hey guys have you ever consider about making a training twitch in landscapes?. its amazing the kind of things you are doing, thanks so much and keep it up :) !!!
Can we add an option to pick the distribution pattern we would like? Normal is a great place to start, but there are other cool distributions (i.e. period-doubling bifurcation) that might return cool results!
Hey Ryan, thanks for all the explanations! But at 22:35 you tell you are using a mask for the DeadLeafes and then tell the tree only to spread at this layer. I am doing the same: I have a layer blend using a height blend to define different areas. My textures (like grass) are painted only at the areas defined by the height texture. But when I tell the tree only to paint at the grass layer and click Resimulate, nothing happens... BUT: when I actually paint with the grass-layer - not using my mask, just the landscape paint tool, paint on the already grass-textured landscape and click resimulate, the trees are showing up - at the manually painted area. I thought you were using the mask and did not paint all the area by yourself. How did you apply the mask so that the foliage spawner is able to find it?
Hi there, Thanks so much for the live training. I am facing an issue. I am trying to use a noise map to conntect in the grass LandscapeOutput. Whatever I tried to do (landscape coordinate - absolue WS - World Aligned texture) that grass will generate either on the black and the white part of the map. Is there anything I can do to use custom map to control the grass generation or I can use Landscape sample only? thanks a lot, Daniele
I'm using 4.7.3 I tried loading the ProceduralFoliage but it doesn't appear? I went to Add new searched under all classes for "Proc" and Procedural nothing comes up?!? Sorry but I'm quite confused?
does any one know where you can find detailed documentation on this? mostly the masking of procedural foliage spawner... uggg I cant find anything anywhere. been looking doe days and days
I have a landscape of about 20 X 20 km. And I'm trying to populate it with a single tree mesh. roughly the bounding box size is 2000. Once populated. the tree leaves are disappearing in certain distance. I have already tweaked the Start and End Cull distance values. DIdn;'t work. Added PerInstanceFadeAmount to opacity mask. DIdn't work either. Is there any way it can be fixed?
What optimization steps would you recommend for foliages : Grass , Trees, Plants, Branches/roots ? I have GTX 940m, so nothing good..... But i work with what i can.
if you talk about collisions then there is a checkbox for that. blueprint interaction is unavailable imo, because these are just static meshes, and not actual BP actors
You can build the game as a 32-bit version. The engine will never be 32-bit, since when you build the game or lighting or whatever it often needs more than 4GB RAM
Be me: Be a VFX television artist and motion designer. Working on several TV shows and discover Unreal Engine 4 like WAY late. 2018ad Year of KAWAII-TRUMP (slopoke.jpg joke) blow my mind every single day for 2 months as I decided to throw 15 years of After effects and shitty renders out the window, to now composite and animate with UE4. Constantly watching stuff (old stuff is still good stuff if it covers damn good content) GG Everyone.
You know we're geeks when we get excited over procedural landscape generation, but man, this is beautiful stuff.
Spent half the day today poking through this. Thanks!
Wow, this is absolutely amazing.
hey guys have you ever consider about making a training twitch in landscapes?.
its amazing the kind of things you are doing, thanks so much and keep it up :) !!!
Would be lovely to see this in a higher res like at least 1080p
Can we add an option to pick the distribution pattern we would like? Normal is a great place to start, but there are other cool distributions (i.e. period-doubling bifurcation) that might return cool results!
Do I see right, over a thousand polys per grass patch?
That is sooooo much more than what I used to do
this is a must have for all the ue4 users
Hey Ryan, thanks for all the explanations! But at 22:35 you tell you are using a mask for the DeadLeafes and then tell the tree only to spread at this layer. I am doing the same: I have a layer blend using a height blend to define different areas. My textures (like grass) are painted only at the areas defined by the height texture. But when I tell the tree only to paint at the grass layer and click Resimulate, nothing happens... BUT: when I actually paint with the grass-layer - not using my mask, just the landscape paint tool, paint on the already grass-textured landscape and click resimulate, the trees are showing up - at the manually painted area. I thought you were using the mask and did not paint all the area by yourself. How did you apply the mask so that the foliage spawner is able to find it?
+Drongo trying to accomplish the same thing as you here, did you find a solution?
+Simon Söderman nope... 😓
The generation crashed the editor at 16mins because you told the trees to grow in shade :P
The Procedural Trees will Blot out the SUN!
We will Generate in Shade.....
Hi there, Thanks so much for the live training. I am facing an issue. I am trying to use a noise map to conntect in the grass LandscapeOutput. Whatever I tried to do (landscape coordinate - absolue WS - World Aligned texture) that grass will generate either on the black and the white part of the map. Is there anything I can do to use custom map to control the grass generation or I can use Landscape sample only? thanks a lot,
Daniele
I like the old room better.
I'm using 4.7.3 I tried loading the ProceduralFoliage but it doesn't appear? I went to Add new searched under all classes
for "Proc" and Procedural nothing comes up?!? Sorry but I'm quite confused?
Wait is this for 4.8? Oops };
does any one know where you can find detailed documentation on this? mostly the masking of procedural foliage spawner... uggg I cant find anything anywhere. been looking doe days and days
+Justin spice The documentation details the use of either blocking volumes or landscape layers to control/mask foliage.
Is this video still up to date? 4.8 was a while ago now
can you spawn blueprints using this or only static meshes?
would it bStyle - A
Mode - Light
9+
e difficult to add physics to the foliage so that the physics is also automatically created with the foliage?
Trees are floating in air, also leaving huge gaps between landscape tiles, changing overlap amount does not fix it
I have a landscape of about 20 X 20 km. And I'm trying to populate it with a single tree mesh. roughly the bounding box size is 2000. Once populated. the tree leaves are disappearing in certain distance. I have already tweaked the Start and End Cull distance values. DIdn;'t work. Added PerInstanceFadeAmount to opacity mask. DIdn't work either. Is there any way it can be fixed?
Was the doc for the foliage creation in zbrush released?
How to got this so beautiful lightmap..... When I put the tree in my priject...shadow and lightmap blur...
How can I resimulate procedural foliage 'in-game'? thanks a lot!
What optimization steps would you recommend for foliages : Grass , Trees, Plants, Branches/roots ? I have GTX 940m, so nothing good..... But i work with what i can.
Where do the actual plant meshes come from? How do you get those in there? Are they automatically in there?
Nevermind question answered. Hopefully there's a foliage pack or something.
ViRiX Dreamcore Yeah, they mention in the video they'll release a content pack on the marketplace with some of (if not all) that foliage.
how to create a map editor (edit terrain in the game) ???????????
16:08 i thought somebody spiked my food
Is it possible to interact with these spawned meshes? And if so replicate it on a network?
if you talk about collisions then there is a checkbox for that.
blueprint interaction is unavailable imo, because these are just static meshes, and not actual BP actors
can I make a farming systems for the player to plant?
When does 4.8 come out
Are you ever going to make a 32 bit version? If no why?
You can build the game as a 32-bit version. The engine will never be 32-bit, since when you build the game or lighting or whatever it often needs more than 4GB RAM
ooh D: i really need to get a 64 bit system T_T
you0tuber6 Just get it, I don't understand why some people still have 32-bit systems.
i don't know, i've never thinked about changing something of my computer until it do its job, but i think i need to do it :/
you0tuber6 You should do it... Even consoles are X64 now. And Windows 10 doesn't have X32.
will the vegetation be realesed
The Monkey BEST SCENE IN THE VIDEO!!! :D nah joke but great video!!!! :)
HELP! WHY IS CULL DISTANCE IN FOLIAGE SETTINGS NOT WORKING IN VIRTUAL REALITY?
ARE YOU OVERWRITING THE CULLING IN THE MATERIAL? ALSO, WHY ARE WE YELLING?
Anchorman sound familiar anyone? ;)
When will preview 4.8 be available?
It shall be ready when they got enough epic stuff to surprise us.
If you can make real timer unreal engine renderer for 3ds Max I will buy it without thinking twice.
Hi, this crashes with Tiled Landscapes
Awesome.
Great Video thnx
New meaning learnt. Steps means Iterations.
make the buttons more like classic
i want this now!
Unreal Engine 4.7 and above doesn't work on Windows 10 TP
I'm currently using it with no problems. What happened to you?
Luis Santander Upon reaching 86-94% engine crashes(
Luis Santander Same works completely normal on Windows 10 for me
Be me:
Be a VFX television artist and motion designer.
Working on several TV shows and discover Unreal Engine 4 like WAY late. 2018ad Year of KAWAII-TRUMP (slopoke.jpg joke)
blow my mind every single day for 2 months as I decided to throw 15 years of After effects and shitty renders out the window, to now composite and animate with UE4.
Constantly watching stuff (old stuff is still good stuff if it covers damn good content)
GG Everyone.
BobRoss / 10
i want to creat mmofps game ...i need help and tips
nabam peter that's a tall order do you have previous experience if not try something smaller to get used to it
Ryan Brucks speaks too fast.