AAA product! one question (or maybe the suggestion) - many people looking for blending between landscape and trees and rocks! I know Epic need to make this option in the engine! If u will add this, you will get even more buyers! Thank you for your job
Thanks so much for the comments! And thank you for the suggestion. I have found a way to make quality looking blending, but at a very expensive cost to performance. So I will keep looking. Cheers!
One thing I would like to see, for this to be a true seasons pack, would be rainfall as well. The puddle shader would have the same effect as the snowfall, but with a falloff / life range after the rain.
Nice stuff...g0onna have fun playing around. That said.... @59:05 your chuckle at the grass/bushes being "way too dense" tells me you've never lived in a "forested wilderness setting", have you? ;) Your "way too dense" for me is "...just about right...could use about 5 times the number of trees though..." LOL!
Hahaha only just seeing this now. I am actually currently living in Scandinavia :D The density comment only relates to the poor performance I was getting in the engine from having way too much grass loading all at once.
Hi T800System, I had considered doing this, but there are already many great spline tutorials on youtube for free! Just search for them and you should fine some good ones :)
I have purchased this and find in to be very good quality. It would be great to have a road mesh that does not have the tire tracks in it, perhaps in a future update you could add that? Thanks.
Thanks Mantronics! I'm glad you're enjoying the pack :) It should be easy enough as well to remove the tire tracks in photoshop in the mean time, but this is something I will look into for the road in future updates. Cheers!
I'm having issues with the terrain, Im following the tutorial at 18:20 and when i try to create the ladnscape with the same material you use, the terrain then turns black
And that's a plugin I plan to buy as soon as that price doesn't mean I have to stay without food for 2 weeks :p Not saying anything about your pricing. I really think it deserves it. It's just much for a jobless student in a foreign country. But I had a couple of questions actually. a) Does the snow tesselate to create height? (couldn't understand from the video) or is it a colour change? For example, if it sees a crack on the road, after the snow covers it will it be on the same level with the rest of the snow around the crack? Or the crack will be visible from the snow's outline? Or even better since that could be done with normal map manipulation instead of tesselation, would I be able to tesselate into the snow for footprints etc? b) Are the seasons automated with some kind of calendar or they are manually changed? (I'd prefer if it was not, so it could be easier to plug it into my day/night cycle). Anyways, awesome job! EDIT: About the merge texture at around the 32 minute mark, in case I buy it and want to add my own textures, how did you create the mask one at the red channel? I can understand the rest of it, but I have no idea how you generated that mask texture. I used to go with height for the same effect but this seems to get the job done much better.
I am looking at creating a burnt forest scene. I have a few questions if you dont mind answering them. Can your tool create.. tree stumps cut brances / knots assign textures to different parts of the spline. e.g. the bottom of the trunk is burnt and top is not thanks
DieMechanicus DieMechanicus Hi there, thanks for supporting the pack! Unfortunately this seems to be a new bug in the most recent version of UE4. It happens when using non-weighted layers on the landscape. Try remaking the landscape without any non-weighted layers and it should fix the issue. Cheers!
Hi Jacob, perfect job, Awesome! It is possible to take your Procedural Nature Package into Lumberyard? Can you give us a little Workflow/Tutorial to make this compatible with this Engine? Greetings from Hamburg, Germany Jan.
Greetings! I have never been to Hamburg, but I hear it's beautiful :) Unfortunately, I can't say how this pack would work with the Lumberyard as I have never used it myself, but I can imagine that it should be no problem to import any of the textures and models into that engine. As generally FBX meshes and TGA or PNG Textures are accepted by most all engines. However trying to recreate the FX, Snow Build-up Functionality, and some of the shaders may be a bit difficult in a different engine. Since they were specifically created with the Unreal Engine in mind. If you are happy with the Textures and Models though, just importing them should be decently simple. I hope that helps!
BTW have to say it's great your put so much into explaining how to use your asset Kudos, beat the hell out of a high speed click click with over load music and no explaing how or WHY which is important to understanding I feel
I'm looking to purchase this nature pack today, if I'm importing a height map from World Machine, would I be able to apply textures and materials to my height map ?
GameGod Studios LLC Hi there, thanks so much for your interest! There is not currently a shader included in the pack to be used this way, but it is easy enough to setup to add this to one of the Ajay made Materials in the pack. There are some great UA-cam videos you can follow along with and once you combine it with the nature pack materials it would have auto populating foliage and all of the other great features of the pack. Cheers, Jacob
HI Architecht3D, That's a great question. I will try to make a video for this when I can. In the mean time feel free to search for spline roads on youtube. The mesh for the road spline is included in the pack and can be found under "assets - spline meshes - road" I hope that helps!
everytime I start a new project and define and create a new terrain with my copy of the landscape mat it just comes in black. I can paint level by level byt it doesnt behave like its supposed to, ie, it doesnt respond to slope etc as I scuplt the land features, is there a secret? Also curious how to change the scale of the vegetation as its way too big. Can turn it off but I like it. Thanks, just a newb
C Zelley Hi CZelley, this is not currently setup for the trees, but considering that the spline trees use individual branches. You could probably enable take damage on them and have an effect spawn as if the branches are being shot off and blown off. i haven't set this up myself before, but i imagine you can find info for it on the Unreal channel or elsewhere on UA-cam
amazing product. do you know how well it performs on a large map. like a 16km 2 map? my team have already purchased this pack from you. I am level designing the map and want to use this pack if it will work well performance wise
i can use my terrain and have your landscape material, and season will work in my own terrain? If i duplicate the material and setup with my own, normal, AO, heightmap, from my terrain create in World Machine will work? I think is will be awesome have this in my game because i can use a nice history with transition between snow and spring
Yes absolutely you can do this as you have said. You will need to adjust the material to make it work with your assets and textures, but this can be done!
Hello Jacob how can I add a new foliage to a layer paint, no the grass for example the Layer 4? we just have folliage in (layer 2 Snow or grass) thanks for your help
Hi Juan, Thanks a lot for your question and that is a great question. I will try to make a video for this as soon as I can to address this and hopefully answers your question. Thanks!
Hey Jacob, thanks for your reply, sorry for so many questions :) I will keep the tessellation, for me is very important keep this effect, also I added this update to the road material and landscape material, Material prnt.sc/ehv1xj in this capture you can see the polygons of the tessellation effect prnt.sc/ehv7lr this will helps a lot with the performance to keep the tessellation, really for now I just need know how can I add folliage to other layers, no more Jacob, Thanks a lot
That's great Juan! I'm happy to see you have found solutions to any optimizations you would want. I will be sure that as soon as I have time to try to put together a video covering foliage and landscapes. Thanks
Hi Alibix 3D, Thanks for your questions. So this pack is entirely new from the first Procedural Nature Pack with all new assets. If you would like to read more about the pack, please checkout the FAQs page here www.purepolygons.com/procedural-nature-seasons-pack.html
Hi PP, Procedural Nature Pack can run on my pc with this configuration : Processor icore 5 * 2.5 ghz ; Ram 8 gb and graphic card Nvidia Geforce 630 with 2gb video memory ?
Hi Darlin, The pack should run ok on your machine. If you notice any issue with performance, you can always adjust some settings with the pack to optimize it more and ensure it runs better on your machine. It can be made to run very smooth with aggressive LOD settings and some adjustments to foliage fade out distances or disabling landscape tessellation. It all depends on what you are going for. I hope that helps!
Hows this going to work with terrains out put with masks? eg I have World Creator and can export wht it calls heat-maps, these are in essence gret-scale masks of each texure. When your creating the terrain and texturing it theres a tool that paints the terrain red and you can adjust the height/slope of that to define where that texture will sit on the terrain that can be exported as an image (grey-scale or grey RGB) to use as a mask. I'm wondering if I used the import from file after adding the layerinfo and selected one of those heat-maps how that would go this is a tutorial that show what I mean ua-cam.com/video/BLBsLL08YYQ/v-deo.html it export splat-maps also
TheBlackbirdii Bro just use unreal engine, its easier plus a lot of these techniques are near impossible to do in unity without wasting a lot of time. Upgrade with the rest of us!
This was a bit creepy... When i heard you talk I heard myself. I literally have the same voice as you just a touch deeper. My wife thought i recorded something.
Dude this is gonna be a life saver for me when i start environments!
Real art! Beautiful! Great work!
You're way ahead of your time.
AAA product!
one question (or maybe the suggestion) - many people looking for blending between landscape and trees and rocks! I know Epic need to make this option in the engine! If u will add this, you will get even more buyers!
Thank you for your job
Thanks so much for the comments! And thank you for the suggestion. I have found a way to make quality looking blending, but at a very expensive cost to performance. So I will keep looking. Cheers!
One thing I would like to see, for this to be a true seasons pack, would be rainfall as well. The puddle shader would have the same effect as the snowfall, but with a falloff / life range after the rain.
You are pro bro
Good luck +❤❤❤: ❤❤
Nice stuff...g0onna have fun playing around.
That said.... @59:05 your chuckle at the grass/bushes being "way too dense" tells me you've never lived in a "forested wilderness setting", have you? ;)
Your "way too dense" for me is "...just about right...could use about 5 times the number of trees though..." LOL!
Hahaha only just seeing this now. I am actually currently living in Scandinavia :D The density comment only relates to the poor performance I was getting in the engine from having way too much grass loading all at once.
My forest_ground_rocks_mud_grass material is black i've got a lot of black meterial can you help me please ?
Any solution?
Such great work. Any chance of a spline tree tutorial?
Hi T800System, I had considered doing this, but there are already many great spline tutorials on youtube for free! Just search for them and you should fine some good ones :)
I have purchased this and find in to be very good quality. It would be great to have a road mesh that does not have the tire tracks in it, perhaps in a future update you could add that? Thanks.
Thanks Mantronics! I'm glad you're enjoying the pack :) It should be easy enough as well to remove the tire tracks in photoshop in the mean time, but this is something I will look into for the road in future updates. Cheers!
You are amazing
I'm having issues with the terrain, Im following the tutorial at 18:20 and when i try to create the ladnscape with the same material you use, the terrain then turns black
This happens for me too. Did you ever find a solution?
@@joffe88 unfortunately no. I havent been working on it for a while, sorry
Just click the grass paint tool and click the terrain......... :)
And that's a plugin I plan to buy as soon as that price doesn't mean I have to stay without food for 2 weeks :p
Not saying anything about your pricing. I really think it deserves it. It's just much for a jobless student in a foreign country.
But I had a couple of questions actually.
a) Does the snow tesselate to create height? (couldn't understand from the video) or is it a colour change? For example, if it sees a crack on the road, after the snow covers it will it be on the same level with the rest of the snow around the crack? Or the crack will be visible from the snow's outline? Or even better since that could be done with normal map manipulation instead of tesselation, would I be able to tesselate into the snow for footprints etc?
b) Are the seasons automated with some kind of calendar or they are manually changed? (I'd prefer if it was not, so it could be easier to plug it into my day/night cycle).
Anyways, awesome job!
EDIT: About the merge texture at around the 32 minute mark, in case I buy it and want to add my own textures, how did you create the mask one at the red channel? I can understand the rest of it, but I have no idea how you generated that mask texture. I used to go with height for the same effect but this seems to get the job done much better.
Is the ice solid after it freezes
Hey friend, can you tell me how to change colour of leaves? From green to red for example? cheers
will this work well in a VR map ?
Foliage seems to be an issue with too many resources and causes severe lag even with a few assets placed.
I am looking at creating a burnt forest scene. I have a few questions if you dont mind answering them.
Can your tool create..
tree stumps
cut brances / knots
assign textures to different parts of the spline. e.g. the bottom of the trunk is burnt and top is not
thanks
Great product!but I have one question. How di fix the terrain texture not showing up when zooming in but shows up when I zoom out? imgur.com/a/iAOQ3
DieMechanicus DieMechanicus Hi there, thanks for supporting the pack! Unfortunately this seems to be a new bug in the most recent version of UE4. It happens when using non-weighted layers on the landscape. Try remaking the landscape without any non-weighted layers and it should fix the issue. Cheers!
Oh I'm using the demo map..ill try to make it work. I'm pretty new to the engine..like 3 days ago XD Looking to buy more from you guys.
I tried it on my landscape and it' seems fine except that my terrain gets culled a a distance..how can I fix this?
Hi Jacob, perfect job, Awesome! It is possible to take your Procedural Nature Package into Lumberyard? Can you give us a little Workflow/Tutorial to make this compatible with this Engine? Greetings from Hamburg, Germany Jan.
Greetings! I have never been to Hamburg, but I hear it's beautiful :)
Unfortunately, I can't say how this pack would work with the Lumberyard as I have never used it myself, but I can imagine that it should be no problem to import any of the textures and models into that engine. As generally FBX meshes and TGA or PNG Textures are accepted by most all engines. However trying to recreate the FX, Snow Build-up Functionality, and some of the shaders may be a bit difficult in a different engine. Since they were specifically created with the Unreal Engine in mind. If you are happy with the Textures and Models though, just importing them should be decently simple. I hope that helps!
What PC spec are you running on? Just wondering what expect the performance to be on my machine. I have; Core I7, 1050ti 4GB, 16gb RAM.
BTW have to say it's great your put so much into explaining how to use your asset Kudos, beat the hell out of a high speed click click with over load music and no explaing how or WHY which is important to understanding I feel
can you make automatic switching betwen seasons
I'm looking to purchase this nature pack today, if I'm importing a height map from World Machine, would I be able to apply textures and
materials to my height map ?
GameGod Studios LLC Hi there, thanks so much for your interest! There is not currently a shader included in the pack to be used this way, but it is easy enough to setup to add this to one of the Ajay made Materials in the pack. There are some great UA-cam videos you can follow along with and once you combine it with the nature pack materials it would have auto populating foliage and all of the other great features of the pack. Cheers, Jacob
Hello, I'm planning to get the pack sometime soon, but I have a question. Is it possible to generate multiple seasons on the same terrain?
can you show us how to setup the roads. there is no mesh in the details panels of the spline. not sure how its working
HI Architecht3D,
That's a great question. I will try to make a video for this when I can. In the mean time feel free to search for spline roads on youtube. The mesh for the road spline is included in the pack and can be found under "assets - spline meshes - road"
I hope that helps!
And Roads are generally part of working with the LANDSCAPE... Push the 'mountain's button and below there are procedural spline editing tools...
everytime I start a new project and define and create a new terrain with my copy of the landscape mat it just comes in black. I can paint level by level byt it doesnt behave like its supposed to, ie, it doesnt respond to slope etc as I scuplt the land features, is there a secret? Also curious how to change the scale of the vegetation as its way too big. Can turn it off but I like it. Thanks, just a newb
Is there a way to make the branches on the tree break/fall off?
C Zelley Hi CZelley, this is not currently setup for the trees, but considering that the spline trees use individual branches. You could probably enable take damage on them and have an effect spawn as if the branches are being shot off and blown off. i haven't set this up myself before, but i imagine you can find info for it on the Unreal channel or elsewhere on UA-cam
amazing product. do you know how well it performs on a large map. like a 16km 2 map? my team have already purchased this pack from you. I am level designing the map and want to use this pack if it will work well performance wise
Cannot Build lighting with the trees. UV overlapping and I'm not sure how to fix it.
Go to 38 minutes.
What's the difference between this and Procedural Nature Pack, does this include the first pack or are you meant to have both to work together?
i can use my terrain and have your landscape material, and season will work in my own terrain? If i duplicate the material and setup with my own, normal, AO, heightmap, from my terrain create in World Machine will work? I think is will be awesome have this in my game because i can use a nice history with transition between snow and spring
Yes absolutely you can do this as you have said. You will need to adjust the material to make it work with your assets and textures, but this can be done!
Hello Jacob
how can I add a new foliage to a layer paint, no the grass for example the Layer 4? we just have folliage in (layer 2 Snow or grass) thanks for your help
Hi Juan,
Thanks a lot for your question and that is a great question. I will try to make a video for this as soon as I can to address this and hopefully answers your question. Thanks!
Hey Jacob, thanks for your reply, sorry for so many questions :) I will keep the tessellation, for me is very important keep this effect, also I added this update to the road material and landscape material,
Material
prnt.sc/ehv1xj
in this capture you can see the polygons of the tessellation effect
prnt.sc/ehv7lr
this will helps a lot with the performance to keep the tessellation,
really for now I just need know how can I add folliage to other layers, no more Jacob, Thanks a lot
That's great Juan! I'm happy to see you have found solutions to any optimizations you would want. I will be sure that as soon as I have time to try to put together a video covering foliage and landscapes. Thanks
Great Jacob, Thanks a Lot
Hello Jacob, does your Season Pack also contain river spline? Many thx.
Hi Alibix 3D, Thanks for your questions. So this pack is entirely new from the first Procedural Nature Pack with all new assets. If you would like to read more about the pack, please checkout the FAQs page here www.purepolygons.com/procedural-nature-seasons-pack.html
Just a question if I buy this project es that I will have the map that you made in this video in the folder
Yes that's correct! You will get that map along with the pack :) Cheers!
Tanks !
More tutorials please
Hi PP, Procedural Nature Pack can run on my pc with this configuration : Processor icore 5 * 2.5 ghz ; Ram 8 gb and graphic card Nvidia Geforce 630 with 2gb video memory ?
Hi Darlin,
The pack should run ok on your machine. If you notice any issue with performance, you can always adjust some settings with the pack to optimize it more and ensure it runs better on your machine. It can be made to run very smooth with aggressive LOD settings and some adjustments to foliage fade out distances or disabling landscape tessellation. It all depends on what you are going for. I hope that helps!
thanks, I will buy your asset great works !!!
darlin blakime Thanks so much for the support and I hope you enjoy the pack :D
Will you ever show the "behind" this? ^^
You can see it if you buy it. Why would he show it for free?
no underwater?
Hows this going to work with terrains out put with masks? eg I have World Creator and can export wht it calls heat-maps, these are in essence gret-scale masks of each texure. When your creating the terrain and texturing it theres a tool that paints the terrain red and you can adjust the height/slope of that to define where that texture will sit on the terrain that can be exported as an image (grey-scale or grey RGB) to use as a mask. I'm wondering if I used the import from file after adding the layerinfo and selected one of those heat-maps how that would go
this is a tutorial that show what I mean
ua-cam.com/video/BLBsLL08YYQ/v-deo.html
it export splat-maps also
Please enable subtitles
Textures 8k ??
My texture is tiling
Dude the prise you put on your work makes my wallet plan a murder
Squiggly button = Tilda.
please do one in unity i beg you T_T
TheBlackbirdii Bro just use unreal engine, its easier plus a lot of these techniques are near impossible to do in unity without wasting a lot of time. Upgrade with the rest of us!
the problem i m full production on game using unity and i struggle with forest setting on it
~ = tilda lol
Just another over priced asset that the dev takes a year to respond to question keep your money
This was a bit creepy... When i heard you talk I heard myself. I literally have the same voice as you just a touch deeper. My wife thought i recorded something.