Creating Grass with Color Variation in UE4
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- Опубликовано: 8 фев 2025
- In this video Quixel Artist Wiktor Öhman shows you how to quickly create and set up a grass Master Material with procedural color variation using Megascans 3D Assets.
For more on Megascans: megascans.se
3D Grass Asset: megascans.se/a...
Grass Material: pastebin.com/a... (Copy & Paste)
This literally blew my mind when I saw the colour variation, because I’m ‘Protan’ colourblind so I never knew that there are colour variations in grass too until now. For me it’s just all green
Please, guys! In the future, let us see the shortcut keys you are using. For all us newbies here! I see nodes being created and no idea what they are.
I'd suggest following the material editor basics tutorial within UE4 itself. I didn't understand what he was doing until I watched that tutorial, it all starts to make sense once you know that a certain set of nodes can be added by holding keys and pressing the left mouse button. Once you know them you're good to go.
Thanks a lot for showing that way of controlling normal strength.
Awesome work hats off😍😍😍😍😘😘
Amit Iyer you can leave your hat on
great for archviz, thanks for this
I love how he just fucking spawns the nodes without telling us how. He kinda just makes them appear without explaining anything
Is there a video of how you set up those grass and ground materails from scartch?
really nice!
Great tutorial, really love this, could you advise how to create grass with different colors by grids( such as soccer field), thanks a lot!
really cool thank you for this
Perfection.
Woow really I like it ... wonderful
Would have been interesting to see the performance of this.
it's not bad...
I usually import the first or second LOD into unreal and use the decimation/LOD tools in there.
I'd say that most of these assets have a "decent" triangle to opacity ratio ;)
Wow - I can tbelive that its computer! It looks like real
Overdraw achived
Wowowowowoooowww!
There seems to be a maximum culling distance for my grass, but it is way too low. The culling distance only works until about 5000, after that if I keep increasing it, it has no effect. I don't need good fps, btw
1:56 voice crack I just wanted to share it :>
Realy good tutorial.. thx
I wonder how to have a realistic wind animation on that, like in "book of the dead"
What lighting settings did you use to achieve this quality? I bought this asset but my grass clumps are getting very dark shadows after baking. Anyone can help me? Skylight static and Sunlight Stationary. Congratulations on the beautiful work.
Hi Diego. How are you ? Man i have same problem here. Can you solve it ? Can you give me a tip to solve ? I do many test here...but no sucess
it does not look like baked lighting, even if the sunlight and skylight is stationary im pretty sure the grass is movable. Otherwise you may need to make the lightmap resolution so high that each grass blade gets at least more than 1 pixel. Even then the blades would probably look black. lightmap baking is very tricky sometimes :(
Guys check the normal links in edit profile. Surely the problem is there. Remember to have all links completed like in the video. I had the same problem and now its solved
Yeah but what about the lighting ? What is the lighting settings ?
Why breakout RGB when there are pins for that. And does the material have to be two-sided?
those are not RGB. They all give the same output.
MORE TUTORIALS PLEEEEEEEASE!
it is not working plz help me i am not able to setup it i followed each and every step
subface color is gray in material editor how make it workable
I love you Victor
This si nice but very heavy for gameplays or MP maps. For this u should use billboard maps..
Last LOD level of those grass meshes is billboard.
Nobody use billboard on LOD 0 for grass nowadays
@@spacepirate9882 minecraft xd ?
@@shaezbreizh86 Yes, when you want to get a 90's art style ;)
Nice
I followed all the steps above and I am having a big problem. Whenever I bake the lighting the grass turns black. Is it the Speedtree Color Variation node, I heard that gives issues? Any help would be much appreciated, thanks.
cool, thanks. are you guys going to cover stuff like worldmachine > ue4 > landscape materials and foliage asset creation with speedtree, growfx or just by traditional modeling eventually?
definitely second this!
Why are you multiplying the normals with the edited normal map? Shouldnt you just plug in the re-appended 3 vector without the multiply? Otherwise nice trick!
yeah the math with that gets kinda weird. The normal will have altered values even with your "normalInt" set to 0. for example your mid(.5) values will be multiplied by itself. Its like a strange power or gamma function but not quite.
Share the 3D plants model with you. You can use it as you wish. kkviz.com/
The grass i selected from megascans is sideways. I dont know how to flip it
I know this is a late answer. But you can change the rotation in the mesh viewer and then reimport from the menus in the top left.
@quixel
Have you seen a new unity interactive demo? What do you think about it?
Hi Pan! Yes, in fact it is about 95% Megascans! We worked together with Unity to provide scanned vegetation, 3D assets and surfaces, most of which you can now also find in the Megascans library. The Unity demo team did an absolutely amazing job creating this project, and it speaks volumes about the rendering engine improvements in the latest Unity 2018.1 build. We can't wait for the interactive playable to be released!
Please just also always provide the demo project file for download. That makes it so much easier, right? Thanks a lot. Also, can you explain how you copy & paste the Grass Material in your description? Doesn't make any sense if there is no explanation. Thx bro, cheers
Is this efficient for real-time or is this technique intended for cut scenes?
Everything has trade-offs, but on average real grass painting accrudes to about 10 - 20 percent of real time gaming session (my experience). This video, in my opinion, is one of the best implementations you can make. Best way I found, is to have texture that resembles your grass from distance applied to your ground (polygons or terrain), when your LOD kicks in, you can get very good transition.
Where do I copy paste the grass material?
FlattenNormal Function is a lot easier
What are your sky and llighting settings?
hi there. I'm hoping this post might still get a response? I've just followed this tutorial step-by-step and all goes well and generally all seems to be working (using 4.24.3). the one thing i don't get is right at the end of the video, right after the Wiktor bumps up the skylight, he then changes from viewport view to camera view (11:02), and to me some sort of magic happens there that I don't get right. To me it's as if before the change, the grass still looks 'not real' (like mine), but then as soon as he changes to piloting the camera, the grass suddenly looks life-like? my camera view reflects the same as the viewport view and the grass does not look realistic as in the tutorial. Can anyone shed some light on this and what one needs to do? Is it camera settings only? does the light need to be baked? HDRI texture to the skylight? tried a few things, but not getting it right :(. any suggestions would be appreciated..,
Use a cine camera actor and change the DOF. Make sure your lighting is friendly. And Set your quality to cinematic.
Heres the one I made: www.reddit.com/r/unrealengine/comments/ghkmn7/experimenting_with_quixel_and_the_sky_atmosphere/
Another example of why PBR friendly lighting is important
www.reddit.com/r/unrealengine/comments/gi31sm/experimenting_with_reflection_captures_in_my_shot/
Hello there, me too wondering the same thing and cant get it right i have everything set to epic, camera settings adjusted nonetheless still cant get the photorealistic grass like in the video..
I just don't quite understand where did he get the albedo texture and if he made it can you please elaborate on how to please and cool vids btw
LOL
i have a trouble with grass becaouse it s rotated can u help me?
That's strange! When importing you should be able to set the up axis, if I remember correctly.
it not working with this one but working with another meshes
Can I use this tool to put in nuke or maya ?
wow!`
@Quixel @wiktor öhman
Could you share the link for Your page With the megascan landscape material again?? :D
I lost it! :( :(
this normal intensity function has any difference or plus instead of using append node method?
I am wondering the same thing. Was I doing it wrong the whole time?
i tried it and it's worse actually. Black artifacts appear at surface because it's making it too intense. So you have to enter "0.1" or something to make normal look "normal" lol..
how to get the textures he is using
Quixel Megascans. You'll login using the Epic Games Username and they are then free for personal use.
For some reason i get the grass semitransparent :"V any advice?
@Wiktor öhman..
Why is your Project named PUBG?? :P
Where do I get a roughness map?
3:12
i am sure google has helped you by now, but for anyone else who views this its when you hold 1 + left click.
@@professordj9327 I mean
How do I get a roughness map for the unreal engine?
Not an already existing one.
It turned out complicated, and the only way I found is just to download something ready like from bridge
@@professordj9327 thanks a lot friend ;)
You need to do this slower and stop using keyboard shortcuts lol
Very frustrating to follow
Do they have variable animations such as wind movement?
yes, but shader based - not pivot based. So they'll look like gusts, not physically accurate wind behaviour.
Share the 3D plants model with you. You can use it as you wish. kkviz.com/
am i suppose to pay to do this
yea I was tried , its work but now my pc die .
Why football game cant be like this
Smh
Please do a video for Unity!
Wait was that icon on the menu bar shadow of war?
P.s. the one to the right of the spotify icon
Nothing quite that exciting. It's Audacity, my audio capture and editing software. :)
Wiktor Öhman oh aha 😅 yeah it seemed weird to keep it opened, and the icon was very similar; but yeah makes more sense.
Wiktor Öhman oh i didn't even notice it was you! Such a long time since i saw one of your videos; well glad to see you again working on stuff
Thank you! I made a road tutorial not that long ago, it's here on the Quixel channel. :)
Wiktor Öhman oh; seems like i missed that one, well thanks for telling me! I'll surely go and check it out :)
Please make one for unity.
Good video but wayyyyyy too quick
Slow down OMG!! you are just clicking like mad man!!
Create a game
en español
Bah furfacken hell this hrts my eyes the performance of this and the frame rate is so low
my base level frame rate took a huge hit when using these assets out of the box. After messing around getting the LODs setup properly I was able to achieve some great frame rates. Takes some work but they can be used for an amazing look.