Learn how to make fluffy, anime style grass in Unreal Engine with my Anime Environment Art course: bit.ly/3k5xCNH
@Name_cannot_be_blank Жыл бұрын
Ugg lee is coming from China t tell you personally that anime is ugly And I agree with him
@dimitri0404 Жыл бұрын
Are you a programmer? Because if you are, I would love to see you remake simple versions of these optimization tricks
@artistlovepeace Жыл бұрын
Wow! You are a genius.
@RetrovexOfficial Жыл бұрын
i have a question regarding this course, will we be able to contact you for guidance or help if we get stuck?
@raph_feuer3557 Жыл бұрын
Are the lessons compatible with Unreal Engine 5 and Blender 3.5?
@hyperdreamsurfer9141 Жыл бұрын
For a deeper explanation in relation to Breath of the Wild's grass, the grass blades closest to the player (within about 10m) are gpu instanced polygons which are there in order to react and displace relative to the player and objects, wind simulation, fire and other environmental factors. This grass pops into view blade by blade as the player moves, with higher density of blades closer to the player/camera. Beyond that range (up to about 20m) are unreactive billboarded 2D grass doubles, which blend between the nearby grass blades and the distant field texture. These help to keep the illusion of density further from the camera, and you can sometimes see them mixed in with the reactive grass. Both of these types of grass are coloured in such a way that they blend closely into the ground texture so as to hide any unpopulated areas of the screen, and to smooth the transition between the different levels of detail.
@quiploo Жыл бұрын
thanks for this. I was expecting more of an explanation surrounding BOTW's grass from the video, but instead got a general explanation, which isn't bad.
@repingers9777 Жыл бұрын
Botws grass is so fucking awesome I never thought I'd think that about grass in video games being awesome but it's great I mean you can cut it burn it bathe in it, it's great
@repingers9777 Жыл бұрын
I'm also not sure about grass being completely static in the distance because you can shoot a fire arrow into the distance and the grass will catch on fire and move in the wind like it does up close
@quiploo Жыл бұрын
@@repingers9777 could be an animated flat texture
@repingers9777 Жыл бұрын
@@quiploo probably, also something weird about botw is it has 3 lod levels for details on the ground like small pebbles or leafs that only show on the bottom quarter of the screen or really zoomed in as link walks leads and extra detail will appear right Infront of where link is in the world
@bird9188 Жыл бұрын
and then there is skyrim players who spend 8 hours generating LODs to make sure that the grass on the other side of the map has proper lighting
@Brodovitch8 Жыл бұрын
exactlty 💀
@Egoryotu Жыл бұрын
me.
@eee1200 Жыл бұрын
People just want to make them game better Bethesda on the other hand
@paulbunyangonewild75966 ай бұрын
@@eee1200 that would do neither. Grass already shouldn't be too dense in poly's. Also any modern modeling tools, with proper uv mapping and edge connections, can make quick work of detailed models. Not that that's how grass should be modeled anyways.
@IstyManame Жыл бұрын
Wow, it felt like 20 minutes, in a good way. You managed to condense a LOT in a 5 minute video, thx for appreciating my time!
@dlovandiablo Жыл бұрын
it doesn’t feel like 20 minutes if you know what he’s talking about
@stylie473joker5 Жыл бұрын
I know right the amount of information he discussed was a lot in a small video so it felt long yet short haha
@CouldBeChara Жыл бұрын
... wait what? That wasn't a 20 minute episode OH WOW
@mrjdavidt Жыл бұрын
Isn’t it amazing how Nintendo did this on the Switch and not only made an amazing looking game; but, one that is actually fun to play.
@Skikopl Жыл бұрын
They can squeeze everything out of the switch and I love it _those new pokemons don‘t count_
@Name_cannot_be_blank Жыл бұрын
Nintend o making fun games isn’t new, it botw was so boring for me, I ended up jumping from a high tower for 2 hours to see the funny ragdollls and then I got bored (I tried playing normally, wasn’t fun either so that’s how I ended up jumping from towers)
@giacomopc Жыл бұрын
@@Skikopl Sadly Nintendo doesn’t make the main Pokémon games, Game Freak does. It would be amazing if they didn’t have 3 year development cycles for such huge games :(
@NCSGaming15 Жыл бұрын
@@Skikopl I’m sorry, but like, have you even played them? I see a lot of people who have never played them shit on them despite never even touching the game. I personally think the glitches are few and far between and the only problems are minor frame rate drops and minor visual glitches. If you HAVE played the games and dislike them anyways that is completely your opinion to make, but if you haven’t don’t assume just based on what other people say.
@NCSGaming15 Жыл бұрын
@Blazer as a pokemon fan who was really disappointed with sword and shield (still not as bad as people say) I loved scarlet and violet. Sure, it had plenty of glitches, but it was the first time in a while I actually had FUN playing a Pokémon game, and I think gameplay is what matters most. Also, gamefreak (the studio that makes Pokémon games) probably had less than 9 months to make it so it’s honestly a miracle it turned out so good for so little. In my opinion, it’s not a game for gamers, but it’s a game for Pokémon fans, so if you don’t like Pokémon I wouldn’t suggest it to you, but if you do, I really suggest it.
@kingdanett4043 Жыл бұрын
Culling is also why wide screen hacks for some older games aren't always recommended. Most of the time it will only be small objects though like lamp posts and trees
@seeibe Жыл бұрын
If you can disable culling it'll be fine though :)
@Mart-E12 Жыл бұрын
The only problems I've encountered is cut off viemodels. Parts of the hands or gun missing
@kingdanett4043 Жыл бұрын
@TheWankerPc4ever Fair, most older games do a good job but you there's a good few you can see some funky stuff on the edges
@HolyHadou Жыл бұрын
As someone who hasn't touched grass in a long time, I appreciated this.
@TheGrimReapTM Жыл бұрын
The fact that people are angry about the joke in the beginning is much funnier than the joke itself
@justcosmos Жыл бұрын
Fr
@CrocoDylianVT Жыл бұрын
Fun fact: LODS has been used since a pretty long time, in Mario 64 it occurs as well, if you move the camera far from Mario he switched to a low poly model, also happens in Ocarina of Time
@BlueMoon1890 Жыл бұрын
LODs have definitely only been useful recently now that we have so much ram and CPU to work with. For Mario 64 even, it would have been better not to do LODs since the processing to change the model is more than it took to just render the whole thing.
@monody Жыл бұрын
LOD are actually used as far back as 91 with titles like The Killing Cloud, being a proven technology on PC to optimize runtime rendering costs. Something important to consoles coming up to compete in the 3D landscape, given the generally slower hardware they were built from, they needed that edge to be a standard in their design. Mario 64 actually benefitted a good bit because of that, much like Crash Bandicoot, by leveraging a lot of LOF and occlusion culling to closely manage how much was being pushed through the render pipeline at any given time. Changing the model actually cost very little with Mario's LOD being a small element held in the memory buffer.
@w0mblemania Жыл бұрын
@@BlueMoon1890 No. LODs have been around and useful for decades. They've been a staple of games.
@thisisKushagr Жыл бұрын
This is such a good recap of many videos by Stylized Station combined. Thanks for always creating such good content, man!!
@TheBreadPirate Жыл бұрын
BotW is so impressive! Thanks for sharing a bit about the way they handle all that green stuff.
@ItsCurlyFries Жыл бұрын
WAIT ITS THE BREAD PIRATE!!
@izzy-jd7ft Жыл бұрын
im not into game developing but still watch these till the end, you explain in a very engaging manner.
@finixmoon127 Жыл бұрын
When I see the number of upset comments about the Genshin Impact joke I despair about humanity
@popskar Жыл бұрын
The lower detail of painting depending on lighting and distance is also a good way of contrasting and directing the viewers eye to the focal points of the composition. The same philosophy can be applied to video games!
@Aligames5747 Жыл бұрын
That "Genshin Impact Clone" joke had me dead laughing
@Wizardof52 Жыл бұрын
I thought he was serious so it I got triggered.
@WoozyGravy5 Жыл бұрын
@@Wizardof52 same lol
@sanketvaria9734 Жыл бұрын
one more technique is that artist would make the world purposefully in a way that he can hide most of the grass to save performance like add a house in the middle, uneven terrain, a large rock or cliff, water body, wtc... also it even feels natural and organic.
@ravioli-oo9ku Жыл бұрын
This is literally the explanation I was looking for for ages.
@SynthAir Жыл бұрын
The first time I remember seeing dense grass in a game was as a kid at a Gamecube kiosk at BestBuy. I _think_ it was a Transformers game? I just remember being some kind of blue vehicle in a forest and that the dense grass all around me blew my tiny little mind compared to the flat ground with a grass texture on it that I had always seen in games before. Does anyone else remember that game or know what it was called?
@thatidiotoverthere6311 Жыл бұрын
"I love some sweet sweet grass" Be careful, the moderators might find you 😂
@omit477 Жыл бұрын
0:00 how to trigger nintendo fans with one sentence
@Stardotmp4 Жыл бұрын
as a game dev, i make a big baseplate full of lines which are green(use animations too sometimes on them) then just add that multiple times
@darkyboi5705 Жыл бұрын
I can say after watching most of stylized station's videos I am something of a game dev my self
@dany_fg Жыл бұрын
that was 5 minutes about "How do graphic engineers touch grass". but seriously they are the reason we can walk into a field and not crash the game so thank you graphic engineers.
@AadilValconi Жыл бұрын
Do you wake up everyday and think of way to make a video just to tell us that "grass is pretty cool"?
@saulitix Жыл бұрын
Touching grass isn't enough, I need to know how is rendered in videogames
@toastbrot97 Жыл бұрын
Would be nice if you could also cover why vegetation in games is usually pointing perpendicular to the surface it's placed on rather than straight up, like it should in most instances. I have my own theories to why that is, but i'd like to see some examples of it being done properly if you can think of any.
@Soraphis91 Жыл бұрын
fun fact, for the unity game engine: grass and other small details on the terrain WHERE/ARE pointing straight up (the feature to bend them to align with the terrain surface was only recently added). If you have some bush it has a "pivot point" somewhere, usually at the bottom where the bush meets the ground. If the bush stick straight up you might find that a few of it's branches and twigs are now floating in the air, because the model was made like it would stay on a flat surface. So instead stuff is aligned with the surface, so you don't have them floating. In reality though, you'd have plants bent towards light as they grow, regardless of their surface. But that would require way more models and work from level designers OR a fully dynamic approach, which would prevent things like GPU instancing.
@lethaldumpster2699 Жыл бұрын
@@Soraphis91 could handle directional growth in shaders. In most cases, not each blade of grass is its own model.(which you know, but for other readers sake, I will include full detail, to add to what you have said) Grass is often simplified in computation by having multiple blades in one 3D model, as a patch of grass. Placing this patch of grass on a slope would mean A: for the grass to point straight up would mean the whole patch has to point up, causing the sides to hang over mid air. Or B: the patch matches the slopes angle, causing the blades to be angled too. But in shaders, you can rotate the blades of grass with some slick math. With shader magic the possibilities become endless. Between shader math which makes the grass move when the player steps over it, or even make plants actually follow sunlight in real-time.
@KushagraPratap Жыл бұрын
lmao hilarious opening, would subscribe
@Gredran Жыл бұрын
Awesome video! If you talk about LODs, I hope you cover how UE 5 works with ITS massive detailed landscapes. Also a basic example of an early LOD change was Mario 64, that Mario’s model would be swapped out for a low poly one when the camera was far
@YIENDEEN Жыл бұрын
afaik the notions of LOD is removed with the introduction of nanite ?
@buffaloSoldier519 Жыл бұрын
@@YIENDEEN Manually making them is not needed for nanite. But we still don't know how it works, we just know it doesn't render sub pixel details that can't be seen, and it seems to be an evolution to meshlets.
@splittydev Жыл бұрын
@@buffaloSoldier519 there's actually a talk on how nanite works somewhere on KZbin. I don't have the link at hand, but should be fairly easy to find and it's very informative. It's actually from the Unreal team themselves.
@JustAnotherTailsProfile Жыл бұрын
Rather than touching real grass, this man learned how video game grass works. I don't know which is more Chad.
@doooouge1136 Жыл бұрын
That first sentence joke was so good it triggered me. I had to pause to take a deep breath
@bananachild1936 Жыл бұрын
The entire physics in BOTW is mind-blowing considering that it's all running on essentially an underpowered mobile GPU from 2015. The grass especially still impresses me even to this day.
@nreilly5901 Жыл бұрын
Technically it runs on an underpowered GPU from 2009 😜 Cause it was developed as a Wii U game and then ported to Switch, and there’s basically no difference between the two versions
@ImWoolly Жыл бұрын
@@nreilly5901 2008*
Жыл бұрын
I think the one element you missed is how Breath of the Wild saves performance by not creating alpha texture grass clusters and instead uses only polygons for the grass shape of individual blades. Otherwise great video!
@thepunisherxxx6804 Жыл бұрын
That doesn't sound right. individual blades as a polygon(s) would be more to render vs glass clusters where you can have multiple blades on a single polygon pane. I guess if that's true it makes sense why the grass density is so low. The game isn't really a good example of grass done well. Its render distance is very short, and density is very low. Ghosts of Tsusima and Crysis 3 had much better, dynamic, fuller, bigger render distance grass.
Жыл бұрын
@@thepunisherxxx6804 My understanding is that alpha textures are just really expensive. Ghost of Tsushima does the same thing as far as I can tell, specifically because its more efficient than clusters with alpha textures, I watched their GDC talk on that. There's also a series of videos by Acerola on video game grass that demonstrates how BOTW does its grass and how to replicate it in Unity.
@SL4PSH0CK Жыл бұрын
@ heh cool
@darkknight4353 Жыл бұрын
You figured KZbin algorithym. over a year ago you were creating stylized texturing tutorials and now your 5 minutes video has over 275k views. crazy
@davie10863 Жыл бұрын
Dude that is such a great timing...I was trying to look into this. Love the video 👍
@chikiscc1 Жыл бұрын
There is another method called impostors optimization, that are very similar to lods. And is like scanning (taking pictures from many angles) every asset and then render those images in a low poly mesh.
@syluxdev Жыл бұрын
He mentioned billboards
@chikiscc1 Жыл бұрын
@@syluxdev yeah but impostors are more complex than that
@Ayeato Жыл бұрын
Sus imposter
@zhell Жыл бұрын
@@chikiscc1 so basically billboards but they work like the player "models" in mk64
@heyitzdaredevil8305 Жыл бұрын
So baked textures?
@ROBOHOLIC1 Жыл бұрын
But can the grass be touched?
@jonascarvalhodearaujo8038 Жыл бұрын
I am very interested in a video talking about GPU Instancing being used to render crowds with different behaviours and animations x.x
@yhwhlungs Жыл бұрын
Was eager to dumb down the video when you called BOTW a Gen shin Impact "clone". But the video was really well laid out when talking about fundamentals and engineer techniques used for games.
@PolyFlux Жыл бұрын
just reminding ya we still haven't got that jiggle physics video yet... you know, just sayinn--
@Blueybeak Жыл бұрын
the first sentence was a 300 iq method to farm comments for the algorithm
@justcosmos Жыл бұрын
Wait a minute... That is actually clever But i guess people that are offended has no sense of humor....
@painus_n_uranus7088 Жыл бұрын
I hate to poke holes in something that doesn’t matter but you usually start with the background and work you way forward in landscape painting lol
@nyaa104 Жыл бұрын
Lmao when I heard the first sentence I knew I had to pause the video and look into comments. It made me laugh
@Footbeat1 Жыл бұрын
A classy way of watching grass grow
@MASTERCRAFT938 Жыл бұрын
If BOTW was made by game freak, one blade of grass would insta crash.
@profbutterfingers Жыл бұрын
I really wanted you to make a video explaining some optimisation techniques. I don't know if you saw my comment on the last video or not but this does make me really happy!
@Ikat.15 Жыл бұрын
Bro started and chose war 💀💀
@Skew0443 Жыл бұрын
LOL that first line killed me😂
@NickGoblin Жыл бұрын
I hope the "another video" tease at the end is real because I'd love to learn more about GPU instancing techniques
@roundishcap Жыл бұрын
I think the big reason why botw and totk feel more detailed than say red dead/cyperpunk/horizon is because the low detail renders really mesh well with the art style and color choices, the level designers are crazy. For example in tears all the doors that look openable actually open and have stuff relate to the npc that lives in that room. So many little details that some games may cull because of 4k textures being inherently larger. This is why I loathe 4k gaming when gpu's don't casually have enough vram to really load in. I ain't saying it doesn't look nice, it just feels smaller. I just feel like the hardware isn't ready. Kind of a biased read, but a lot of open world games just feel empty.
@Noaski5 Жыл бұрын
my heart fainted when i heard genshin inpact copy
@GrahamWiggill Жыл бұрын
0:42 is that the three rondavels in the Blyde River Canyon in South Africa?
@LeCrabBoi Жыл бұрын
That first sentence was bold
@EchanteDante Жыл бұрын
Still wonder how Gamefreak gets away with releasing Scarlet and Violet looking the way it looked when this is something that existed how long ago.
@etoinedevries7583 Жыл бұрын
Got this video in my recommended. Awesome video man!
@kendlemintjed7571 Жыл бұрын
The botw speedruns even take advantage of the game's use of LODs by flying towards Hyrule Castle at speed and walking through a doorway that usually has a gate before the higher level of detail can be fully loaded in. This doubles as a great visual as you can see low-detail Hyrule Castle slowly get replaced by the high-detail version. In the older speedrun routes, this would also save some more time as you could sometimes walk through the magnesis shrine door before it loaded if you got a good enough BTB from cryonis. However, this is no longer the case as BTBs were replaced with BLSSes and the Great Plateau shrine order was changed.
@smashdriven1640 Жыл бұрын
As a game design student I approve this message.
@Mikko-Maggie-More5 ай бұрын
when you said "Genshin Impact Clone" it felt like my soul was put in a blender and then put through a cheese grater
@TheRealBatabii Жыл бұрын
Sea of thieves has some pretty overzealous occlusion culling. You can see some objects disappear for a frame when you're turning the ship's wheel.
@tizianaceraolo58 Жыл бұрын
People seriously need to learn what "joke" and "sarcasm" mean,Since this comment section clearly is full of 2nd graders
@puggy2894 Жыл бұрын
Bro how is IRL not crashing like how, the studio who made Irl are like Gods like ob my god
@ashred9616 Жыл бұрын
That opening line is absolutely disrespectful lmaooo. Pretty crazy how a masterpiece is kind of overshadowed by a gambling generator.
@henrysteven137 Жыл бұрын
frustum culling gpu instanced objects is pretty complex btw. there's a series of videos on grass by the youtuber Acerola where he discusses it. pretty interesting stuff
@JMAC.. Жыл бұрын
When painting you start with the background first
@squidee Жыл бұрын
I'm surprised you didn't mention that many games render the actual grass blades as 2d textures on top of flat models
@encampedmars627 Жыл бұрын
Idk who you are but good job making a video about grass in videos interesting
@RockHoward256 Жыл бұрын
This takes "touch some grass" to another level
@awpenheimer1396 Жыл бұрын
The first thing he said got me saying "OMG this guy just wants pure chaos"
@freddystop222 Жыл бұрын
The first sentence is the worst insult I´ve ever heard someone saying about botw in my whole live. My heart bleeds and I will die in pain. Even in a thousand years I will remember this humiliation with tears 😢
@Master-fk3oj Жыл бұрын
What a... interesting choice of a starter sentence. Totally didn't leave the video and came back later
@haachamachama7 Жыл бұрын
1:05 as a 3 year Unity game developer... I had no idea these were two different things, Unity's occlusion culling also works as frustum culling lol
@crazylabz_ha4 ай бұрын
I think unity occlusion culling only removes the mesh filter and renderer
@Sacren365 Жыл бұрын
A real man of culture, playing the WiiU version of Breath of the Wild.
@ToffoGames Жыл бұрын
how does subnautica and below zero render stuff in because it like fades in with this cool comic book style fade
@dr_ubo Жыл бұрын
Amazing video. Really appreciate the thorough explanations.
@dylankeenan8840 Жыл бұрын
I didn't know games could be used with the same soft wear with out being called a clone
@chaosvalfalk7777 Жыл бұрын
imagine if you are an npc that is told to touch grass but then the grass isnt visible to the player so it doesnt render and therefore you cant touch it maybe thats why i cant touch grass
@Dragonlord826 Жыл бұрын
I'm watching this as if I didn't know games did this already
@lophyre13803 ай бұрын
But how could instancing be combined with frustum culling? Since you technically only have one object you can't really decide on the CPU level which instances of the blade are in the frustum or not, and even if you could, how would you then prevent any specific instance from rendering?
@Akko1 Жыл бұрын
LMAO the first seconds joke on this video just killed me.
@grantlauzon5237 Жыл бұрын
Can you have culling with ray tracing? Or wound look like screen space reflections if you did?
@cyphermango Жыл бұрын
i want those "in the future video" NOW!
@Gunwoo_Gim Жыл бұрын
I just listened to the very first sentence in this video: "... playing my favorite genshin impact clone Breath of the Wild... " and quickly googled and found out that Genshin Impact's worldwide initial release date is September 28, 2020 and Breath of the Wild was released on March 3, 2017
@Kaldrin Жыл бұрын
Haven't watched the entire video yet, but I'm pretty convinced the trick is it does not actually render that much grass and it's petty clear in game, only around link dothe blades appear
@Viltzu-hk5wh Жыл бұрын
Wonderful! Just wonderful! Coding bores me but gam dev will always stay close to me. Just perfect explanation. Love the first sentence, nothing existed before genshin impact and fortnite.
@Viltzu-hk5wh Жыл бұрын
Havent played genshin, should I?
@pesky2119 Жыл бұрын
@@Viltzu-hk5wh eh
@KushagraPratap Жыл бұрын
@@Viltzu-hk5wh yea its quite the masterpiece from a game dev perspective and just a fun game for players too
@4ether607 Жыл бұрын
@@Viltzu-hk5wh I found it too grindy but if you are into gachas, anime and grinding you should check it out.
@Klexium Жыл бұрын
@@Viltzu-hk5wh really fun game, and free to play friendly. Only thing is that you need lots of space on your device
@bharathvarma2611 Жыл бұрын
2:15 which game is this?
@L3itmotiv Жыл бұрын
Ghost of Tsushima
@DanielCoffee2077 Жыл бұрын
He did NOT call my fav game a clone.
@astronomical_fivehead Жыл бұрын
This was an awesome video. I do have one thing you could make better tho. If possible could you add a little card saying what game it is when showing gameplay? Ofc i know some of them but a little “the legend of zelda breath of the wild” on the bottom left or right would make it a bit easier for new gamers
@Matt-px1bi Жыл бұрын
Bro said botw was a genshin clone 💀
@zenith7128 Жыл бұрын
I just clicked and immediatley had an aneurism XD
@kirbissworbis8328 Жыл бұрын
Bro thinks that botw is a clone when they been doing it since 90s💀💀💀🙏🏻🙏🏻
@1MaxVader1 Жыл бұрын
We’ve heard grass is pretty cool many times here
@drewcipher896 Жыл бұрын
Very familiar with frustum culling from all the games I play that don't do a great job supporting ultrawide aspect ratios. Get that random peripheral of unloaded grass Rather have ok support then no support at all though.
@erikm9768 Жыл бұрын
Dude the grass is not replaced with a texture, its just the naked terrain texture without any grass on it. Also after removing 99% you still usually have hundreds of thousands of vegetation to render, not "hundreds"
@AdrianBigyes Жыл бұрын
I lol'd at LODS... Coz in our slang, that means IDOL. 😂
@nininanas Жыл бұрын
I agree grass is cool, and that was a cool video, the most random thing became so interesting :0
@3down4togo Жыл бұрын
That opening 😭
@themisdemer Жыл бұрын
wow that first sentence man.. makes me wonder if i should watch the rest of the vid..
@rafaynoman1180 Жыл бұрын
"So i was playing my favourite Genshin impact clone Breath of the wild" how dare you.
@Thomas_Lo Жыл бұрын
wait, painting detailed foreground then background? that's not how painting works, is it? 🤔