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
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.
I had the same issue as well but take a look at this video ruclips.net/video/k7Khxai2DZQ/видео.html this guy uses the same blueprints and process, I didn't understand wtf he said but got the job done! Cheers.
@@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.
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
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
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!
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.
@@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.
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.
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
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
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
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*
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.
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!
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
Looks great - questions: * This is game solution or cinematic only - how about performance * how looks borders between vegetation and rest of map, in details
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.
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.
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
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.
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?
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?
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
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.
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.
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?
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
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.
Marking this one once I get the basics. Anyone can point to the best tutorial for creating such shaders which supposed to be the basics? Coming from Redshift Houdini the method of materials seems a bit different than just wiring in the propper textures :)
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...?
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
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!
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.
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 :)
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?
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
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 :)
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😂
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.
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.
Amazing. Cutting half of the opacity map to reduce overdraw never occurred to me! Definitely using that!
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
Patrick Reece don't masked materials behave differently to translucent ones?
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.
I had the same issue as well but take a look at this video ruclips.net/video/k7Khxai2DZQ/видео.html this guy uses the same blueprints and process, I didn't understand wtf he said but got the job done! Cheers.
@@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.
@@virionspiral lmao XD
You know whats cool about the internet? That there already is tutorials about this!
N00b alert!
12:31 ... BAM Ultra Realisitc
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
This is pretty standard stuff in UE4, he even shows the graph (this time ;)) which bit are you having trouble with?
Totally agree.
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
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!
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.
"Simple Animated Vegetation with Megascans and UE4"
*opens Maya for 3D*
you can do the same thing in blender no problem
Hell you can even do it in unreal
Ikr. But the title is wrong in here if you use Maya or blender while it tells "megascans and ue4"
@@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.
Buttered Pastas... *uses water* Sh*t you should have been more precise!
it looks like regular floor on acid. love it
These videos are the most amazing ads I've ever seen!!!
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.
Yeah, Maya might be one of the few things on earth larger and more difficult than Unreal
@@sarevok6 and then when you master maya you realize blender is even better because it's free
As always very elegant and useful tutorials, thanks Quixel
This is a truly amazing library
Just *awesome* how such a simple asset can achieve such an amazing result.
Megascan is so great and I will keep using it and I have already used some material in my projects.
Very neat!
Very wheat too!
Wow you really made a grass of yourself :3
Bad, that many people today gluten free! :D
Thank you! :D Glad you like it!
Is pun your field?
Damn, I'm just getting into what use-cases noise can have. Amazing!
Very awesome tutorial. Going to be playing with this for a long time.
Thank you! Glad you like it! :)
Fantastic Short and Sweet Tip! Wow! Thanks
Thank you! Glad you like it! :)
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!
This is Theresa May's favourite tutorial.
OMG Could model Theresa May and make a game called Fields of Wheat xD She collects coins and kills inocent civillians. Like GTA esque.
This is a great tutorial! Thanks again just for reference 7:00 animation section
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
I have a question and it works on unreal engine 5
This video is 13:36 long, and yet it is definitely 1337.
Great Stuff. Could you please show us how to do this on UE5.
Fantastiskt verktyg!
Short , concise and awesome! Thank you!
It would be really interesting given the quality of appearance what the performance is at that quality.
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
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
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*
Can you make it so that only the top of the mesh is effected by the wind?
In the beginning it says "mega scam" in the autogenerated captions and now I'm wheezing
It's really incredible !
Can someone please explain why he attaches the animation to the base-colour, roughness ect? I don't see what that does?
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.
I'm kind of confused with the materials in the unreal part
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!
So fixed that thing, now I'm getting white fringe around the alpha masks. Any ideas?
Do the the roots of your foliage move too? Cause mine do with the "SimpleGrassWind"
Wow, cool technique, thank you for the tutorial !😍😍
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
Interesting - Would that be the case also with masked shading model? I'll have to look into that!
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.
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!
Hello, I dont have maya is there a way you can do this in blender ?
You make it look so easy, haha.
How to do the shader graph and animate the object??
Looks great - questions:
* This is game solution or cinematic only - how about performance
* how looks borders between vegetation and rest of map, in details
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.
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.
Nice! :) I'm coding my game now, but I will design world soon I hope.
Perfect! Grass field does not look real at all, but therefore I like it even more. The last scene is like from Tarkovski movie.
Very very nice!!
This looks amazing!!
dam man didn't expected to turn into that
thank you! super useful!
Thank you! Glad you liked it!
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
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.
just
amazing...
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?
Wow! Amazing!
7:58 [SM5] (Node Add) Arithmetic between types float3 and float4 are undefined?
Anyone?
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?
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
There is only one of the wheat atlases that you used in the library
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
What did just happend after 4:20?
What sort of optimization would be needed in order to make this usable in game?
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.
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
Nicolas Silva same here.
Nicolas Silva And the base texture can be yours for several grand!!!
+TroublingMink59 not so hard to find photorealistic materials if you know how to search :)
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.
The material is 1 point. That works out to be a grand total of 91 cents with a commercial license.
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?
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.
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
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.
i know what pbr is but they are expensive
Megascans is expensive, but you don't need megascans to utilize the PBR workflow
Wow amazing!
Very nice tip thank you man
this can be used to make a game with after right? i know im stupid
Fantastic, thanks.
what do you mean by its gonna be alot cheaper?
Hi! amazing tutorial! but I got my nodes all messy! how do you put those little dots that control the direction of the nodes?
double click on the line
Sign in problem with quixel bridge..
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
Oo i see you discovered megascans ^^ xD
kim ty jesteś ?
A ja to marek z grupy blender polska xD
No potrzebowałem trawa jakoś musi falować
wiem xD ja próbowałem skopiować ten materiał i go pozmieniać na trawę ale mi nie poszło xD
Geeebus.. looks like ocean water. Unreal needs to fox this.
Water to is Grass. Nice.
Marking this one once I get the basics. Anyone can point to the best tutorial for creating such shaders which supposed to be the basics? Coming from Redshift Houdini the method of materials seems a bit different than just wiring in the propper textures :)
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
How do I combine this with vertex colors, so the wind affects some parts different?
awesome tutorial, looking forward to trying it in my low poly project
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.
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...?
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
Thank you dope tutorial !
Can you guys make Animated Vegetation in c4d octane?
Please make the same tutorial but for the Megascans and Maya.
I have a question. If I get something off of the mega scans website can I use it in a game?
I'm very new in unreal, can you share the shader? Thank you so much.
wow thanks so much :)
Well Done!
Holy sh*t! Nice
Can you do this one tutorial with atlases for Unity as well please? I have no idea how to use Megascans atlases in Unity :((((
How do you register an account
Just greaaat Tutorial !
Helpful, thanks.
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!
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.
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 :)
THIS IS AMAZING! Do you mind if I actually use it in my game?
Fantastic
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?
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
is this usefull in open enviroment game in ue4 ? i mean performance , anybody have experience whith this?
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 :)
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😂
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.
Hi What are your computer specs?
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.