To rotate R+Y then type 90 and enter To move up G+Z then type 1 and enter Then edit mode and Ctrl+R then mouse wheel up to add loops Then select automerge vertices in same location, options, rise threshold a bit and grab merge the vertices Painting black the full mesh is Shift+K when in vertex paint mode In UV unwrap Ctrl+L to select all connected vertices or Shift+Alt+LMB
To everybody watching, at 1:54 don’t duplicate the mesh and flip the normals. In UE4, you have an option in the materials tab to enable 2 sided materials. Duplicating the mesh is literally make this whole system 2x more expensive. Performance comes first with any real-time project.
two sided material is computationally more expensive that duplicating the mesh. this advice is not advisable since foliage is an instanced static mesh so it has less draw calls. and if you are not looking at it, it is simply not rendered. so duplicating the mesh is less taxing to the gpu.
For anyone confused about what he's doing around 3:30 you have to hold SHIFT while clicking the vertices to unselect them while keeping the rest selected then press L while mousing over the remaining ones to select all the vertices for each grass stalk
Hi Natalle. any idea how he selected the planes in the UV editor??? (next step after that) And how the HELL he rotated them? When i rotate it rotates everything in a swirl
bro this video is only 10 minutes long but to implement and learn it took for me about 2 hours but now i have the best looking grass eu. thanks for your work Marpy.
During the Unreal engine process around 8:46, you can create these 0 constants by holding your 1 key and clicking the left mouse button. Tada! -Convert to parameter is the right mouse click and you'll see it.
Thanks for the upload friend, I finally got to make some grass! However it was really hard for me to follow along and understand what your doing. I hope in the future you take more time to slow down, especially during the shading part, kept having to rewind dozens of times. Peace
Thanks for making such informative videos dude! You're devlogs helped me get into ue4 gamedevand have taught me do much! I'm creating a third person rogue-like game and It's been a fun little project and I'm gonna be sad to put it on the back burner when I go back for my final year of uni :(
so for anyone confused on what he did, he clicked SHIFT+A, then clicked meshes on the drop-down menu, and clicked plane. he used the polygon tool ( or whatever it’s called ) in edit mode to add points. then he used the cut tool to add the points inside the plane. i had to play around a bit as well as do some googling, and the fact that i had to do that in a *TUTORIAL* speaks volumes. although, the other tutorials like the simple foliage one is pretty good imo 😌 hopefully this helps! 😁
TAB switches between edit mode and object mode fast, Ctrl + R to add verts quickly, use mouse wheel up or down after Ctrl + R adds more verts or takes away verts, No Cut tool was used, you can add these in horizontally or vertically depending on where you aim the mouse. Not really speaking volumes, this isn't a tutorial on how to use blender....that's what blender tutorials are for.
So I just finished the tutorial and got a the grass moving and got a better understanding of it! So thank you for that! However I have some complaints. You should really specify what buttons your pushing and slow your process just a tad. Like when you setup the plugin for material color your didn't specify that you held 3 and clicked the screen. Or that you held 1 and clicked the screen for the constraint, I had to find this information somewhere else which is kind of a waste of time. It really would have only taken another 1 of your time. For that I have to recommend this tutorial for intermediate users and would not suggest this tutorial for beginners of blender/Unreal. I really learned a lot though!
Learn the basics first before watching tutorials, you can't expect people to teach advanced stuff so that beginners understand, if I wanted to learn how to make a huge landscape with a river trees waterfall birds and anything else moving around in real time using blender, I would watch the donut tutorial first instead of going head first into the landscape tutorial.
Great content! I agree the tutorial may not be completely beginner-friendly, and I agree some snippets may have been brushed over too quickly or skipped entirely. However, it is still achievable to reach the end game of creating a beautiful piece of grass as presented in the video. Personally, I love tutorials such as these, despite being a beginner myself because I learn more in researching certain parts that have been "brushed over too quickly" and get a better understanding of what is going on than simply "copying, paste" someone work you know. Overall wonderful video, you earn that like button!
Could you please explain what he's doing at 0:39? I watched tons of Blender beginner tutorials but I have no idea what he's doing there or how to do it. I want to learn!
@@Grimsikk No problem I am more than happy too, what he is doing is as he moves the vertices to the center vertex, he is merging the points. There are many ways to achieve this, but one way that has worked for me is the following. After you slice your plane to the following segments as seen in 0:39, with your select box highlight the upper three vertex points, then click M (for merging) and select the option collapse. You will see that the left and right vertex will merge to the middle vertex, resulting in that pointing tip. Do the same for the bottom vertices. I hope that helps
Just wanna come by and say THANK YOU for this tutorial :D already moving to the next ones, this is GREAT! Got the grass i always wanted working perfectly
Bro this was amazing but very difficult to follow, I have no idea half the hotkeys your using and I'm stuck where you are selecting the specific leaves and only rotating them. It keeps spiraling the image, this is very important to me please respond at your earliest convenience. I NEED this grass for my game :).
this is great bte, in the static mesh you can go to the build settings in the LODs and change the base mesh size from within unrean, no need to reimport
Nice tutorial but it's hard for beginners like me to understand what you are doing in terms of shortcuts. Maybe an idea is to exactly tell or show which shortcuts you are using.
I'm already confused. At 0:39, how did you select those points? Can someone please explain how to do that? I've learned basic Blender, but I have no idea what he's doing there.
Wonderful tutorial! I found the pacing to be just right, and covered everything I needed to know. Still struggling with the face orientation of my foliage, but other than that, this is perfect. Thank you so much for uploading!
Hello, sorry my English, I have a problem, when I use the "point to target" and increase the Z value, the purple points do not go up, they remain horizontal. What I can do? thank you so much
This was great! One problem: when I apply the Lerp with the Vertexk Color as the Alpha for the Wind, the wind just stops. I double checked and I vertex painted the grass in blender correctly. What else could it be?
Hello :) Thanks for the tutorial! I have a quick question about the wind line. For whatever reason, the wind lines are totally invisible, no matter what value I set to the scale variable. When I unplug all wind line related nodes, I see that the wind line color has an impact but it doesn't seem to read the Texture as an alpha properly. Do you have any idea?
Someone liked my comment and it reminded me of it. In the end, it was just the texture's scale (wind line texture) that was really too small on my end, so a basic data issue lmao, in case anyone faces the same problem :)
Mine don't look quite the same, the edges are sharper and more defined, the colors don't really bleed together. The blades of grass are sharply defined.
I tried this, but exacly at 5:47 I cannot make my grass to looks like it, my grass always has "some" of its shadow casted on itself, eventhough I have disable cast shadow on the mesh, where did I went wrong?
Hey great tutorial but for some weird reason adding wind kills my material. The object will appear just black in the scenery and the wind doesn't work either. Any idea why this could be?
You know how much easier it is to just use tree-it? Normals, UV's, & separate texture channels come ready as default with all foliage made in tree-it. Just FYI
In the top bar, you have "Modes" and if you click on it there is a "foliage" and there you can put your mesh and just paint the grass. Not a weird but understandable question for the beginner since this tutorial is a bit advanced. Feel free to ask :)
I havbe no idea how he split the plane into sections or how he was making the tips of the grass pointy he just said now I begin shaping the grass with no explaination on how to do so please help
Hello, Thank you so much for the tutorial it is beautiful! However, I would like to ask at 9:36 there is an explanation on how to make de botton part of the mesh not move and It is not working for me. Someone knows what should the vertex color be??
assuming you procedurally spawned your foliage instead of placing them manually, if you select one of the foliage actors it should select all of them. go to the details panel on the right and it should show something called InstancedFoliageActor, and underneath that should be RootComponent and FoliageInstancedStaticMeshComponent. If you select FoliageInstancedStaticMeshComponent, you can look for the "Cast Shadow" setting there and that should work
hey man just a question about duplicating the mesh and inverting normals. Why did you choose to do that over setting material as double sided? I once tested it on extremely dense plane with both methods and performance wise the double sided material won. On the other hand I know that the models in smash ultimate use your technique for little things. Im not sure what is best now
When you choose to check the double-sided in unreal, the grass will gonna have weird lighting on one side when applied on a slope. I don't know why it works like that but I think it inverts the normals on one of the sides. Anyway if you do it on tree leaves then it works okay. Maybe I can do some more research on this and make a technical video about double-sided material setting in unreal.
@@marpetakdev you can fix that by using two sided sign node on the normal but i forgot if you have to use it as alpha in a lerp or just multiply it by the oneminussed normal
I duplicated my mesh and flipped normals on the duplicate. But It still only shows one side of the faces... Edit: apparently duplicating with alt+d does not work. When you change no duplicate, you also change the other mesh. str+c str+v seems to work.
Hey! I've looked everywhere but i can't find the solution to my problem. I can't find the "cast shadows" option anywhere. I believe in the latest unreal version it's not there anymore
Hello , the grass strands in front of me are invisible and if i go to the back of them they are visible again , just like they are not double sided , what can i do to make them fully visible each strand of grass on both sides?
Fix the face orientation. You can do that by watching 1:52 or do the following: 1. Duplicate the mesh 2. On the duplicated mesh: Edit Mode --> Select all --> Alt + N --> Flip 3. Select both meshes and click CTRL + J You can check the face orientation by going to Overlays and turn on Face Orientation in the Geometry Section
@@lavion6191 hello , thank you for the reply. I know and tried your suggestion but the blades of grass are in a circle basically so no matter from which angle i look at them , there will always be a invisible side , and selecting double sided mesh in unreal just creates unwanted shadows for the stylized look.
So i am having an issue with the material. not too sure how to fix it but what's happening is the bottoms are staying jet black and the tops are green. i have tipple checked my import and export but to no avail. this is the second time i have done this to get grass ( im trying to memorize it) and this issue did not appear in the short stumpy grass that's not good for what I'm after now. if i manage to figure it out i will post solution here unless some one else reads this and has already fixed the issue. probably something small I'm overlooking.
Great video mate, but I've the same question as DarkiGG. How do you move the UVs straight down? Cause with Snapping enabled my UVs try to join the closest UV instead of just going down, like you Did you enable another option somewhere?
@@kriskata7653 mmh, I think I selected the uvs with L and then moved them to the bottom. But I'm not sure, cause it was a month ago ^^ If it doesn't work, let me know
Hii ! I have a little probleme, i made my grass, but when i use a radiant, the radiant will be sometimes on the top and bot of my grass, any solution? (All my normals are good (target the top) ) Because I found a solution is to put each blade of grass aligned on my UV map, but by doing that, I waste a LOT of space since the medium and the top are not used, (and the rendering is less pretty ) Is there a way to have a radient at the bottom rather than at the top?
I don't know if I understood the question, but I try to answer anyway. To not waste any space, you can put the UV's on top of each other and then scale them up because you are using only one color. If you want to invert the gradient, you can use it with a "one-minus node"
To rotate R+Y then type 90 and enter
To move up G+Z then type 1 and enter
Then edit mode and Ctrl+R then mouse wheel up to add loops
Then select automerge vertices in same location, options, rise threshold a bit and grab merge the vertices
Painting black the full mesh is Shift+K when in vertex paint mode
In UV unwrap Ctrl+L to select all connected vertices or Shift+Alt+LMB
To everybody watching, at 1:54 don’t duplicate the mesh and flip the normals. In UE4, you have an option in the materials tab to enable 2 sided materials. Duplicating the mesh is literally make this whole system 2x more expensive. Performance comes first with any real-time project.
When i use this fonctionnality my backSide become totaly red :/ (with the shader, so probably the bottom of my shader which acts on my asset)
Nvm, just have to put a "two side" node on the normal and it work !
@@oOBombaclackOo yea, two sided shader basically means the renderer has to duplicate and flip anyways
two sided material is computationally more expensive that duplicating the mesh. this advice is not advisable since foliage is an instanced static mesh so it has less draw calls. and if you are not looking at it, it is simply not rendered. so duplicating the mesh is less taxing to the gpu.
@@ememmeme8722 Thx
For anyone confused about what he's doing around 3:30 you have to hold SHIFT while clicking the vertices to unselect them while keeping the rest selected then press L while mousing over the remaining ones to select all the vertices for each grass stalk
Hi Natalle. any idea how he selected the planes in the UV editor??? (next step after that) And how the HELL he rotated them? When i rotate it rotates everything in a swirl
Ah...for anyone with that problem. Dont forget to turn off the propotional editing mode (B) used when making the grass.
I looked for this comment. Thank you lol
Thank you so much!!!
@@watnoudan thank you thank you!
bro this video is only 10 minutes long but to implement and learn it took for me about 2 hours but now i have the best looking grass eu. thanks for your work Marpy.
During the Unreal engine process around 8:46, you can create these 0 constants by holding your 1 key and clicking the left mouse button. Tada!
-Convert to parameter is the right mouse click and you'll see it.
Thanks for the upload friend, I finally got to make some grass! However it was really hard for me to follow along and understand what your doing. I hope in the future you take more time to slow down, especially during the shading part, kept having to rewind dozens of times. Peace
Beautiful work!
Thanks for making such informative videos dude! You're devlogs helped me get into ue4 gamedevand have taught me do much! I'm creating a third person rogue-like game and It's been a fun little project and I'm gonna be sad to put it on the back burner when I go back for my final year of uni :(
so for anyone confused on what he did, he clicked SHIFT+A, then clicked meshes on the drop-down menu, and clicked plane. he used the polygon tool ( or whatever it’s called ) in edit mode to add points. then he used the cut tool to add the points inside the plane. i had to play around a bit as well as do some googling, and the fact that i had to do that in a *TUTORIAL* speaks volumes. although, the other tutorials like the simple foliage one is pretty good imo 😌 hopefully this helps! 😁
Wow, thanks you soo much😅
TAB switches between edit mode and object mode fast, Ctrl + R to add verts quickly, use mouse wheel up or down after Ctrl + R adds more verts or takes away verts, No Cut tool was used, you can add these in horizontally or vertically depending on where you aim the mouse. Not really speaking volumes, this isn't a tutorial on how to use blender....that's what blender tutorials are for.
So I just finished the tutorial and got a the grass moving and got a better understanding of it! So thank you for that! However I have some complaints. You should really specify what buttons your pushing and slow your process just a tad. Like when you setup the plugin for material color your didn't specify that you held 3 and clicked the screen. Or that you held 1 and clicked the screen for the constraint, I had to find this information somewhere else which is kind of a waste of time. It really would have only taken another 1 of your time. For that I have to recommend this tutorial for intermediate users and would not suggest this tutorial for beginners of blender/Unreal. I really learned a lot though!
Learn the basics first before watching tutorials, you can't expect people to teach advanced stuff so that beginners understand, if I wanted to learn how to make a huge landscape with a river trees waterfall birds and anything else moving around in real time using blender, I would watch the donut tutorial first instead of going head first into the landscape tutorial.
Great content! I agree the tutorial may not be completely beginner-friendly, and I agree some snippets may have been brushed over too quickly or skipped entirely. However, it is still achievable to reach the end game of creating a beautiful piece of grass as presented in the video. Personally, I love tutorials such as these, despite being a beginner myself because I learn more in researching certain parts that have been "brushed over too quickly" and get a better understanding of what is going on than simply "copying, paste" someone work you know. Overall wonderful video, you earn that like button!
Thank you ❤️
Could you please explain what he's doing at 0:39? I watched tons of Blender beginner tutorials but I have no idea what he's doing there or how to do it. I want to learn!
@@Grimsikk No problem I am more than happy too, what he is doing is as he moves the vertices to the center vertex, he is merging the points. There are many ways to achieve this, but one way that has worked for me is the following. After you slice your plane to the following segments as seen in 0:39, with your select box highlight the upper three vertex points, then click M (for merging) and select the option collapse. You will see that the left and right vertex will merge to the middle vertex, resulting in that pointing tip. Do the same for the bottom vertices. I hope that helps
Best stylized grass tutorial!
After trying to follow this tutorial for over about an hour I've decided that this tutorial is more of a headache than it's worth
Exactly
Just wanna come by and say THANK YOU for this tutorial :D already moving to the next ones, this is GREAT! Got the grass i always wanted working perfectly
perfect video for making stylized grass , THANK YOU ❤
Awesome tutorial. It was just what I was looking for. Amazing 😄
Wow that's really nice! Thank you!
dood the wave variation in world space is a very nice trick for stylized grass, thank you very much for sharing that.
Bro this was amazing but very difficult to follow, I have no idea half the hotkeys your using and I'm stuck where you are selecting the specific leaves and only rotating them. It keeps spiraling the image, this is very important to me please respond at your earliest convenience. I NEED this grass for my game :).
Turn off Proportional Editing (shortcut O)
ctrl + L to select connected vertecies.
It definitely isn't for beginners i learnt it from hard way you need to learn at least basic from blender i recommend watching donut video
this is great bte, in the static mesh you can go to the build settings in the LODs and change the base mesh size from within unrean, no need to reimport
Love the overwatch music. thanks for the tutorial :)
at 9:40 instead of using the vertex color you could also use a linear gradient, because for me the vertx color didnt work
That's what I was looking for, buddy. Thank you.
Thank you so much! :D
Wonderful video, thanks!
This Tutorial was more then just helpful thank you very much!
i havent made this yet im watching and lerning but this looks amazing and deserves more likes!!!!!!!
Like a Boss! That. Was. Amazing.
I'm happy you liked it!
God damn this was amazing! Thanks for making for this!
the basecolornode is called "Constant3Vector"
thank you :)
lol thank you so much
Literally came to the comments for this haha
Mind Blown this is great stuff man
Stunning! Thanks for the tutorial!
I am new to unreal, how do you scatter/make multiple grass on the level like that?
Awesome Video! Thanks a lot! I ended up skipping the reorientation of the normals to keep a more low poly look for my game. Loving it :)
Nice tutorial but it's hard for beginners like me to understand what you are doing in terms of shortcuts. Maybe an idea is to exactly tell or show which shortcuts you are using.
guys the MASK node is called "ComponentMask"
I'm already confused. At 0:39, how did you select those points? Can someone please explain how to do that? I've learned basic Blender, but I have no idea what he's doing there.
Same
he pressed CTRL + R.
@@shortmedia2305 yo, you are a god. thanksssssss
i got everything less the center line, i was getting crazy here dude
you are awesome dude. thank you
Would Anyone have a file they could put in the comments for download?
Thanks for the video!
Wonderful tutorial! I found the pacing to be just right, and covered everything I needed to know. Still struggling with the face orientation of my foliage, but other than that, this is perfect.
Thank you so much for uploading!
thank you so much for this tutorial keep up the good work
My guy now we are waiting for the next video . about the grass and the landscape
PLZZZZZZZZZZZZZZZZZZZZZZZZZ
Hi, nice tutorial, i got a question, i followed the video step by step, but the wind doesnt work, it doesnt show in the viewport, please help !
Hello, sorry my English, I have a problem, when I use the "point to target" and increase the Z value, the purple points do not go up, they remain horizontal. What I can do? thank you so much
This was great! One problem: when I apply the Lerp with the Vertexk Color as the Alpha for the Wind, the wind just stops. I double checked and I vertex painted the grass in blender correctly. What else could it be?
I have the same problem, any fix?
@@sosasebastian3033 same
just use gradient instead of vertex color ;)
Hello :) Thanks for the tutorial!
I have a quick question about the wind line. For whatever reason, the wind lines are totally invisible, no matter what value I set to the scale variable.
When I unplug all wind line related nodes, I see that the wind line color has an impact but it doesn't seem to read the Texture as an alpha properly. Do you have any idea?
Someone liked my comment and it reminded me of it.
In the end, it was just the texture's scale (wind line texture) that was really too small on my end, so a basic data issue lmao, in case anyone faces the same problem :)
This works with UE5, you just have to promote the base color parameter instead of creating a base color variable.
What do you mean by this? "promote the base color parameter instead of creating a base color variable"
Thank you so much!
This is great, thanks!
I cant understando if you ar saying ALT+N or CNTR+N or something else.. how can I display the context menu for normals in editing mode?
Mine don't look quite the same, the edges are sharper and more defined, the colors don't really bleed together. The blades of grass are sharply defined.
Great tutorial but really tough to follow in some parts.
subscribed, many thanks
I tried this, but exacly at 5:47 I cannot make my grass to looks like it, my grass always has "some" of its shadow casted on itself, eventhough I have disable cast shadow on the mesh, where did I went wrong?
If you've found out, please let me know, I'm having a similar problem. :)
indivual grassblades are overlapping thats why you need te make sure it doesnt
very cool and fast!
Hey great tutorial but for some weird reason adding wind kills my material. The object will appear just black in the scenery and the wind doesn't work either. Any idea why this could be?
Mate, you need to disable nanite and then apply the simplegrassywind node. It worked for me
@@3DDivision hey, thanks. I figured that out myself quite a while ago. I already forgot about this comment.
Thanks, you best.
Amazing! Thanks man!
You know how much easier it is to just use tree-it? Normals, UV's, & separate texture channels come ready as default with all foliage made in tree-it. Just FYI
Im fairly new to UE4, and i was wondering how do I paint the landscape with the grass without having to duplicate 1 by 1, ik its a weird question.
In the top bar, you have "Modes" and if you click on it there is a "foliage" and there you can put your mesh and just paint the grass. Not a weird but understandable question for the beginner since this tutorial is a bit advanced. Feel free to ask :)
@@marpetakdev It came out really well in the end, thank you for the great tutorial!
@@marpetakdev how can I do it in UE5? thank you
When putting the vertex color node into world offset it stops my grass from waving completely
Amazing!!
Hi
I colored my grass with the red channel in the blender and it doesn't move when I plugin the vertex color in the blueprint, what can I do ? !!
I'm trying to repeat this great tutor in UE 5.1. Moving only yellow grass. Green is stand still. What can be wrong?
I havbe no idea how he split the plane into sections or how he was making the tips of the grass pointy he just said now I begin shaping the grass with no explaination on how to do so please help
how did you get the material layers to appear 3:24
Why did you organized uv map in that way?
Hello, Thank you so much for the tutorial it is beautiful!
However, I would like to ask at 9:36 there is an explanation on how to make de botton part of the mesh not move and It is not working for me. Someone knows what should the vertex color be??
yeah idk when we painted vertex color in 3d program? lol
Im struggling with the same issues as you are, Have you found how to fix this issue in the pas 5 months?
Better late than never but i created a lineargradient and plug VGradient in the Alpha slot instead of the vertexcolor.
@@ChienFouQuiCourtPartout I was struggling with that and i saw your comment, thank uuuu
@@estervosniuk4583 i got you ma gee
People using UE5, disable nanite!!! Otherwise, your grass will bug, static and without wind animation
insane good thank u :D
Thanks
I stucked at folding single leaf at 0:44 . I dont know shortcuts in blender and i wonder how he fold them on axis?
Nevermind i figured out it :)
@@MarCin-lk8xx bruh shouldve commented the solution
what shortcuts or method did he do at time stamp 1:50?
Nevermind figured it out select all objects in object mode with shift, then use CTRL + J
Hello! great tutorial video! I only have one problem, at 5:30 when you disable "cast shadow", Im using UE5 and disabling it does absolutely nothing.
I dont have this problem UE 5.0.1
I had the same issue, you solved it?
assuming you procedurally spawned your foliage instead of placing them manually, if you select one of the foliage actors it should select all of them. go to the details panel on the right and it should show something called InstancedFoliageActor, and underneath that should be RootComponent and FoliageInstancedStaticMeshComponent. If you select FoliageInstancedStaticMeshComponent, you can look for the "Cast Shadow" setting there and that should work
1:53 How do you join all the layers together??
Nevermind I got it! (just needed to hit 'A' to select all then hit Ctrl + J not on the layers)
goe gedaan :)
Hello, how did you set up the scene? Can't get it to look like yours.
anyone else completely lost an wanna quit?
Thank you so much
Thanks! Really Great Tutorial, but trying to figure out what Vertex paint is in Maya :s
you can try going to "mesh display" and "paint vertex color tool" and paint vertex color from there
hey man just a question about duplicating the mesh and inverting normals. Why did you choose to do that over setting material as double sided? I once tested it on extremely dense plane with both methods and performance wise the double sided material won. On the other hand I know that the models in smash ultimate use your technique for little things. Im not sure what is best now
When you choose to check the double-sided in unreal, the grass will gonna have weird lighting on one side when applied on a slope. I don't know why it works like that but I think it inverts the normals on one of the sides. Anyway if you do it on tree leaves then it works okay. Maybe I can do some more research on this and make a technical video about double-sided material setting in unreal.
@@marpetakdev you can fix that by using two sided sign node on the normal but i forgot if you have to use it as alpha in a lerp or just multiply it by the oneminussed normal
i will make grass soon I shall let you know if you want
@@marpetakdev So i tested it. If you make a 3vector 0,0,1 and multiply that with twosidedsign and plug that into the normal it works!
@@Djmixtacy may god put you in heaven thank you so much
dude is straight up frolicking in the intro
I duplicated my mesh and flipped normals on the duplicate. But It still only shows one side of the faces...
Edit: apparently duplicating with alt+d does not work. When you change no duplicate, you also change the other mesh.
str+c str+v seems to work.
literal eres god you nice
as soon as i apply the wind my grass turns black and doesn't move. please help.
nevermind
Hey! I've looked everywhere but i can't find the solution to my problem. I can't find the "cast shadows" option anywhere. I believe in the latest unreal version it's not there anymore
Nevermind, you can find it in the foliage settings
Hello , the grass strands in front of me are invisible and if i go to the back of them they are visible again , just like they are not double sided , what can i do to make them fully visible each strand of grass on both sides?
Fix the face orientation. You can do that by watching 1:52 or do the following:
1. Duplicate the mesh
2. On the duplicated mesh: Edit Mode --> Select all --> Alt + N --> Flip
3. Select both meshes and click CTRL + J
You can check the face orientation by going to Overlays and turn on Face Orientation in the Geometry Section
@@lavion6191 hello , thank you for the reply. I know and tried your suggestion but the blades of grass are in a circle basically so no matter from which angle i look at them , there will always be a invisible side , and selecting double sided mesh in unreal just creates unwanted shadows for the stylized look.
nice
awsome vid , still working through , was woundering how you added all the planes together after making all the plains
i think its a hot key
1:52 it happens ;)
yep its hotkey: Ctrl + J
So i am having an issue with the material. not too sure how to fix it but what's happening is the bottoms are staying jet black and the tops are green. i have tipple checked my import and export but to no avail. this is the second time i have done this to get grass ( im trying to memorize it) and this issue did not appear in the short stumpy grass that's not good for what I'm after now.
if i manage to figure it out i will post solution here unless some one else reads this and has already fixed the issue. probably something small I'm overlooking.
Two-Sided material was causing the issue.
How did you shape the grass
isnt there any easy way i started unreal 2 days ago and its look so tough
and where are the materials of the grass project?(patreon)
Great video mate, but I've the same question as DarkiGG.
How do you move the UVs straight down? Cause with Snapping enabled my UVs try to join the closest UV instead of just going down, like you
Did you enable another option somewhere?
Nevermind, I've found out how to do it ^^
@@emilienmeffe9010 how did you make it ?
@@kriskata7653 mmh, I think I selected the uvs with L and then moved them to the bottom.
But I'm not sure, cause it was a month ago ^^
If it doesn't work, let me know
@@emilienmeffe9010 I found a way. Don't worry
@@kriskata7653 how did you move it straight down?
it took me 2 and half hour to finish this 10 min tutorial xdd
Hii ! I have a little probleme, i made my grass, but when i use a radiant, the radiant will be sometimes on the top and bot of my grass, any solution?
(All my normals are good (target the top) )
Because I found a solution is to put each blade of grass aligned on my UV map, but by doing that, I waste a LOT of space since the medium and the top are not used, (and the rendering is less pretty )
Is there a way to have a radient at the bottom rather than at the top?
I don't know if I understood the question, but I try to answer anyway. To not waste any space, you can put the UV's on top of each other and then scale them up because you are using only one color. If you want to invert the gradient, you can use it with a "one-minus node"
@@marpetakdev Okay thanks you alot really !
what did he add in 5:36 and how do i do it
we want more tutorial
I really like the result that is achieved, but someone could tell me that this could be passed on to Maya, I would like to work on it there.
Thanks now i can touch grass
Wow! Thanks for the video tutorial. You have my like and I subscribe to your channel. Greetings
Mask Node : ComponentMask