Getting Started with Unreal Engine 5 Geometry Scripting (Displacements, Nanite Baking, Collisions)

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  • Опубликовано: 26 окт 2024

Комментарии • 21

  • @brunocandia9671
    @brunocandia9671 2 года назад

    Awesome.. ! This is what I was looking for, thanks for taking the time and for the work, thanks

  • @mrnevermind
    @mrnevermind 2 года назад

    Subbed I couldn’t get what I wanted with dynamic mesh!thisis awesome

  • @Fafmagic
    @Fafmagic 2 года назад +1

    Awesome knowledge sharing as usual!

  • @supremebeme
    @supremebeme 2 года назад

    Super interesting, thanks from new zealand

  • @darktaco1238
    @darktaco1238 Год назад

    I would love to know more about that lime cut. are you ever going to revisit this topic?

  • @microbounce2009
    @microbounce2009 Год назад +1

    It's great, but do you have to do the same thing every time for each material to activate a displacement?
    I think UE5 urgently needs something native.
    In offline engines it's 1 click and that's it.

  • @ChengwuWang-zh1zm
    @ChengwuWang-zh1zm Год назад

    Thanks for your tutorials! It inspired me alot. I didn't find your video for lime slicing demo, would you like to make a video for it? That will be helpful!

  • @bradicalmusic
    @bradicalmusic 2 года назад +1

    Very cool video! Is it possible to make changes to the dynamic meshes in sequencer? Like change steps/size/number/etc on a timeline. I tried key-framing some of the procedural objects from Lyra project but it does not seem possible

  • @dr_j0nes
    @dr_j0nes Год назад +1

    How do you specifiy the material used for the cut holes? For me it just always uses the first material Slot. Also when I package the project the holes are empty and not filled anymore. Anybody any tips?
    Also collisions seem to switch to use complex for physics (wtf) on the packaged built. That's so strange because it shouldn't even work with complex collisions, even if intended.

    • @PippinValo
      @PippinValo 9 месяцев назад

      Hi did you find out more about the physics? Im so lost right now I don't know how my physics are working and doubt they'll actually work when packaging the project.

    • @dr_j0nes
      @dr_j0nes 9 месяцев назад +1

      @@PippinValo I put anything in terms of geometry Scripting on hold until it's working as intended on a packaged build. :( so we have to wait a few versions I guess

  • @alxleiva
    @alxleiva 2 года назад +1

    Could this be a solution for landscape materials? Can we bake displacement on landscapes?

    • @GDi4K
      @GDi4K  2 года назад

      We may try to create Nanite meshes on the fly based on height textures and etc. that’s what I after here.

  • @salihsendil
    @salihsendil 2 года назад

    Hello, I have not apply displacement in UE5 0:24 do you have a plugin for?

    • @GDi4K
      @GDi4K  2 года назад

      Check the video. It's some mesh based workflow. Not dynamic displacements.

  • @Loki-qo2kb
    @Loki-qo2kb 2 года назад +1

    would this work in a packaged project?

    • @GDi4K
      @GDi4K  2 года назад

      Yeah! It will work just fine.

    • @Loki-qo2kb
      @Loki-qo2kb 2 года назад

      @@GDi4K thats awesome, thanks

    • @HaloDude557
      @HaloDude557 2 года назад

      GDi4K it doesn’t. The dynamic messages disappear

  • @carlosrivadulla8903
    @carlosrivadulla8903 2 года назад

    it seems as if houdini and unreald had a child

    • @GDi4K
      @GDi4K  2 года назад +1

      Yeah! They lack quite a lot of useful nodes like Mountain SOP and so on. I am planning to add them as a plugin.