Simple-ish Grass Wind (Substitute for SimpleGrassWind UE4/UE5)

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  • Опубликовано: 20 окт 2024

Комментарии • 58

  • @iwantanomlett
    @iwantanomlett 2 года назад +11

    dude I honestly have no words, your content is top tier, you put so much work into this Im surprised you only have 13k subs, u deserve a whole lot more. your devlogs and these tutorials are made with such care and skill im at awe

  • @LookItsCollin
    @LookItsCollin 2 года назад +7

    Tricks like the million unit wind direction are so cool. There used to be a lot more tricks like that. Like a level in kingdom hearts has twinkling stars and the way they do it is by having two sky-spheres. One an orange-yellow gradient and one inside of that that's all black with holes punched in it. The gradient sphere rotates outside of the black holey sphere to make it look like stars are twinkling.

  • @3DWithLairdWT
    @3DWithLairdWT 2 года назад +12

    Love this channel. Keep up the great vids dude, you're a gift to the indie dev community!

  • @katadermaro
    @katadermaro 2 года назад +2

    I don't do game dev like you at all, rarely as a hobby. However, you motivate me a lot.
    It's 5 48 am here in my country, I woke up and watched this video. I already feel better.
    Keep on doing what you love man, you're making this world a better place in your own little area of comfort. That's all we live for.

  • @kolerdev
    @kolerdev 2 года назад +2

    I think all of your tutorials are totally worth a epic mega grants. Thank you for all your efforts to the community!

  • @exa211
    @exa211 2 года назад +4

    You are actually crazy, everytime i got something in my mind i want to do, you do a video about it. Appreciate it!

    • @PrismaticaDev
      @PrismaticaDev  2 года назад

      Haha what a coincidence! Hope it is useful :)

  • @LionKings
    @LionKings Год назад +1

    i dont need this right now but when i get there i will definitely come back so thank you for the info!

  • @kolupsy
    @kolupsy 2 года назад

    Using two wave gradients to be able to change the wind direction is so genius :O so simple yet effective.

  • @quoror747
    @quoror747 2 года назад +3

    I imagine for your editor you would use area placements that would tell plants in the area what the wind is? Kinda placed around the place like the camera changing stuff. But if you are doing less engineered environment and more natural with random weather changes. I would suggest that the wind effect on plants be multiplied for higher terrain. So the mountains would automatically be more windy rather than directly told to be windier.

    • @PrismaticaDev
      @PrismaticaDev  2 года назад

      Yep, that's definitely possible using WorldPosition as a multiplier! You could also do some trickery with an RVT to tell things to be less windy (ie. inside a building or secluded in a ruins)

  • @brandonjacksoon
    @brandonjacksoon 2 года назад +2

    Waiting! Thanks for the great content!

  • @mindped
    @mindped 6 месяцев назад +1

    For performance sake... world position offset hurts nanite and im curious about disabling it with distance. Is this something i should do with an LOD and different material? Or is there a way to do it in the material that would make performance happy... not sure if u can set tthe offset to 0 with distance or something and if that would work.

    • @PrismaticaDev
      @PrismaticaDev  6 месяцев назад +1

      Hey there! I believe static meshes or static mesh components have an individual WPO disable distance which was introduced specifically for Nanite, however it works with all meshes.
      If you were to disable it "in the material" by multiplying to 0, the shader would still be executed "under the hood" even though the result would be 0. I'm pretty sure the WPO disable distance setting compiles another shader and actually disables the WPO code :)

  • @Fokkusu
    @Fokkusu 2 года назад

    uh oh, youtube didn't notify me of this one at all! this is great, cheaper of the simple grass wind you say? 👀👀👀👀, I will surely use it then! Thanks a lot for the video ^^

  • @Fafmagic
    @Fafmagic 2 года назад

    You had me at “Jiggle Mask”

  • @Maladrum
    @Maladrum 2 года назад +2

    Have you ever figured out how to get the direction working with the use of a global vector out of a Material Parameter Collection? I tried figuring it out with this system for a while so I could use my Wind Direction parameter, but had to abandon it for a simpler system because I couldn't figure it out; the mask would just almost always be circles closing in on the AWP no matter what I did.

    • @Maladrum
      @Maladrum 2 года назад +1

      OH SHOOT I've got it, now! Took me 3 days, and right after posting this comment I figure it out, SMH. If I can I'll update with details soon for anyone wanting to replicate this idea.

    • @Maladrum
      @Maladrum 2 года назад +4

      Okay, so step by step:
      1. First things first you'll need a Material Parameter Collection containing a vector parameter. Call this Wind Direction. You'll have to set up how you change the values in this parameter on your own, but for me I have an actor I place in my maps I can use to set the wind direction by changing the actor's world rotation on the Z axis, then feeding that Z value through a curve that dictates R and B values based on that input Z value.
      2. Follow this full tutorial so you've got your wind wave material function all set up.
      3. Where Charlie adds a distance between AWP and a RotateAboutAxis result, delete that and replace it with this instead: imgur.com/a/9O5BWHR
      4. Where Charlie plugs in the RotateAboutAxis result to a Normalize node over on the right side of the graph, plug in your Wind Direction masked by RGB with a component mask instead.
      This should get your foliage blowing in the correct direction, as well as your waves!

    • @Arvincle
      @Arvincle Год назад +1

      @@Maladrum You're a lifesaver, Thanks!

  • @LookItsCollin
    @LookItsCollin 2 года назад

    He's back!

  • @semirukiya5308
    @semirukiya5308 Год назад +1

    First of all: What an amazing work! I've got a question tho. How did You setup Your mesh for this? Is it all painted in red VC? Or just the tips? Or all the way to the base of the grass and then You use other color to cut that part out of the movement?
    Cheers!

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      Hello! For the grass, it’s painted top to bottom, 1 to 0, for the leaves on trees the sides closest to the branches are 0. Basically when you don’t want it to move, vertex paint it 0 haha. You can also use the UV coordinates as a mask if you’re using cards for grass or leaves

    • @semirukiya5308
      @semirukiya5308 Год назад

      @@PrismaticaDev I don't use cards. So if I want to limit the grass movement so the base would stay in place, I should use some kind of lerp, right?

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      @@semirukiya5308 Ideally you would want to vertex paint it from top to bottom so that it can be any size and still be affected the same. Otherwise you could use a Z-mask from the pivotpoint

    • @semirukiya5308
      @semirukiya5308 Год назад

      @@PrismaticaDev Aaand the last question is: can this work with nanite properly? I've made a test and recreated this material with what I could gather and compared to the ue5 grass wind, and Your version - at least used with nanite grass - is slightly heavier in shader complexity (mine is dark green, Yours is almost brown, like one level above mine). Cheers!

  • @dodo-lp1ve
    @dodo-lp1ve Год назад +1

    What kind of textures are supposed to be put in the sample around 3:30?

    • @PrismaticaDev
      @PrismaticaDev  Год назад +1

      It's just a noise texture. Cloud noise, perlin noise, anything will do. You could use the in-build noise node if you'd like!

    • @dodo-lp1ve
      @dodo-lp1ve Год назад

      I thought that’s what it was, thanks!

  • @RomarioDev
    @RomarioDev 2 года назад +1

    a gift from the god 10/10

  • @LucasSilva-wm4kn
    @LucasSilva-wm4kn 8 месяцев назад +1

    Can anyone explain me the making waves part in details? I still don't understand that well, why do we need to put these crazy numbers in each one of the four vectors? How they work exactly?

    • @PrismaticaDev
      @PrismaticaDev  8 месяцев назад +2

      Hey Lucas - if you check out my Time video, Sine video, and Shader Math video it should help you understand better :)

  • @nothingspeaks
    @nothingspeaks 2 года назад

    "lets pretend this is a wave...well it literally is a wave" i fukn DIED 🤣🤣🤣🤣

  • @xabunoxx2850
    @xabunoxx2850 2 года назад

    Beautiful tutorial. I went in a slightly different direction as I don't want waves of wind in my game, and the results using your jiggle technique are beautiful, cheaper and way better than the default UE grasswind. Thank you so very much!! Does this jiggle work with your cloth simulation too?

  • @Aethelvlad
    @Aethelvlad Год назад +1

    7:07 maybe I'm wrong, but is 1e+07 not 10,000,000?

  • @brunnaodo3D
    @brunnaodo3D Год назад

    Awesome as always Charlie! for realism you would still use this method instead of the simple grass wind? I'm looking for a cheaper option than that and I think I'll use yours instead!

  • @johnmannp7158
    @johnmannp7158 2 года назад +2

    Thank you so much!

  • @nothingspeaks
    @nothingspeaks 2 года назад

    Why does this video quality look so much sharper than the other like bright and more constrast and just over all so much better?

  • @medmel2160
    @medmel2160 2 года назад +1

    Hype!

  • @SaintRampalSpiritualLeader
    @SaintRampalSpiritualLeader 2 года назад

    How is it going? Haven't been here or on twitch for a while :(

  • @jhonbells
    @jhonbells 2 года назад

    Hello , love the tutorials , but i have a question or request if possible . Can you please do a tutorial of the Camera tilting effect that Horizon Zero Dawn has on grass ? only stuff i found about this is old and i cant make it work. Thank you

  • @3digitalsvt82
    @3digitalsvt82 2 года назад

    Ehi mate! Bit off topic, do you know interior mapping as well, that one used in spiderman for example? Would be marvelous have a tutorial on that! Btw great and inspiring this one, thanks!

  • @arashi8876
    @arashi8876 2 года назад +1

    16:29 exactly !!

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +1

      I'm glad I got the point across :P

    • @Aethelvlad
      @Aethelvlad Год назад

      @@PrismaticaDev i know exactly what you mean bro, can we get a 10 minute video of you roleplaying as unreal grass wind? that should be your Halloween costume next year

  • @Greenman4890
    @Greenman4890 Год назад

    this is so cool

  • @medmel2160
    @medmel2160 2 года назад +3

    Hey, thanks for the video! How much would you estimate the performance gain from the normal grass function from Epic? 20%?

    • @PrismaticaDev
      @PrismaticaDev  2 года назад +1

      Hey hey! If we're going by instruction count alone, I think it saves around 50. It would be something that needs to be tested properly, however

    • @medmel2160
      @medmel2160 2 года назад

      @@PrismaticaDev I see, thanks for the info!

  • @babycaco3
    @babycaco3 2 года назад

    Well done, unreal's simple grass wind really embarrassed me
    I'm trying to use pivotpainter2's grass shaking with global wind

  • @fwoompdotexe5225
    @fwoompdotexe5225 2 года назад +1

    I honestly come here mostly for the runescape soundtracks, but can you blame me..?

  • @ArtursLuksis
    @ArtursLuksis Год назад

    That's a big stretch

  • @space_goat_v1337
    @space_goat_v1337 2 года назад

    generate random ass wiggle/jiggle/shmiggle lmao