwave, etc.) it utilizes GPU displacement driven by parameters controlled by blueprints. Interactive actors have special components that feed their location into global material parameter collection - this way the main grass material knows where to apply all the GPU displacement effects.
@vidvaaninsaan15037 жыл бұрын
S. Krezel Thank you sir! Interesting ways. And I would say, amazing grass.
@MiLiberator7 жыл бұрын
This looks amazing! Imagine the possibilities!
@TheFlamingPike7 жыл бұрын
I'll be honest, if the movement of the grass was slowed down, it would be perfect for underwater plants. There is more complexity with "surface" grass, however, that is not found in this video. It's going to take a few more years before we can truly see 100% realistic grass/wind effects, but we're getting there. As for the fire, I've seen this before, I think in Far Cry 3 they already implemented pretty realistic grass burning effects.
@Shorkiedokey7 жыл бұрын
Amazing job from the developers.
@jedi398 жыл бұрын
nishtyak) Well done, waiting for the market, be sure to add to your library!
@tstone91518 жыл бұрын
Holy Shit this is amazing! You are awesome for making this man
@NugrohoPangestu081220027 жыл бұрын
this would be awesome if some company use this in their games
@TheVortexHunter7 жыл бұрын
That looks absolutely amazing!
@rungoranga63417 жыл бұрын
Oh shiet, that looks so cool, especially the spreading fire.
@martijn58487 жыл бұрын
Wow, never thought grass could be so intense
@Nithian7 жыл бұрын
I can imagine some superhero game where you can run really fast and there is just a trail of toppled grass just like in the movies!
@alanshteynberg21087 жыл бұрын
What kind of affect does this effect have on graphics performance? Any benchmark tests? Thanks!
@kylerupik40647 жыл бұрын
The grass deformation would be awesome for a hunting, tracking game. Hunting animals. Or being a bounty hunter and tracking a fugitive
@dejaimeneto60937 жыл бұрын
This actually looks amazing!
@skyehimalaya80477 жыл бұрын
Holy Shit. That Looks AMAZING!
@carver75858 жыл бұрын
Finally! Now I can make my realistic field burning game.
@АШОБЫНЕТ-ВЛОГДВУХДРУЗЕЙ4 жыл бұрын
Can you help please. I buy full version and try demo build, but all windows white, nothing... Help me!
@jackson.21717 жыл бұрын
Early "Witcher 4" gameplay
@deathekidgaming7 жыл бұрын
Devon Giarratano This comment had literally nothing to do with Skyrim or farcry
@AlexyTousignant7 жыл бұрын
Skyrim > Farcry Primal .. Farcry Primal is 2016 and Skyrim is 2011 .. no one is talking about Farcry Primal anymore but Skyrim is still used in most comparisons haha.. Skyrim isn't visually more impressive though, obviously because the game is over 5 years older but the game is still better anyway.. The Witcher 3 destroy them all though and this thing made me wish to see The Witcher 4 be even better than everything I could imagine of a video game :P
@xerospacious40247 жыл бұрын
Eh it's completely subjective Alexy.
@FloppyDisk8937 жыл бұрын
*alpha
@seth.topalian55387 жыл бұрын
I liked Far Cry because it used a similar system for plant fires. I don't know if it used wind direction, but the fire spread was pretty realistic and it was easy to accidentally start a forest fire
@reversebros15107 жыл бұрын
what is the name of the music you use in this video?
@garrettsturgeon51128 жыл бұрын
OMG! I am going to buy this forsure!
@Jan_Vogelsang7 жыл бұрын
This is awesome!!! The future is near
@medsamikamal64698 жыл бұрын
Wow is is definitely some Next Gen Tech right here
@JasonandaCamera7 жыл бұрын
Damn, the michelin man got ripped
@lvcifxr7 жыл бұрын
I love the tall grass, a fine developer could use that for a nice fps chase scene, if you catch my drift
@ramim.58567 жыл бұрын
This is very amazing well done!
@goodnightnathan7 жыл бұрын
god, this would be phenomenal to have in games.
@waynespitsfire84197 жыл бұрын
You could make a game off this mechanic alone and call it maze and make the maps big open tall grass where you have to find enemies and use perviously made trails to navigate , i feel it would really take off
@aureliusp13307 жыл бұрын
The graphical fidelity of this engine is unreal.
@gameboy60237 жыл бұрын
That will be a revolution!
@offishlgmryt9517 жыл бұрын
this will make an excellent mowing grass simulator
@MrMarrow3 жыл бұрын
Mind Blown 🤯🤯
@tarassos7 жыл бұрын
awesome stuff what program did you use for the music production?
@S.Krezel7 жыл бұрын
Thank you! FL Studio with some orchestral VST's :)
@JimmyCakeSon7 жыл бұрын
Ive seen the future and it is bright !
@XcaliburReborn7 жыл бұрын
all i can think of is that moment in lost world Jurassic park where the velociraptors are hunting the soldiers in the grass. make that into a game, it'll be great. one team of soldiers, one team raptors. raptors have scent trails they can follow, humans have an overhead drone that displays the immediate area on a HUD to help them track which direction the raptors are coming from the grass trails. give them gas cannisters to throw off their scent and the raptors get a jump lock-on when they're close enough to the human.
@felixblue51987 жыл бұрын
GRASS EFFECTS BEST PART OF ANY GAME FOR ME
@DBHHellhound7 жыл бұрын
impressive on a gtx 760
@pedrox83887 жыл бұрын
Now we just need people to make games that don't suck ass.
@nekoons4 жыл бұрын
Acredito que você não seja uma delas
@FilipVoska8 жыл бұрын
I think that with some tweaks, this could be used for snow as well. Do you have any plans for that?
@S.Krezel8 жыл бұрын
It could be possible when having many small instances that would act as a modular/seamless snow chunks - but I suspect that it wouldn't look too realistic and wouldn't be very performant. No plans for now, but cool idea, it could work for some stylized/chunky snow.
@aswan16135 жыл бұрын
Wow A-M-A-Z-I-NG!! 💪💪
@SlippyLegJones7 жыл бұрын
The fire spread is actually really cool. Only thing that isn't realistic is the fire being totally put out by rain. A large grass fire would be able to almost ignore the rain for about 5 minutes IRL before the grass that it's consuming is soaked enough for the fire to die. I'd imagine that feature is/will be adjustable though.
@gamerx1127 жыл бұрын
this looks awesome, hundred bucks developers dont make the most of it and play it safe
@پوریاامامی-ض7ف6 жыл бұрын
When the rain comes, the fire goes off quickly
@epicwarding7 жыл бұрын
first time i saw anyhting like this was in a 2002 game called Neverwinter nights, while much more primitive ,it indeed did had wind and creature and explosions effectign the grsas in the game . sure its not the same but yea nice to see how "far" the "dynamic" grass has gone from 2002-2017
@KadeMarkoux7 жыл бұрын
oh wow, this is fantastic!!!
@GordonSeal8 жыл бұрын
You should set up a email newsletter so we can be notified when it's on the marketplace.
@MiguelGuzmanIsAwesome7 жыл бұрын
The switch Pokemon is gonna be dope
@KapitanWalle7 жыл бұрын
This is amazing and look very impressive.
@BaCKouR5 жыл бұрын
Any video tutorial on how to set this into your project?
@8BitGanker8 жыл бұрын
ETA when this will be in the marketplace?
@S.Krezel8 жыл бұрын
I'm still waiting for Epic's response regarding this. I'll post any updates as soon as I have them, here in comments and in UE forum thread.
@CoolUsername698 жыл бұрын
Epic's response will likely be in the form of cum.
@mathieuwayne77167 жыл бұрын
One word. Clean.
@DenVosReinaert7 жыл бұрын
This looks amazing
@Daniel-dj7zi7 жыл бұрын
WOW AMAZING!
@SOYZBEANPRODUCTIONS7 жыл бұрын
Wow i have no words
@Rubed0_o8 жыл бұрын
Well, I'm impressed how grass interacts with other elements. But I have a few questions, for example, if I'll use Quixel's Megascans for my plants and grass, can your tool provide a growth system and interaction with TrueSky (clouds' shadows) and NVidia FlameWorks for them?
@S.Krezel8 жыл бұрын
You can use your custom grass meshes with the system and they'll work with all the features. You just have to have your mesh not too big, designed as a small instance (you can see an example in the starter guide). Fire propagation system can use custom particle effects for flames & smoke. I don't know TrueSky, I suspect that it shouldn't be too hard to connect these two by adding some logic - but not out of the box, since I can't add interaction between external systems in a standalone MP product. Cloud shadows use vector value for wind direction and two scalar values for cloud speed & scale - so probably some values from TrueSky could feed it.
@hellothere34307 жыл бұрын
Never seen grass look so jelly like before both in games and in real life
@downiethebrownie47537 жыл бұрын
So sick man!
@kratochvil117 жыл бұрын
Wish this was in Players Unknown Battlegrounds.. would be so badass!
@rapper2507 жыл бұрын
is there any demo version of this that we can run on our PCs to see the cool grass effects first hand?
@ibelieveingaming35627 жыл бұрын
Could you guys work on the volume of smoke that is possible to run in engine? I notice that battlefield doesn't quite live up to its namesake.
@speedfreakpsycho5 жыл бұрын
How to install it? I get "no compatible project" when i try to add it. Any idea?