Make Optimized PCG GRASS in Unreal Engine 5 (Reusable Graph)

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  • Опубликовано: 18 дек 2024

Комментарии • 74

  • @lindsaybruce1396
    @lindsaybruce1396 2 месяца назад +6

    Fantastic! I'm constantly amazed at how fast this technology is moving - but more than that, the generosity of creative individuals like yourself sharing their skills and experience so that us noobs can rapidly evolve our own projects. Thank you Aziel, this is awesome.

    • @azielarts
      @azielarts  2 месяца назад +5

      Absolutely happy to help!! If I can help one person make something awesome as a result that is totally worth it! You all are an awesome community, so it makes it easy.

    • @MixiManiaOfficial
      @MixiManiaOfficial Месяц назад

      @@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25

  • @StevoUnreal-v9q
    @StevoUnreal-v9q 21 день назад +2

    First off great job, you made everything very easy to understand. One thing though. Do you think you would be willing to do a follow up to this. I was trying to figure out how to add a dithering/fade-in and out effect to my trees and well the grass as well. So when there is pop in it isn't so abrupt and fades in as you get closer to the bounds. Or maybe even a billboard swap solution.

  • @cyke216
    @cyke216 6 дней назад

    Very good tutorial. After hours and hours, your video made me finally understand how to control performance with foliage :)

  • @unrealhabitat
    @unrealhabitat 2 месяца назад +5

    This is so naturalistic, great job Aziel!

    • @azielarts
      @azielarts  2 месяца назад +1

      Thanks so much! Hope it works for you as well.

    • @MixiManiaOfficial
      @MixiManiaOfficial Месяц назад

      @@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25

  • @Mordynak
    @Mordynak 2 месяца назад +3

    To save some nodes. Instead of altering the bounds of the initial seeds, select the distance node and set the "Source Shape" to center.
    Also, with the named reroute nodes. They dont need to be connected to anything going out. So long as they have something going in, you can reuse the output anywhere.

    • @azielarts
      @azielarts  2 месяца назад

      Awesome tips, thank you !

  • @마나-h1l
    @마나-h1l Месяц назад +1

    Thank you for this very useful tip. I was using it inconveniently as a node to change the contrast in a complicated way, but I think it will become more accurate this way.

    • @azielarts
      @azielarts  Месяц назад

      Awesome!! Glad it was helpful

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 2 месяца назад

    Thanks 🙏🏼 i was looking for this type of optimization, amazing!! 🎉

  • @walaahamed7961
    @walaahamed7961 2 месяца назад +1

    Thank you a lot Aziel, you're really a great Teacher.

    • @azielarts
      @azielarts  2 месяца назад

      Thanks so much. I love teaching, glad it comes through.

    • @MixiManiaOfficial
      @MixiManiaOfficial Месяц назад

      @@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25

  • @마나-h1l
    @마나-h1l Месяц назад

    Thank you very much for the really good information. Thank you again for learning a lot of ideas and features about Unreal pcg here.

  • @jeremyrikki
    @jeremyrikki 2 месяца назад

    thanks for this men. I have been pulling my hair out trying to figure this out

  • @thomaswindfeld728
    @thomaswindfeld728 2 месяца назад +1

    Thanx for putting the node names on screen.👍

    • @azielarts
      @azielarts  2 месяца назад

      You are welcome, glad it was helpful

    • @MixiManiaOfficial
      @MixiManiaOfficial Месяц назад

      @@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25

  • @Luis519RS
    @Luis519RS 2 месяца назад

    I made a similar setup not to long ago. But I was using spline surfaces and projecting to get the grids on a surface. Worked well even if not doing every point caused some to slightly float.

  •  2 месяца назад

    What good timing. Just saw a framerate drop that concerned me dropping grass in lol.

  • @farjfaraj569
    @farjfaraj569 2 месяца назад +1

    Nice, I'm going to give it a try

    • @azielarts
      @azielarts  2 месяца назад

      Awesome! Let me know how it goes

    • @farjfaraj569
      @farjfaraj569 2 месяца назад

      @@azielarts sure

  • @itsmishki7005
    @itsmishki7005 3 дня назад

    thanks! btw what grass did you use?

  • @espiritogeek
    @espiritogeek 2 месяца назад +1

    Thanks!! Your videos are really good! Im sharing this with my team!

    • @espiritogeek
      @espiritogeek 2 месяца назад +1

      also, is nanite enabled?

    • @azielarts
      @azielarts  2 месяца назад

      Awesome! Happy To Help

    • @azielarts
      @azielarts  2 месяца назад

      @@espiritogeek Yep nanite on everything

  • @danielbalzer3524
    @danielbalzer3524 2 месяца назад +2

    Thanks for another great tutorial. I have a question to make the grass landscape even cooler 😎 is it possible to apply a global noise using world coordinates to give the grass color variation, or would that be done within the material?

    • @azielarts
      @azielarts  2 месяца назад

      Yep absolutely. That would be in the material. You could totally use a world projected grunge or map to tint the color.

  • @FolkvangStudios
    @FolkvangStudios Месяц назад

    This video and your Zelda inspired series have both helped me incredibly. I seriously went through each one at least 10 times as I refined my landscapes.
    not sure if this approach is optimal or not, but I have an "interactable" landscape and cannot use the mesh spawner. So I have to use Spawn actor, but it only allows one type, I want to place many. so in some cases I have a very granular "Density Filter" with a tight range so it spawns one type, then I branch of a few more density filters to place other types, like Sticks, collectible rocks and so on. I'm just wondering if there's a better way to drop Actors without them all spawning on each other.

  • @lunardbay
    @lunardbay 2 месяца назад +1

    Thank you for this! How do I make certain Meshes spawn less then the other? For example: more grass but less flowers?

  • @lebronthegoat3509
    @lebronthegoat3509 Месяц назад

    Youre videos have helped me immensively. I've combined this with VRTs and am getting some really beautiful looking levels, with decent performance. I bit the bullet on dynamic sky and wow it makes a big difference.
    Im wondering, is there a way to make meshes for say the "whiter" nodes and other meshes more likely for the denser/"blacker" nodes?

    • @lebronthegoat3509
      @lebronthegoat3509 Месяц назад

      also would this method of optimization be good for other foliage like trees?

  • @SotiW14
    @SotiW14 2 месяца назад +1

    Amazing!!!

    • @azielarts
      @azielarts  2 месяца назад +1

      Thanks! Hope it is helpful

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 22 дня назад

    Question ⁉️ : What about generation of HLOD for foliage? For foliage not in the distance instead of nothing? Also second question ⁉️: When you did the copy points, for the random points outside of the main point, can I have different meshes? like a Tree with stones and trunks around it?

  • @GabrielCasamasso
    @GabrielCasamasso 2 месяца назад +2

    Really Great video! One question, for a very large landscape (4km x 4km), is it ideal to have only one PCG volume to generate everything (grass, rocks, trees, plants, etc)? The way you optimized I didn't knew yet, it's really great, although I think we can't do the same with trees, otherwise they will disappear more noticeably. And about the generation, after generated, everytime the level loads, does it need to generate again? Thank you for the content!!!

    • @azielarts
      @azielarts  2 месяца назад +1

      Hey yeah I am not sure I Would use a small grid size with trees, partitioning will still help because of how it breaks up the pcg volume for large areas, but yeah maybe have a different very large grid size for the trees so you don't see them popping in. I am still researching techniques on this front, maybe have some new videos soon!

    • @GabrielCasamasso
      @GabrielCasamasso 2 месяца назад

      @@azielarts I appreciate brother! Wish you all the best!

  • @d74g0n
    @d74g0n 2 месяца назад

    I was struggling with the debug view in my version of unreal - my fix was changing the nodes 'Scale Method' from 'extents' to anything else. I used 'relative' cause hey why not.

  • @Gurkensammler
    @Gurkensammler 2 месяца назад +1

    Hi, would you say this is better than the Landscape Grass node?
    Or are there even more optimized Grass rendering techniques?

    • @IWillYeah
      @IWillYeah 2 месяца назад

      Good question, would like to know too. Its alot simpler and once off with landscape nodes, but it sounds like this is more optimized?

    • @Gurkensammler
      @Gurkensammler 2 месяца назад

      ​@@IWillYeah Im not sure but I think the Landscape Grass is rendered differently to PCG, but I dont know if its better.

    • @jommjustonemoreminute6977
      @jommjustonemoreminute6977 Месяц назад

      I've found that using pcg for grass on larger maps struggles with max instance counts where as Grass layers do not. the PCG is loads better for variation control etc so I will try the methods in this video and see if it copes with larger worlds (I'm not talking huge, pcg grass normally fails around 9km2 and I've got 64gb ram)

  • @OjalaStudios
    @OjalaStudios Месяц назад

    Hey.
    Perhaps this is a stupid question. Lets say you use 4 different grass meshes for one pcg like the one you´re displaying, is it more efficient to create a new pcg for trees, bushes or should you just create a new nod "string" within the first grass pcg?
    Best Regards

  • @JimmyWebs
    @JimmyWebs 2 месяца назад +1

    The only issue with this is constant hitching when triggering the simulation of the next grid

  • @unrealversum7729
    @unrealversum7729 2 месяца назад

    It would be cool if you can Set the Parameter like a variable. Get World second... growing grass. Is it possible?

  • @IWillYeah
    @IWillYeah 2 месяца назад

    Is this still layer bound like Landscape layer nodes (e.g. grass layer)?

  • @zed2929
    @zed2929 Месяц назад

    nice

  • @Restart-Gaming
    @Restart-Gaming Месяц назад

    Mine me asking what map asset you are using?

  • @Mancotvv
    @Mancotvv 2 месяца назад

    At the academy, do the videos have Spanish subtitles?

  • @MixiManiaOfficial
    @MixiManiaOfficial Месяц назад

    hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25

    • @azielarts
      @azielarts  Месяц назад

      There is a new get landscape data node you can use instead in recent versions of unreal.

  • @Galaf
    @Galaf 2 месяца назад

    Do you have an advice for trees? :)

  • @마나-h1l
    @마나-h1l Месяц назад

    I can't see Reroute Nodes on PCG graph, is there a way? But I can see it on material graph.

  • @crucicrix5011
    @crucicrix5011 2 месяца назад +1

    Ooooh, it's giving Gravesite Plains. A hint of more Elden Ring to come?

    • @azielarts
      @azielarts  2 месяца назад

      Oooh maybe. Actually didn't even realize till you mentioned it. Guess I am in that brain space

  • @mic007129
    @mic007129 2 месяца назад +1

    Any plan to create a Pateron? I would support you

    • @azielarts
      @azielarts  2 месяца назад +1

      Thanks so much! I do have a private group you can join if you would like. Kind of my version of Patreon. You can check it out in the description.

  • @egocentric879
    @egocentric879 2 месяца назад

    my copy points isnt showing any output, it tried checking everything any fixes ?

  • @jeremyrikki
    @jeremyrikki 2 месяца назад

    could you use unbound and set cull distance to say 3600 and get the same optimization?

    • @JimmyWebs
      @JimmyWebs 2 месяца назад

      You'll still have an overhead of "actors" (transforms, mesh settings etc) persisting in the world. When using grid runtime setup these "actors" will spawn/despawn everytime you trigger generation in the next grid

  • @FPChris
    @FPChris Месяц назад +1

    I'm only about 25% into this but it seems more straight forward than PCG Biome Core ?

    • @azielarts
      @azielarts  Месяц назад +1

      Yep it depends what you need. Biome core is much more complicated and modular than a lot of people will need.

  • @DronX_
    @DronX_ Месяц назад

    How is possible put PCG grass on PCG rocks? meshes (grass) over rock

  • @Paper_Tiger_Games
    @Paper_Tiger_Games Месяц назад

    The problem for me is that i cannot find a way to instansiate foliage static meshes instead of just static meshes. The foliage looks better with lumen for one and is more performance friendly. Does anyone know how to instansiate foliage meshes in PCG?

  • @PlacesofMiddleEarth
    @PlacesofMiddleEarth Месяц назад +1

    The grass doesn't spawn in lower areas of the map.

    • @azielarts
      @azielarts  Месяц назад

      Hey probably need to expand your volume, if it does not overlap with the landscape, it won't grab points from it.

  • @NOAHINMANOJJOSEPH
    @NOAHINMANOJJOSEPH 2 месяца назад

    My brothers name is Aziel

  • @한승원-x9h
    @한승원-x9h 2 месяца назад

    풀은인정이지 개추밖습니다. 영어몰라서 ㅈㅅ