I heard people uses "Bone Dynamic" instead of Shader Base Solution ... like CryZENx does with large Ferns for his Zelda Ocarina of Time Remake; for spring back/recoil bouncy action. So is the Bone solution cheaper than the Shader/Material Solution ?
the shader method is definitely cheaper, but does have some drawbacks compared to the physics approach. With the bone method, you need to dynamically swap out the plants to replace them with skeletal versions so you can interact with them. And you do get more realistic physics with them. But in my case, I want my character to be hidden in the foliage, and sometimes with physical plants, they may not hide the character properly (you don't have complete control of where each branch lands). The drawback with the shader method I have is right now it only works on one character (which is fine for this kind of game). But yeah, performance wise, it's much more efficient than physics. It's just simple vertex animation and sine waves animating each element to fake the spring physics
Ah i dont think ill be releasing it on the Marketplace. I mean if I do, it would be a much more simplified version of it, and I dont think that would warrant "selling" it. This system is tied in to the character set up pretty deep, so might be pretty hard to make it a re-usable asset for other projects.
There are a few videos on here for interactive grass... It's pretty much the same principle here, I just added in a lot of Animation detail. Another thing to look into is the Content Example map on Pivot Painter 2.0 and play around with all the material functions. And in most tutorials, they show techniques where they displace the verts (which causes a lot of stretching) i replaced that with RotateAboutAxis, so you rotate it by it's pivot point instead to get a more realistic effect.
thanks mate! well, i've been meaning to set up a blog to share some tips on stuff like this. Basically what I did was just use the PivotPainter material functions and customized it a bit to get the kind of behaviour i wanted
I heard people uses "Bone Dynamic" instead of Shader Base Solution ... like CryZENx does with large Ferns for his Zelda Ocarina of Time Remake; for spring back/recoil bouncy action. So is the Bone solution cheaper than the Shader/Material Solution ?
the shader method is definitely cheaper, but does have some drawbacks compared to the physics approach. With the bone method, you need to dynamically swap out the plants to replace them with skeletal versions so you can interact with them. And you do get more realistic physics with them.
But in my case, I want my character to be hidden in the foliage, and sometimes with physical plants, they may not hide the character properly (you don't have complete control of where each branch lands). The drawback with the shader method I have is right now it only works on one character (which is fine for this kind of game). But yeah, performance wise, it's much more efficient than physics. It's just simple vertex animation and sine waves animating each element to fake the spring physics
Very nice!
amazing! How u made the bounce effect? I know its based on player speed but how u made it in the material blueprint?
Thats sick! Are you going to release it on the Marketplace? Or keeping it for your cool project ;)
Ah i dont think ill be releasing it on the Marketplace. I mean if I do, it would be a much more simplified version of it, and I dont think that would warrant "selling" it. This system is tied in to the character set up pretty deep, so might be pretty hard to make it a re-usable asset for other projects.
Abey Miranda Thats ok! There is any tutorial or Stream about it online? I just love it :)
There are a few videos on here for interactive grass... It's pretty much the same principle here, I just added in a lot of Animation detail. Another thing to look into is the Content Example map on Pivot Painter 2.0 and play around with all the material functions. And in most tutorials, they show techniques where they displace the verts (which causes a lot of stretching) i replaced that with RotateAboutAxis, so you rotate it by it's pivot point instead to get a more realistic effect.
Very nice. :) upload (if no trade secrets) to github or something "as is", no support, maybe some enthusiasts can learn from this and adapt.
thanks mate! well, i've been meaning to set up a blog to share some tips on stuff like this. Basically what I did was just use the PivotPainter material functions and customized it a bit to get the kind of behaviour i wanted
Refer a tutorial please.
there's really not a lot of tutorials online... i just wrote the shader by studying all the pivot painter examples
Organiza esses vídeos em uma playlist pfvvv. e Likeeeeeeeee