Guys, I think we would all love separate videos of each of your team members involved in this going through stuff like Lighting setup exploration, In-depth best practice, Art directing etc etc . It would be amazing 🙏
Something that improved my megascans workflow a lot was importing assets into blender and making a completely flat, concave and convex version of my main assets. Quick to do with soft selection and makes it much easier to place onto the shape of my landscape.
Whoa when they cut to the read shot of them in the desert I was like oh they modeled them with their cars and shit and then my mind blew when I realized it was a real shot 😂
its just so liberating seeing this being available to filmmakers like me, im horrible at modelling and coding, and im so happy that i dont have to work years and years to learn to be able to create characters and model rocks to make my animations and short films
Great but I am still waiting for a video covering the modeling tools and workflow for trimming away Nanite overdraw issues as discussed in the Unreal 5 Mega Assemblies video!
It's important to say the whole truth- that cool, joyful creation is just 50% of the process. Rest is a "waste" of time for technical aspects, crashes, improving, testing etc. All creators know that what you see here on the screen is a payoff for the hard work and patient in the earlier stages.
The ultimate workflow is like you pictured here. Drop assets in and build massive worlds right from the content drawer menu. Expanding outward as you go.
Thanks for the amazing work you guys put out. Super inspirational. We understand that new tech comes with challenges to overcome but know that we are grateful for the innovation you provide for our workflows and asset building. It's invaluable.
@quixeltools This is lovely, but how to deal with collision for fps game, where player want to walk wherever? I did many tests with this set of assets and always problems.
I have downloaded some of the desert sandstone assets with nanite and they look nothing like what you are showing. Actually the quality is very poor (fuzzy, blochy). I also tried downloading in high quality and found no difference. What am I doing wrong?
Hi Jacob! Thank you for the overview! Nanite really is incredible! I have a question about mega assemblies: When creating them, did you use instanced meshes, or regular duplicated meshes? I am creating an environment using mega assemblies, but the ones I make bottleneck on draws with just a few of them in. Not nearly as many as you have there in the VOTA project. Thank you and hope to see more videos about nanite in the future! :) great work!
We used regular, duplicated meshes. In appropriate cases with a lot of ground we reduced the overdraw by creating custom "blankets", or meshes with a tiling material, closely adhering to the surface below it, replacing many of the static meshes below.
@@quixeltools Hi! Thank you ! Yes, I think the overdraw might have been the problem there. Gotta learn how to use the modeling tools in the engine. :) Thanks again!
I'm curious do we have to wait some app to create(sculpt+transform) meshes with billions of polygons to mix it with megascans in UE5? Nowadays its hardly possible to deal with that numbers becous of slow calculation in any modeling app.
You can make for sure and it works smooth on low level rtx card. But what type of game? Walking on area like this, I have no good solution because sick collisions. Ancient assets have not bad collision, but for sure not for close interaction, walking on rocks (on most of) etc. This limiting use a lot
thanks for the insightfull video about it. Incredible demo, do you reccommend using blueprint for assets like you did for the demo in smaller levels as well?
Thanks for the amazing Video and Photos. What really bugs me though, is the heavy amount of micro stutters. If we only could get rid of micro stutters. Sorry for mentioning that but i am a graphics enthusiast. I try to enjoy those really nice graphics, but these kind of drawbacks bother the eye.
hi! Amazing stuff! Is there a way to reuse the old bridge assets with unreal 5? I think its because UE5 downloads UAssets with the new Bridge integration and the old one downloaded folders with textures.
why when I use megascans I find no collisions in it? I have used Gigantic_Sandstone_Terrain_ and when I Play my ThirdPersonCharacter just goes though the mesh. And if I edit and add collision it stands a few meters over the mesh... nothing realistic!
I use quixel Bridge plugins for Ue and qb standalone for my other rendersoftware, why can't i synchronise the both? I mine, location and asset downloaded (no option for ue5 in standalone version)
One of the benefits of a landscape is its performant collision, so you can have a high number of actors, like an army, travel very well on the terrain. If i would build a map like you did, what do i have to expect for my nav mesh, what if would like to create an rts and need to find a solution for wayfinding. And maybe also a lot of collision. Also the landscape is static, have you experimented with destroyable terrain aswell? Landscape can be altered ingame very well. You could create a game where you can change the height of the landscape on the fly. If my landscape is only made by dozens of objects, it looks not changable at the first glance. yes you can switch it, to different levels. But you cannot alter it. It is probably more a Epic Engine question. You used some object scattering in your scene, i guess you build it on your own did you?
When you paint, you don't only use one kind of paintbrush, you have different brushes for different jobs. This is the same. What's good for one one thing might not be good for another, having options is important.
Given that they are totally broken in ue5 I'm guessing they haven't given it much love. But with Virtual Heightfield I wouldn't count on them removing it just yet
Quixel is the gift that keeps on giving
ua-cam.com/video/8kOHUwzNfbU/v-deo.html
yea i wish they would release the original ue5 demo that would be sick
@@Jsfilmz that would be amazing! BTW keep up the great vids man great to see you here
ONLY for 20 series and up in ue 5
yes he is
The amount of work that goes into creating these scans are nothing short of amazing 🤙🏿
This honesty and transparency, being real to the users on eye level, is what sets the epic and quixel team apart from others.
That's it. I want Jacob to narrate fairy tales for my kid before bed time.
The Unreal fairytales!
The disclaimer at the end there is humble and really does demonstrate the culture of reactive innovation over burying potential problems.
Guys, I think we would all love separate videos of each of your team members involved in this going through stuff like Lighting setup exploration, In-depth best practice, Art directing etc etc . It would be amazing 🙏
I'm totally in.
have just started this journey and its beyond imagination. Much appreciate the assets from Quixel and the tools of UE5
Been loving the Bridge integration in UE5 - simplifies my workflow so much!
Where is my grandma to see all this, fantastic job guys
Grandma3 can work with Unreal DMX.
Yeah, I should have realized to put her into the repo so I could properly version her
Something that improved my megascans workflow a lot was importing assets into blender and making a completely flat, concave and convex version of my main assets.
Quick to do with soft selection and makes it much easier to place onto the shape of my landscape.
How could anyone not love Quixel.
I am glad you liked it. There will be more.
This is amazing ... I've been waiting for this for 40 years! Thanks to the developers! 🙏✋🙏✋
Can you elaborate on how you proceeded to "reconstruct" the mega assemblies to reduce nanite overdraw? @10:22
Thank you.
Thank you for this demonstration of workflow. But what we really need is a tutorial for how to reduce overdraw on Mega-Assemblies.
Whoa when they cut to the read shot of them in the desert I was like oh they modeled them with their cars and shit and then my mind blew when I realized it was a real shot 😂
I was waiting for the nanite visualisation until I realised it was an actual photo lol
its just so liberating seeing this being available to filmmakers like me, im horrible at modelling and coding, and im so happy that i dont have to work years and years to learn to be able to create characters and model rocks to make my animations and short films
Great but I am still waiting for a video covering the modeling tools and workflow for trimming away Nanite overdraw issues as discussed in the Unreal 5 Mega Assemblies video!
ua-cam.com/video/8kOHUwzNfbU/v-deo.html
Great Video Jakob
I love what you guys put together and I played around with it a lot 🥰
Quixel n unreal engine is a gift to mankind,,, specially those who see 2099 in 2021.
I love unreal engine and Quixel videos, they're never ending excitement ✨
Didn't know you could convert poly mesh to proc foliage volume - great trick at 7:26
Amazing! Thank you Quixel.
No doubt, It blows us all away... Speechless...
It's important to say the whole truth- that cool, joyful creation is just 50% of the process. Rest is a "waste" of time for technical aspects, crashes, improving, testing etc.
All creators know that what you see here on the screen is a payoff for the hard work and patient in the earlier stages.
Great, and thank you all
The ultimate workflow is like you pictured here. Drop assets in and build massive worlds right from the content drawer menu. Expanding outward as you go.
😍😍😍😍😍 Great job Jakob!
how did they move seperate clouds in the editor on 7:57
You guys are killing it!
Thanks for the amazing work you guys put out. Super inspirational. We understand that new tech comes with challenges to overcome but know that we are grateful for the innovation you provide for our workflows and asset building. It's invaluable.
Quixel is amazing
Is there a way i can download a whole file of a certain terrain instead of downloading each one individually?
You guys are on 🔥
how do you blend the assets together to eliminate seems
@quixeltools This is lovely, but how to deal with collision for fps game, where player want to walk wherever? I did many tests with this set of assets and always problems.
I have downloaded some of the desert sandstone assets with nanite and they look nothing like what you are showing. Actually the quality is very poor (fuzzy, blochy). I also tried downloading in high quality and found no difference. What am I doing wrong?
Im having the exact same issue. after 2 days of research and I still haven't found a solution.
..."enjoy the same childish astonishment as we did"...definitely do....utterly gorgeous!
Please fix the Houdini Plugin.
Renderman 24 materials don't load properly.
can u please let me know which graphic card this scene used in the video is running on ?
will it be possible to make plants and trees use nanite in future?
just make everything geo and not trans and it should work.
This is very exciting time for ue5 and unreal engine
ua-cam.com/video/8kOHUwzNfbU/v-deo.html
What is the plan about vegetation ? Cause its really cool and yu guys rocks but its mostly about rock xS
Incredible. Its very inspiring!
It's awesome ..Thanks !! For creating something this cool
at 6.15 you have these bigger areas to set as the ground, I cant find them in the QB, was this made for the demo alone ?
THREE THUMBS UP TO THE DEVELOPERS TEAM!
Hi Jacob! Thank you for the overview! Nanite really is incredible! I have a question about mega assemblies: When creating them, did you use instanced meshes, or regular duplicated meshes? I am creating an environment using mega assemblies, but the ones I make bottleneck on draws with just a few of them in. Not nearly as many as you have there in the VOTA project. Thank you and hope to see more videos about nanite in the future! :) great work!
We used regular, duplicated meshes. In appropriate cases with a lot of ground we reduced the overdraw by creating custom "blankets", or meshes with a tiling material, closely adhering to the surface below it, replacing many of the static meshes below.
@@quixeltools Hi! Thank you ! Yes, I think the overdraw might have been the problem there. Gotta learn how to use the modeling tools in the engine. :) Thanks again!
amazing guys. keep up the good work !
I'm curious do we have to wait some app to create(sculpt+transform) meshes with billions of polygons to mix it with megascans in UE5? Nowadays its hardly possible to deal with that numbers becous of slow calculation in any modeling app.
What equipment did you use to scan?? What kind of camera on the drone?
Looking forward to convert my UE4 projects to UE5 in the future when its production ready
EFFICIENCY LADIES AND GENTELMEN EFFICENCY ... YOU PUSHED IT TO THE LIMIT. THANKS FOR MAKING THINGS POSSIBLE...
can you make a full game out of this, quixel? both ue5's tech demo and this look incredible and have an incredible idea!
You can make for sure and it works smooth on low level rtx card. But what type of game? Walking on area like this, I have no good solution because sick collisions. Ancient assets have not bad collision, but for sure not for close interaction, walking on rocks (on most of) etc. This limiting use a lot
@@Giaour Why not gtx? 1080 Ti eats low level rtx alive
I just came back from Moab, Utah. I take thousands of pictures of references for my indie game.
How do I import materials thats a zip file
great job guys. It`s awesome!
thanks for the insightfull video about it. Incredible demo, do you reccommend using blueprint for assets like you did for the demo in smaller levels as well?
I’m new to unreal engine how do I download this
This stuff is nothing short of mindblowing. Thank you.
It looks better than outside
do u have any site
How long do you think it takes to learn how to do something like this to get unreal engine or whatever and start making places
Thanks for the amazing Video and Photos. What really bugs me though, is the heavy amount of micro stutters. If we only could get rid of micro stutters.
Sorry for mentioning that but i am a graphics enthusiast. I try to enjoy those really nice graphics, but these kind of drawbacks bother the eye.
Does this work with Path Tracing in UE5?
When can we see this on the PS5?
I was confused which was real and which one was unreal footage 3:00
That is fantastic, nice and brilliant 👍👍
thank you guys
hi! Amazing stuff! Is there a way to reuse the old bridge assets with unreal 5? I think its because UE5 downloads UAssets with the new Bridge integration and the old one downloaded folders with textures.
why when I use megascans I find no collisions in it?
I have used Gigantic_Sandstone_Terrain_ and when I Play my ThirdPersonCharacter just goes though the mesh. And if I edit and add collision it stands a few meters over the mesh... nothing realistic!
Glorious!
Unreal Engine 5 is fantastic. Just make easier to disable auto exposure.
Holy mofo, this is sure next gen, NICE!!!
now i want crysis remastered with UE5 lumens and quixel asset :D
Absolutely incredible
Too bad positions are still stuck with 32-bit coordinates, limiting play area only to few kilometers across.
I use quixel Bridge plugins for Ue and qb standalone for my other rendersoftware, why can't i synchronise the both? I mine, location and asset downloaded (no option for ue5 in standalone version)
Have Quixel a Game?
Imagine halo being made with quixel assets and ue5
they did
We still waiting for the trees :(
wooow, impressive ,so real , if you don't how it made, you will think its real .
One of the benefits of a landscape is its performant collision, so you can have a high number of actors, like an army, travel very well on the terrain.
If i would build a map like you did, what do i have to expect for my nav mesh, what if would like to create an rts and need to find a solution for wayfinding. And maybe also a lot of collision.
Also the landscape is static, have you experimented with destroyable terrain aswell?
Landscape can be altered ingame very well. You could create a game where you can change the height of the landscape on the fly. If my landscape is only made by dozens of objects, it looks not changable at the first glance. yes you can switch it, to different levels. But you cannot alter it.
It is probably more a Epic Engine question. You used some object scattering in your scene, i guess you build it on your own did you?
Omg! Are the artist capturing the scans responsible for that whole "chrome monolith in the desert" thing that happened a couple of years ago?
Thank you! :)
His accent is so perfect it almost feels fake. The voice acting world is missing out.
Awesome!
4:15, the character... 😂😂😂
Glitching.
Thank you epic games
ua-cam.com/video/8kOHUwzNfbU/v-deo.html
@@مولوديةالجزاءر1921 why are you spamming with alt accounts????
Amazing
ua-cam.com/video/8kOHUwzNfbU/v-deo.html
mannnnn I wish I knew how to do this stuff
Is it me or does it look like Epic wants to do away with the Landscape tool?
ua-cam.com/video/8kOHUwzNfbU/v-deo.html
When you paint, you don't only use one kind of paintbrush, you have different brushes for different jobs. This is the same. What's good for one one thing might not be good for another, having options is important.
Given that they are totally broken in ue5 I'm guessing they haven't given it much love. But with Virtual Heightfield I wouldn't count on them removing it just yet
Dem triangles dough
mega-assemblies !!! ftw!!!
Damn, you cant see if these are photos or CGI anymore!
Just bring on!
That UI looks so sexy! - anyone know if its immediateMode?
👍👍
ua-cam.com/video/8kOHUwzNfbU/v-deo.html
quixel is the best!!!!