Awesome tutorial. I tried Dash right when it came out and saw they have a ton of tutorials out now and the add-on has been heavily worked on. It's such a great tool. I did have a question slightly related though: when should you use a procedural foliage spawner vs a PCG volume? I know a lot of factors go into answers for that. I've heard the foliage spawner is more performant for some things PCG but I couldn't find any concrete answers regarding it. You work with these tools a lot so I figured you might have a good grip on it.
Ooh that is a great question! From my perspective, looking at big picture, I think epic means for PCG to eventually replace the foliage volume. That is just a sense I have. In terms of performance, I think it is comparable for modern machines because they are soooo much better at rendering polygons and if we are switching over to nanite in the future, then it makes sense to just use meshes with PCG. However, at the moment we are ins weird in-between period. That is just my opinion, so take it with a grain of salt. I will say speaking of dash, they they do have a function to covert all of you meshes you have scattered into foliage which it think is pretty useful for people that want to go that route. Hope that helps
Thank you so much for such a great video as usual !!, very useful tips, and I like how you break down the work in layers. Dash is a very good tool for any kind of scene, I use it all the time and so excited about it !
Great run through, thank you, also really great to get that understand around where/when to use PCG vs your method here. Hoping to get Dash working with 5.4 soon!
Thank you so mush, I liked the way you explained things and how you made them easy to get, I wish if you make Tutorial about interactive product such boat. Thanks again
@@azielarts I think it would be really helpful to have a video tutorial on how to capture screenshots of a virtual environment. The tutorial should cover useful techniques, such as camera placement to capture multiple angles of the environment, explain whether it's necessary to set up another camera to document the environment-building process, and how to stay within Artstation's 10MB image limit (free plan). Additionally, it would be useful to receive information about the best settings to use for high-quality screenshots and how to minimize any quality loss during exporting. I know there's a screenshot tool in Unreal, but having a tutorial for it would be helpful, as well as other options. It would also be great if you could explain your process for capturing screenshots.
Amazing content. I’ve been following your tutorials are they’re pure gold. I am having trouble with filling my entire map with the PCG tool though. Do you just make your surface sampler cover the whole map? And how do you deal with the lag? It’s bogging my computer down a lot at this point, and pushing the my texture streaming pool too high
Yes absolutely you could definitely make a few adjustments and this environment would be very performant for games. I would probably drop the texture resolution on the foliage a bit( right now they are much higher than they need to be. Then I would use a converter inside dash to switch everything I had placed to foliage actors. Depending on the target hardware I would bake lighting. Then you should be good to go.
Hey! Just head to this link to apply. You will need to do a course then pass a test based on that course. Then you will need to submit a recording of a live or zoom class along with a lesson plan. www.unrealengine.com/en-US/authorized-instructor-apply
@@azielarts Sorry, lost internet for days, I'm just curious if you how how to create the interface, and the functionality behind it, I don't really see any videos covering this topic in detail. I'm thinking similar to Bethesda or Valve's in game dev console
Looks good but I refuse to purchase subscription services, if I can't get Dash in UE Marketplace where I know I'll permanently have access to it I'll pass. UE 5.4 PCG Biomes basically do the same Great Vid though!
"Oh... it's an ad. I trust him! Let's see what it is." "Oh dash looks cool." ".... subscription model for managing my assets...." Not a chance in hell. Sorry guys.
Always a pleasure to watch your work! Skills and communication is like hand in glove.
Wow such kind words! Thank you.
Good content again man! Got some usefull tips out of them. Especially the one on organizing assets. Keep up the good work!
I think you just convinced me to give DASH a try man. I love the creative use of "cables" too!
Amazing! I think you will like it! I might be addicted now...
Awesome video with some great time saving tips. Downloading Dash, looks a powerful bit of kit. Loving the realism of your work 10/10
Awesome! Let me know how it goes👍
Awesome tutorial. I tried Dash right when it came out and saw they have a ton of tutorials out now and the add-on has been heavily worked on. It's such a great tool. I did have a question slightly related though: when should you use a procedural foliage spawner vs a PCG volume? I know a lot of factors go into answers for that. I've heard the foliage spawner is more performant for some things PCG but I couldn't find any concrete answers regarding it. You work with these tools a lot so I figured you might have a good grip on it.
Ooh that is a great question! From my perspective, looking at big picture, I think epic means for PCG to eventually replace the foliage volume. That is just a sense I have. In terms of performance, I think it is comparable for modern machines because they are soooo much better at rendering polygons and if we are switching over to nanite in the future, then it makes sense to just use meshes with PCG. However, at the moment we are ins weird in-between period. That is just my opinion, so take it with a grain of salt. I will say speaking of dash, they they do have a function to covert all of you meshes you have scattered into foliage which it think is pretty useful for people that want to go that route. Hope that helps
Dash - looks good for organizing my assets. But 10 $ per month for a plugin? That's an impertinence ......
Cool. Dash is very effective tool. Thanks for sharing your tips!
No problem! Happy to
Thank you so much for such a great video as usual !!, very useful tips, and I like how you break down the work in layers. Dash is a very good tool for any kind of scene, I use it all the time and so excited about it !
Happy to hear you like Dash! 😀
Absolutely Essam! Amazing job on your project as well. Can't wait to see more!
@@azielartsThank you so much, it is an honor that you liked it really, it means a lot to me :)
This is an incredibly well done video. You put a lot of effort into it, thank you!
Great tutorial as always! :)
You got it ! Glad it was helpful 👍
Im definitely inspired to pick up this workflow 😄
So cool! Definitely let me know how it goes 👍
Another amazing tutorial as always! Excited to give Dash a go, but I wonder how it is going to compete with Project Avalanche…
Thanks so much!! Ooh good question. Head to head let's go!!
@@azielarts Indeed haha! I guess we will have to wait patiently to find out
Great run through, thank you, also really great to get that understand around where/when to use PCG vs your method here. Hoping to get Dash working with 5.4 soon!
Thank you so much!!
You are welcome! Hope it was helpful!
gonna download dash to try it out! thanks!
No problem 🤙
Thank you so mush, I liked the way you explained things and how you made them easy to get, I wish if you make Tutorial about interactive product such boat. Thanks again
Yeah dash looks fantastic. Would be great if the offered it subscribers a promo perhaps on the perpetual license
Thanks for the feedback, I am looking into it.
Very cool, thanks!!!
amazing!
Thanks so much! Hope some of the tips were helpful!
Can you make a tutorial specifically for UDS? 😅
Great video thanks
Awesome 👍
Thanks for sharing.
No problem 👍
Hi :)
Can you make a video on how to present your environments for Artstation?
Hey! What do you mean for Artstation? Do you mean how to render out the as images or video to post on ArtStation?
@@azielarts I think it would be really helpful to have a video tutorial on how to capture screenshots of a virtual environment. The tutorial should cover useful techniques, such as camera placement to capture multiple angles of the environment, explain whether it's necessary to set up another camera to document the environment-building process, and how to stay within Artstation's 10MB image limit (free plan). Additionally, it would be useful to receive information about the best settings to use for high-quality screenshots and how to minimize any quality loss during exporting. I know there's a screenshot tool in Unreal, but having a tutorial for it would be helpful, as well as other options. It would also be great if you could explain your process for capturing screenshots.
soo how do i scatter things without dash?
You can use PCG if that works better for you 👍
@@azielarts it says that I'm using too many points, it's 8x8 km landscape. But thanks for the advice
Yeah@@IstyManame This is something I also run into with pcg, sometimes I want the points to be more dense
Amazing content. I’ve been following your tutorials are they’re pure gold. I am having trouble with filling my entire map with the PCG tool though. Do you just make your surface sampler cover the whole map? And how do you deal with the lag? It’s bogging my computer down a lot at this point, and pushing the my texture streaming pool too high
Can it scatter on the entire landscape or is it only area specific?
Yep you can scatter over anything, including the landscape.
Is this environment ideal for an actual game? More importantly, can it still look this good and still maintain great performance in a game?
Yes absolutely you could definitely make a few adjustments and this environment would be very performant for games. I would probably drop the texture resolution on the foliage a bit( right now they are much higher than they need to be. Then I would use a converter inside dash to switch everything I had placed to foliage actors. Depending on the target hardware I would bake lighting. Then you should be good to go.
Can you please do a detail video on how to be UNREAL AUTHORIZE INSTRUCTOR? I saw you recently passed the exam Congratulations.
Hey! Just head to this link to apply. You will need to do a course then pass a test based on that course. Then you will need to submit a recording of a live or zoom class along with a lesson plan. www.unrealengine.com/en-US/authorized-instructor-apply
@@azielarts Thanksalot
thx sooo cool....
Another banger, thank you, also wondering if you know how to create a developer console?
Thank you! Oooh, I don't think I do. Do you mean access it? What do you mean by create it exaclty?
@@azielarts Sorry, lost internet for days, I'm just curious if you how how to create the interface, and the functionality behind it, I don't really see any videos covering this topic in detail. I'm thinking similar to Bethesda or Valve's in game dev console
Dash sounds like a great tool for my Unreal environments but unfortunately it's only for Windows. I'll have to wait but thanks for the tips
Oh dang, hopefully soon :/
Looks good but I refuse to purchase subscription services, if I can't get Dash in UE Marketplace where I know I'll permanently have access to it I'll pass. UE 5.4 PCG Biomes basically do the same Great Vid though!
It's Beech, not beach! 🙂
Good catch👍
"Oh... it's an ad. I trust him! Let's see what it is."
"Oh dash looks cool."
".... subscription model for managing my assets...."
Not a chance in hell. Sorry guys.
No worries at all, it has gata be worth it for you.
Might as well rename the video: "Dash feature showcase"...
scam
Thanks for the feedback.
why?