Thank you so much for your comment! 😊 I’m absolutely thrilled!! Your support means the world, so a huge thanks, and don’t hesitate to drop any questions if you’ve got them! Keep exploring and having fun out there! :)
Thanks man ! Thanks for taking the time to leave a comment, I really appreciate it ! I'm making videos for your guys, so I'm really glad to see that it really helps you 😊🙌❤️
Oh merci beaucoup !! Quel plaisir de lire ce genre de commentaire 🧡 Je fais vraiment ça pour vous, pour vous aider un max, et je prends beaucoup de plaisir à le faire. Merci d’être là 🤘🏼
@oxenwolfproductions-oficia8522 if you have done physic simulations like in softwares like blender or Houdini, you can tell that it is far from perfect
Pls look into what is comming out of a rifle...the casing contains the powder to accellerate the bullet....it is discarded usually sideways and does surely not stay attached to the bullet😂
does anyone know why when I tried to record the chaos, it looks fine when simulating but when I'm playing the cashe in sequencer, there are many small rocks flickering at a faster speed? no time dilation track inside though
Haha Oh yes, it’s the Proj Prod tradition! Our little Tuesday meetup 😉 A little « premiere »teaser before the video is all part of the fun, right? Hang in there, it’s coming soon! 😄
@@virtualfilmer Oh, I would’ve loved to post a teaser of the video, but unfortunately UA-cam won’t let us. It only allows old videos under 2 minutes as a trailer. 😅🥲
ok, so here is my 6 cents, spend them as you like ;) breaking into voronoi cells looks ugly AF. If you really need to use them collect them into clusters and simulate as clusters. This way it will be not that primitive looking. another thing is waste: Creating 100s of pieces just to keep them in place by the "trigger" is a pure waste of everything. Model the road outside of UE, import it as 3 pieces, both on the side place as static meshes and do the rest as you did already. If you want to use geometry collection anyway ( there are other methods ) try this: model entire asset outside of UE, keep both side parts as non fragmented elements, fracture middle part the way you want. This way your pieces can have ANY shape. Import all three assets, middle place on the level and convert to geometry collection. The rest is exactly as you did. Your simulation also looks like it is exploding but not the way it should. Intersecting pieces are pulled one from another regardless of the "triggering force" influence, causing unwanted chaos in a chaos. Disable collision detection between pieces, this way they will react exactly the way you want. And MUCH cheaper. Yes, they will intersect and overlap, but this scene is dynamic enough nobody will notice. Use boxes for everything dynamic. Do not use convexes for your simulation. They are heavy AF. Chaos is a VERY old tech ( it is as old as nVidia APEX - ~10yeras old) and has poor optimisations. And last thing. If memory is a concern, use GC with caution. Or do not use it at all. Assets created with this method contain A LOT of data and processing them is not so CPU friendly. The bigger game / project you have, the more problematic it will become. Good luck !! :)
Just pause it bruh, if you're following a UE5 guide at the speed of the vid, then you're probably missing bits & not absorbing the information; in the same sense as you should probably be reading the instructions to an experiment, multiple times, as if you're working as fast as you read, you're gonna slip up eventually, whilst not learning much in doing so. Learning comes from repitition, not mimicry.
Hey bro! just try to hit pause and take it in step by step. The video is pretty long and intense, and I don’t want them to be too long either. But hey, enjoy it! :) And don’t hesitate to ask if you’ve got any questions!
Exploring on such specific subjects, either I stumble on Winbush, either on you 😁 Keep on the good job, Stéphane !
Thank you so much for your comment! 😊 I’m absolutely thrilled!! Your support means the world, so a huge thanks, and don’t hesitate to drop any questions if you’ve got them! Keep exploring and having fun out there! :)
Great tutorial, great subjects as always ! Thanks a lot bro 👊
Thanks a million 🤘🏼🤘🏼🧡
This was great, and I love your tutorial style!
Thank you so much ! Welcome on board 🤘🏼🧡
Damn, you are killing it with all your tutorials, really amazing and usefull stuff. For real, thank you!
Thanks man ! Thanks for taking the time to leave a comment, I really appreciate it ! I'm making videos for your guys, so I'm really glad to see that it really helps you 😊🙌❤️
J'aime trop tes tutos ! :D j'apprends toujours pleins de nouvelles choses!
Oh merci beaucoup !! Quel plaisir de lire ce genre de commentaire 🧡
Je fais vraiment ça pour vous, pour vous aider un max, et je prends beaucoup de plaisir à le faire. Merci d’être là 🤘🏼
Unreal cell fracture and vdb still needs some serious work
why?
@oxenwolfproductions-oficia8522 if you have done physic simulations like in softwares like blender or Houdini, you can tell that it is far from perfect
Excellent work! This is super helpful. Thanks!
Thank you so much for your comment and support 😄 welcome to the ProjFam 🤘🏼
Great tutorial, thank you so much 🤘🏼
Thank you so much for your support 🫶🏼
Awesome bro
Thanks for stopping by and for your comment! 🧡
Pls look into what is comming out of a rifle...the casing contains the powder to accellerate the bullet....it is discarded usually sideways and does surely not stay attached to the bullet😂
If you compare a rifle to a Mecha that doesn't exist, you're probably right! 👽
Niagara system smoke fog part is not explained in detail, where can I find this project or the detailed version of the video?
Where did you find the kit bash assets?
It's from KitBash3D ! 😊
@@ProjProd Can you post the links?
Nice stuff. I suppose this can be used to break walls as well and more. I might just pick up this tutorial in the future for a project.
does anyone know why when I tried to record the chaos, it looks fine when simulating but when I'm playing the cashe in sequencer, there are many small rocks flickering at a faster speed? no time dilation track inside though
It is because of the Motion Blur ! You can deactivate it in the Project Settings 🦾
These premiere messages are really frustrating :( just post the video 😂
Sorry didn’t mean to be rude. But I even watched the full “trailer” video and there was zero unreal destruction. Arghhhh lol
Haha Oh yes, it’s the Proj Prod tradition! Our little Tuesday meetup 😉 A little « premiere »teaser before the video is all part of the fun, right? Hang in there, it’s coming soon! 😄
@@virtualfilmer Oh, I would’ve loved to post a teaser of the video, but unfortunately UA-cam won’t let us. It only allows old videos under 2 minutes as a trailer. 😅🥲
ok, so here is my 6 cents, spend them as you like ;)
breaking into voronoi cells looks ugly AF. If you really need to use them collect them into clusters and simulate as clusters. This way it will be not that primitive looking.
another thing is waste:
Creating 100s of pieces just to keep them in place by the "trigger" is a pure waste of everything.
Model the road outside of UE, import it as 3 pieces, both on the side place as static meshes and do the rest as you did already.
If you want to use geometry collection anyway ( there are other methods ) try this:
model entire asset outside of UE, keep both side parts as non fragmented elements, fracture middle part the way you want. This way your pieces can have ANY shape.
Import all three assets, middle place on the level and convert to geometry collection. The rest is exactly as you did.
Your simulation also looks like it is exploding but not the way it should.
Intersecting pieces are pulled one from another regardless of the "triggering force" influence, causing unwanted chaos in a chaos.
Disable collision detection between pieces, this way they will react exactly the way you want. And MUCH cheaper.
Yes, they will intersect and overlap, but this scene is dynamic enough nobody will notice.
Use boxes for everything dynamic.
Do not use convexes for your simulation. They are heavy AF. Chaos is a VERY old tech ( it is as old as nVidia APEX - ~10yeras old) and has poor optimisations.
And last thing.
If memory is a concern, use GC with caution. Or do not use it at all.
Assets created with this method contain A LOT of data and processing them is not so CPU friendly.
The bigger game / project you have, the more problematic it will become.
Good luck !! :)
😂😂
@@Mirgou no idea what is so funny in my comment, but I'm glad you like it :)
Is this video intended to be watched at .25 speed? Way to fast very hard to follow. I'm assuming it's so that the video is shorter?
All the Unreal videos are the same. Use the pause button and familiarize with the scenario. rewind, and do it again.
Just pause it bruh, if you're following a UE5 guide at the speed of the vid, then you're probably missing bits & not absorbing the information; in the same sense as you should probably be reading the instructions to an experiment, multiple times, as if you're working as fast as you read, you're gonna slip up eventually, whilst not learning much in doing so.
Learning comes from repitition, not mimicry.
vas muy rapido
Hey bro! just try to hit pause and take it in step by step. The video is pretty long and intense, and I don’t want them to be too long either. But hey, enjoy it! :) And don’t hesitate to ask if you’ve got any questions!