SV Labs
SV Labs
  • 38
  • 70 604
Star Wars Outlaws - Camera rotation problem on PS5
Oh what the....I thought Star Wars Outlaws would improve after the recent title updates. So I stopped playing and gave up all my previous saves. Then re-started from the beginning. This time, I was really surprised by a new bug on PS5. The game camera keeps rotating around Kay while just standing still, walking, running, climbing or even on the speeder. This is very annoying. Hope Ubisoft will find a fix for this bug.
Note: Manually moving camera back to proper position fixes it temporarily but it again snaps back to rotation.
If you guys know of any workaround, pls post in the comment section
Переглядів: 55

Відео

Blender Tips & Tricks - Python Console Calculator
Переглядів 192 місяці тому
Hey folks!! Welcome to my very first video on Blender Tips & Tricks, also many more to follow. I recently picked up Blender as my primary 3d modeling software, switching from 3ds max. In the beginning, it was very difficult to get started in Blender and once I got practice, I began to discover many things that I can't wait to share with you. So came the idea to start a Playlist in my channel ju...
Max to Blender - Vertex Constraint
Переглядів 932 місяці тому
Hey folks!! Welcome to another tutorial series on 3ds max to Blender tips. In this part of the tutorial series, we will learn about constraining a vertex to an edge. This technique is very straightforward in 3ds max and those who already use 3ds max will know about it. It is just a matter of activating a radio button under 'Constraints' while you are in Editable Poly mode. But things are a litt...
Max to Blender - Wireframe over Shaded mode + Hotkey
Переглядів 963 місяці тому
This video is an extension of already available video in my playlist about Wireframe over shaded. I got some feedback on my first video about how to assign a hotkey to the Wireframe on Shaded toggle. In this tutorial we will talk about displaying wireframe over shaded mode in Blender. We all know that in 3ds max it can be displayed by using a simple shortcut: F4. But doing similar thing in Blen...
SV Labs - About
Переглядів 834 місяці тому
Hi everyone, and welcome to SV Labs! My name is Sudarsan, and I’m the creator of this channel. First off, thank you for subscribing and supporting my work. For those who haven’t subscribed yet, I encourage you to watch my videos, and if you find them helpful, please consider hitting the subscribe button to support my efforts. With over 20 years of experience in 3D art, I wanted to share my know...
Max to Blender - Isolate Selection
Переглядів 774 місяці тому
Difficulty: Basic Software used: 3ds Max 2018 & Blender 4.2 I have been a 3ds max user for over 20 years both for personal as well as professional projects. Recently I realized the potential of Blender as a 3d modeling program and has been trying to switch completely to Blender ever since. Now after this switch both for personal as well as professional use, I faced lot of challenges understandi...
Max to Blender - WIreframe on Shaded
Переглядів 2644 місяці тому
Difficulty: Basic Software used: 3ds Max 2018 & Blender 4.2 I have been a 3ds max user for over 20 years both for personal as well as professional projects. Recently I realized the potential of Blender as a 3d modeling program and has been trying to switch completely to Blender ever since. Now after this switch both for personal as well as professional use, I faced lot of challenges understandi...
Max to Blender - Pivot Point to Origin
Переглядів 954 місяці тому
Difficulty: Basic Software used: 3ds Max 2018 & Blender 4.2 I have been a 3ds max user for over 20 years both for personal as well as professional projects. Recently I realized the potential of Blender as a 3d modeling program and has been trying to switch completely to Blender ever since. Now after this switch both for personal as well as professional use, I faced lot of challenges understandi...
Houdini to Unreal Engine - Chapter 1 - Texture and Grass blade
Переглядів 1929 місяців тому
Hi guys, welcome to Chapter-1 of the tutorial series on HDA (Houdini Digital Asset) from SVLabs. This time we will be learning about the grass texture atlas that was created with Substance Designer. I will not be showing you the entire texture creation process, but will show you all the nodes used in Substance Designer to create the final grass texture atlas. Also in this chapter we will see ho...
Houdini to Unreal Engine - Chapter 2 - Detailing the Grass blade in Houdini
Переглядів 1169 місяців тому
Hi guys, welcome to Chapter-2 of the tutorial series on HDA (Houdini Digital Asset) from SVLabs. In this part of the video series we will learn about creating a spawn base for the grass blades. We will do this in Houdini by using a Circle SOP and then modifying its normal direction and also randomizing the normals using a node called Orient along curve SOP. This will help us to randomize the in...
Houdini to Unreal Engine - Chapter 3 - Height Randomize & Import into UE 5
Переглядів 739 місяців тому
Hi guys, welcome to Chapter-3 of the tutorial series on HDA (Houdini Digital Asset) from SVLabs. In this part of the video series we will learn about generating random vertex colors on the grass blades. But the color we will be using is green and we will learn about generating random values of this green color. I will also show you how to preview the vertex colors in Houdini by using a specific...
Houdini to Unreal Engine - Chapter 4 - Material in Unreal Engine with wind effect
Переглядів 939 місяців тому
Hi guys, welcome to Chapter-4 of the tutorial series on HDA (Houdini Digital Asset) from SVLabs. In this part of the video series we will learn to create a leaf material in Unreal Engine, which will be complete with a Wind shader network. For the wind effect, we will be using a World Position based shader, which will also make use of the vertex colors we exported from Houdini. We will end Chapt...
Houdini to Unreal Engine - Chapter 5 - Custom Flower in Houdini
Переглядів 669 місяців тому
Hi guys, welcome to Chapter-5 of the tutorial series on HDA (Houdini Digital Asset) from SVLabs. In this part of the video series we will learn to incorporate a custom mesh that was created fully with Blender 4.0. The grass blades we created in Houdini used only native Houdini nodes and there was no reference to any 3rd party softwares. But in this part we will learn to add a custom mesh, here ...
Houdini to Unreal Engine - Chapter 6 - Basic HDA in Houdini
Переглядів 1919 місяців тому
Hi guys, welcome to Chapter-6 of the tutorial series on HDA (Houdini Digital Asset) from SVLabs. In this part of the video series we will learn to create an HDA (Houdini Digital Asset) from scratch. HDAs are very useful in the sense that you can create and re-use them as tools in the Houdini graph. In this case, we will be creating a Grass Generator using an HDA. HDAs are very powerful and can ...
Houdini to Unreal Engine - Chapter 7 - Advanced HDA in Houdini
Переглядів 1149 місяців тому
Hi guys, welcome to Chapter-7 of the tutorial series on HDA (Houdini Digital Asset) from SVLabs. In this part of the video series we will learn to create an advanced HDA (Houdini Digital Asset). I call this advanced because we will learn to fine tune the HDA by adding 'Boolean' or an 'If' statement. This is a very powerful option to fine tune the HDA by hiding parts of it which are not supposed...
Houdini to Unreal Engine - Chapter 8 - Secondary Wind in Unreal Engine
Переглядів 1199 місяців тому
Houdini to Unreal Engine - Chapter 8 - Secondary Wind in Unreal Engine
Houdini to Unreal Engine - Create an HDA - Introduction
Переглядів 2589 місяців тому
Houdini to Unreal Engine - Create an HDA - Introduction
3d Studio Max Conform Spline to a surface
Переглядів 10 тис.2 роки тому
3d Studio Max Conform Spline to a surface
Unreal Engine 5 - Creating a Parallax Occlusion Material
Переглядів 12 тис.2 роки тому
Unreal Engine 5 - Creating a Parallax Occlusion Material
Unreal Engine 5 - Easy Channel Packing
Переглядів 2,4 тис.2 роки тому
Unreal Engine 5 - Easy Channel Packing
Unreal Engine 5 - Advanced Leaf Material
Переглядів 2,7 тис.2 роки тому
Unreal Engine 5 - Advanced Leaf Material
Unreal Engine 5 - Creating a Top-Down Dust effect for Vegetation
Переглядів 2,7 тис.2 роки тому
Unreal Engine 5 - Creating a Top-Down Dust effect for Vegetation
Unreal Engine 5 - Fixing Distance Field Ambient Occlusion on Foliage
Переглядів 19 тис.2 роки тому
Unreal Engine 5 - Fixing Distance Field Ambient Occlusion on Foliage
Unreal Engine 5 - Creating a Basic Leaf Material
Переглядів 11 тис.2 роки тому
Unreal Engine 5 - Creating a Basic Leaf Material
Parallax Occlusion Material test in Unreal Engine 4
Переглядів 2,2 тис.2 роки тому
Parallax Occlusion Material test in Unreal Engine 4
Photogrammetry for Vegetation - Part 2 - CLEANUP IN ZBRUSH
Переглядів 4673 роки тому
Photogrammetry for Vegetation - Part 2 - CLEANUP IN ZBRUSH
Photogrammetry for Vegetation - Part 1 - PICKING THE RIGHT SCAN
Переглядів 5003 роки тому
Photogrammetry for Vegetation - Part 1 - PICKING THE RIGHT SCAN
Photogrammetry for Vegetation - Part 3 - UNWRAPPING IN 3DS MAX AND BAKING IN SUBSTANCE DESIGNER
Переглядів 3093 роки тому
Photogrammetry for Vegetation - Part 3 - UNWRAPPING IN 3DS MAX AND BAKING IN SUBSTANCE DESIGNER
Photogrammetry for Vegetation - Part 4 - TILING IN PHOTOSHOP USING SMART OBJECTS
Переглядів 2443 роки тому
Photogrammetry for Vegetation - Part 4 - TILING IN PHOTOSHOP USING SMART OBJECTS
Photogrammetry for Vegetation - Part 5 - CREATING CUSTOM TRUNK IN 3DS MAX
Переглядів 3293 роки тому
Photogrammetry for Vegetation - Part 5 - CREATING CUSTOM TRUNK IN 3DS MAX

КОМЕНТАРІ

  • @ghadafiras
    @ghadafiras 2 місяці тому

    Why did the FreeFrom menu disappear?

  • @biblescenes
    @biblescenes 2 місяці тому

    Thank you

  • @yahyaart8780
    @yahyaart8780 2 місяці тому

    I have the 2024 version but I can't see it

    • @SVLabs3dArt
      @SVLabs3dArt 2 місяці тому

      I don’t have 2024 yet, but will test and post here when I get the version. Thanks for watching

  • @Kiraykell
    @Kiraykell 3 місяці тому

    Thx buddy! Max user from 7yo, making the transition to Blender

    • @SVLabs3dArt
      @SVLabs3dArt 3 місяці тому

      @@Kiraykell Thanks for watching!! Hope you found it useful. I will be uploading more of these kind of videos soon. Keep watching

    • @SVLabs3dArt
      @SVLabs3dArt 3 місяці тому

      Hi, I just uploaded a video on how to set a hotkey for displaying wireframe on shaded. Please watch this video and let me know. Thanks: ua-cam.com/video/njCOY3S-8PI/v-deo.htmlsi=9ooxDQ4gJZgVHSXG

  • @samiraheidari8215
    @samiraheidari8215 3 місяці тому

    Thank you it was so good and helpful

    • @SVLabs3dArt
      @SVLabs3dArt 3 місяці тому

      @@samiraheidari8215 thank you for watching. Glad it was useful to you

  • @Taumisch
    @Taumisch 3 місяці тому

    Nice but what about toggling the wireframe with a shortcut ?

    • @SVLabs3dArt
      @SVLabs3dArt 3 місяці тому

      @@Taumisch yep I will be uploading a video on this subject soon

    • @SVLabs3dArt
      @SVLabs3dArt 3 місяці тому

      Hi, I just uploaded a video on how to set a hotkey for displaying wireframe on shaded. Please watch this video and let me know. Thanks: ua-cam.com/video/njCOY3S-8PI/v-deo.htmlsi=9ooxDQ4gJZgVHSXG

  • @kate3D
    @kate3D 6 місяців тому

    thanks for the video. i think you can do a projection from high poly to your remeshed unwrapped lowpoly

    • @SVLabs3dArt
      @SVLabs3dArt 6 місяців тому

      You mean baking?

    • @kate3D
      @kate3D 6 місяців тому

      @@SVLabs3dArt no, I mean at 29:12 you are adjusting your lowpoly to match the high poly by sculpting. instead, you can do a Subtool-> Project. select lowpoly, hide everything except high poly subtool and press "project all" and your lowpoly will match highpoly

    • @SVLabs3dArt
      @SVLabs3dArt 6 місяців тому

      @@kate3D ah ok. In my next project I will try it. Thanks for the tip

    • @kate3D
      @kate3D 6 місяців тому

      @@SVLabs3dArt sure! i usually do this at the end when i dont want to dynamesh anymore. copy subtool, remesh, UVs, subdivide a few times and project your dynameshed sculpt. now you have your high poly at highest SDiv and lowpoly at SDiv 1

  • @KADstudioArchitect
    @KADstudioArchitect 7 місяців тому

    Wow u teach nice tutorial but wasting too much time

    • @SVLabs3dArt
      @SVLabs3dArt 7 місяців тому

      Can you explain where I am wasting time? I will try to improve in my next recording. Thanks for bringing that up

  • @xrlearn
    @xrlearn 8 місяців тому

    Thanks.Can you teach how to create real looking plant in Houdini and then bring to unreal?

    • @SVLabs3dArt
      @SVLabs3dArt 8 місяців тому

      Just watch the entire playlist. I explain all the details on creating the grass in Houdini and exporting to Unreal

    • @xrlearn
      @xrlearn 8 місяців тому

      @@SVLabs3dArt will do. Please continue make more real like looking vegetation instead of just the stylized tutorials. Not a lot of people doing in this sections

  • @betowisar
    @betowisar 8 місяців тому

    Does it work with UE4?

    • @SVLabs3dArt
      @SVLabs3dArt 8 місяців тому

      It should. I haven't used any advanced features of material creation in this tutorial. So should work with UE 4. You can always get back to me in this comment section if you face any problems in UE 4. Good luck!!

  • @raoulraoul7129
    @raoulraoul7129 8 місяців тому

    Help,my ribbon menu is not looking like that.

    • @SVLabs3dArt
      @SVLabs3dArt 8 місяців тому

      Check whether your mesh is ‘editable poly’. The ribbon might look different otherwise

    • @raoulraoul7129
      @raoulraoul7129 8 місяців тому

      @@SVLabs3dArt Ok the problem was that i didnt select the surface

    • @SVLabs3dArt
      @SVLabs3dArt 8 місяців тому

      Ah ha ha…yeah make sure to select the mesh first. Glad you solved it

  • @lisowisko
    @lisowisko 10 місяців тому

    Thank you so much! My materials were completely broken when I used Opacity instead of Opacity Mask. You saved me so much time..

  • @DegiovaniLives
    @DegiovaniLives 11 місяців тому

    Link of material please man

  • @DegiovaniLives
    @DegiovaniLives Рік тому

    Link of material man

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Hi thanks for watching. You need the link to my material? Can you explain what you need? I can upload the material and share link here if that is what you need. Thanks

  • @JustPatrik
    @JustPatrik Рік тому

    This is gold!

  • @alanroberts7071
    @alanroberts7071 Рік тому

    great tutorial, thankyou :)

  • @michaelsameh1203
    @michaelsameh1203 Рік тому

    it was so simple yet i spent 2 days looking for the answer i wish i found you sooner you are a amazing

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Thank you michaelsameh, glad you found it helpful. Thanks for watching

  • @lilith131313
    @lilith131313 Рік тому

    Thank you for explaining!

  • @arcadebox
    @arcadebox Рік тому

    very cool

  • @sincosFly
    @sincosFly Рік тому

    Thanks so much!!

  • @importon
    @importon Рік тому

    Very cool! could this be used with a render target to create a dynamic damage effect?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Thank you!! Not sure about dynamic damage effect, but worth a try. Let me know if you find something. Thanks for watching

  • @loustewart
    @loustewart Рік тому

    Incredible tutorial thank you, do you think there is a way to break up the edges of the dust? When using this on more-hardsurfaced models it would work even better. Perhaps some sort of noise texture blending with the pixel normal workspace?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Yes. It would be wonderful to add some breakup on the dust. You could use a noise texture to get better control. Just add it using a LinearInterpolate node and connect the grayscale noise texture to its alpha. You could also pass the texture through a multiply to control its intensity. Hope this helps, also sorry for the late reply. Thanks for watching

    • @loustewart
      @loustewart Рік тому

      I appreciate the detailed reply even if late, thank you!@@SVLabs3dArt

  • @oldy0e
    @oldy0e Рік тому

    U could have made a custom DFAO-mesh for your static mesh instead of making an actor tho, probably would make the same result with better performance, actors tends to have ussues when rendered a lot

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Hmm should try that method. Thank you!!

  • @oldy0e
    @oldy0e Рік тому

    Hi, first of all, thank you for sharing these this is incredibly useful piece of work! I have a question about the root part of the trunk. You are using a different material there instead of tilable atlas for speedtree's trunk parts. Is there a way to make speedtree using the tilable part from your custom atlas to decrease number of materials in UE i.e decreasing drawcalls?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Hi first of all thank you for watching. You are correct. Using just one material for the entire trunk is way better than using 2 especially when using one texture for the trunk and branches. You can do this by exporting from Speedtree with same material for trunk and branches. So this way you can use just one material. Sorry for the confusion

    • @oldy0e
      @oldy0e Рік тому

      @@SVLabs3dArt thanks, is it possible to assign tiling texture wrapping from custom uv area like you did with leaf not from 0 to 1 on uv for speedtree's trunk?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      @@oldy0e your question is not very clear but I assume you are asking whether it is possible to use texture from custom part of trunk on leaf texture. Answer is no. Speedtree does not support multi material for one mesh. So the leaf will have to use 1:1 UV space. Let me know if this was your question. Thanks

    • @oldy0e
      @oldy0e Рік тому

      @@SVLabs3dArt I'd found what i've been looking for. It does not support multimaterial but it does support a custom UV Area for a specific material. So you can create multiple UV areas for your atlas including tilable part and non-tilable part. This option was unintuitevely under Materal settings of Branch/Trunk

  • @D4n3l0
    @D4n3l0 Рік тому

    Just use Distance Field replacement mesh

  • @yuunarenata9965
    @yuunarenata9965 Рік тому

    thankyou for this!

  • @DannySereda
    @DannySereda Рік тому

    Hi! Can u tell pls how to correct save his brunch into a png ?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Please watch the next part of this video series “Photogrammetry for vegetation - Part 8” for exporting

  • @ПавелГорбушин-м7з

    👍thanks for the tutorial! Great job! Please make a video how to make flower textures like translucency texture

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Hi thank you for watching it. Sure thing. I will make a video on translucency topic. Keep watching more videos in my channel. They are in the works. Thanks again

  • @capzor
    @capzor Рік тому

    u can also disable "support ray tracing" on the static mesh, or "visible in ray tracing" on the actor

  • @chelo111
    @chelo111 Рік тому

    thank you so much woo woo

  • @spacepirate9882
    @spacepirate9882 Рік тому

    Did you used "Two-Sided Distance Field Generation" on your mesh?

  • @wissamseaifan9229
    @wissamseaifan9229 Рік тому

    Hey, I like to know if there is a way to use the blueprint actor into Grass node output for my landscape?? As far as I know, Grass node only works with Static mesh so the problem of converting Blueprint is that the sphere also popped up visibly so how do I make it transparent? Dynamic Shadow is a big issue for me as it is clearly pitch black in some areas but your method of dealing with the shadow worked alot so it's a pain that I won't able to do work around for the auto-landscape foilage spawner that I've already intensively worked on.

  • @AidaAbdirakhman
    @AidaAbdirakhman Рік тому

    Hello! Thanks for your tutorial. Any ideas to making same effect on a unreal engine 3d scene?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      Not sure what you mean. This is an Unreal engine 3d scene. Thanks for watching

  • @oluwadamiloladowole9715
    @oluwadamiloladowole9715 Рік тому

    Thank you for taking your time to make this video

  • @MadMax-mw3og
    @MadMax-mw3og 2 роки тому

    Hello! Greate video, I have a question: Could this be used with a render target?

  • @greci3d
    @greci3d 2 роки тому

    Very good tutorial, I love the fact that you are explaining every step that you are doing so we all can understand what you are doing. Keep up the good work man!

    • @SVLabs3dArt
      @SVLabs3dArt 2 роки тому

      Thank you!!

    • @AnAncient76
      @AnAncient76 Рік тому

      @@SVLabs3dArt What is the point of these one colored textures?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      @AnAncient76, if you mean the 4 single color textures I used in the tutorial, they are just placeholders for creating parameters, which should be replaced with proper textures in the material instance. Hope this answers your question. Thanks

    • @AnAncient76
      @AnAncient76 Рік тому

      @@SVLabs3dArt I get that. But why not use the same textures as in the instance?

    • @SVLabs3dArt
      @SVLabs3dArt Рік тому

      You can do that of course. But when I make a master material, it is supposed to be used for creating multiple material instances and using a template texture in master is way more cleaner and efficient pipeline.

  • @맛집전문가
    @맛집전문가 2 роки тому

    Hello Can you tell me your compter specs? I have ryzen 3200g, but my pc is lagging so much.

  • @saintmitt7123
    @saintmitt7123 2 роки тому

    Omfg thank you. 7:05 was all I needed to know. I had no idea my problem wasn’t the material but the result node not having an opacity mask option

  • @HogarTheBig
    @HogarTheBig 2 роки тому

    amazing work

  • @rodrigocosta978
    @rodrigocosta978 2 роки тому

    Thanks for the video, I found it very helpful since I have next to no Unreal Engine blue printing knowledge! It has also made a very great base for research towards my degree and It has made my leaves very visible which is great! Love it! Thanks for taking your time. I did have one issue however which I resolved it but when I tried using an Albedo with a black background, even though I had the Albedo connected to Opacity Mask just like in your tutorial, the black background was not going away, it stayed. I ended up using the Albedo with a blank/transparent background instead saved as a PNG to use in the Albedo box and that seemed to have fixed my issue. I am unsure why the Opacity Mask wasn't working.

    • @SVLabs3dArt
      @SVLabs3dArt 2 роки тому

      Hi Rodrigo, thanks for watching my video. Now you said the problem is that the black background in albedo is not going away even after using opacity mask. In this case, you will have to manually remove the black part in albedo texture in Photoshop or Substance designer. The reason is that Unreal just uses what you plug into the material and I did not create a graph to remove the original background. Opacity mask just hides it using the alpha channel in albedo texture. Just use PS or Designer to add a green or any other background to your albedo. That would be a good solution. Let me know. Thanks

  • @evillaust5839
    @evillaust5839 2 роки тому

    thank you

  • @iluvmomndad
    @iluvmomndad 2 роки тому

    Great video man. I appreciate the content. You're underrated but I can see you blowing up in audience very soon.

  • @shemeemhussain
    @shemeemhussain 2 роки тому

    Thanks Dear

  • @alexyankovsky2341
    @alexyankovsky2341 2 роки тому

    Great video

  • @peter486
    @peter486 2 роки тому

    you are so worth a sub. you gave me and idea to set up all the branch cards i have into a single material and blend them , i am working on a new workflow with tress, and im no longer gona use "Bones to animate trees" ( speed tree) because its super expensive , Pivot painter but it can be sweet to have a leif material bend with like 35 different branches. paint the tree in subnstace then slap on the branch materia pick a number and job sported :)

    • @SVLabs3dArt
      @SVLabs3dArt 3 місяці тому

      @@peter486 Thank you for watching. Glad it was useful to you

  • @SupSupa10
    @SupSupa10 2 роки тому

    Thank you for this series about Speedtree !

    • @SVLabs3dArt
      @SVLabs3dArt 3 місяці тому

      @@SupSupa10 thank you for watching!!

  • @lokergames7058
    @lokergames7058 2 роки тому

    Rock and foli nanite on more faster bro

  • @qinjason1199
    @qinjason1199 2 роки тому

    Is there such a possibility, buddy, to use a distance field proxy.....

  • @pooreiahossini9892
    @pooreiahossini9892 2 роки тому

    Very Good and nice tutorial Thanks for creating helpful tutorial like this

  • @nyhong6542
    @nyhong6542 2 роки тому

    nice work. how to fix the tree dark problem.