My plugin is OUT NOW! [UE5] - Prismatiscape Interaction Plugin Feature Overview
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- Опубліковано 25 вер 2024
- Get Prismatiscape for $34 bucks HERE:
Gumroad: prismaticadev....
Epic Marketplace: www.unrealengi...
Full Docs Playlist here: • Prismatiscape Interact...
Tech support and updates: / discord
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Well, it's finally released! If you've ever wanted foliage, water, wind, and surface interaction that exceeds the standards of AAA games then you've come to the right place. Combining the power of Blueprints and Niagara in Unreal Engine 5, Prismatiscape is easy to modify and tweak to suit your project.
Thanks for everyone's support over the past few months - this was a lot of fun to create and I'm looking forward to adding more features in the future!
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Patreon: / prismaticadev
Twitch: / prismaticadev
Discord: / discord
UA-cam: / prismaticadev
Twitter: / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine - (Game Dev)
Blender - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (The best game)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
This man is slowly making a real-life simulation system and we're all here for it
imagine unironically using 'and we're all here for it'
@@brycegeurts3345 Imagine spending your energy trying to make fun of people and still sucking at it
imagine commenting something toxic for no reason@@brycegeurts3345
@@brycegeurts3345 imagine getting annoyed at it
So you're telling me, with this plugin I can finally make a game about a character whose farts are so powerful they can literally blow you away?
SOLD
As soon as it makes its way to the epic market place I am getting this for sure! I just like to have all my plugins in a central location as well as updates done without me needing to deal with downloading, extracting removing to old etc etc.
Super great job pris!
Definitely going to grab this when it gets to the UE Marketplace (nice to have all the plugins managed from one place).
$29?! Brother this should be $50, fantastic work, looking forward to studying all of this!
Love the "Activate Windows" touch. Classic.
I recently binge watched your entire devlog series for prismatica. It's fascinating to see your (skill) development arc over a few years. Your attitude and energy always seemed better when you focused on graphics systems in those early videos - and now here you are prioritizing & monetizing a graphical plug-in.
It's so cool to see your skills build and become focused like this. I'm an ABSOLUTE noob about 2 weeks into watching UE tutorials and it gives me some hope. Not sure which specialty or focus I'll end up with.
Prismatica man this is nuts some of the most realistic interaction in any game
Been following this plugin since the beginning. And after trying to implementing a massively inferior system myself for like 5 months, I was amazed the price point you have this at (considering that Charlie optimization work). I’ll be buying this the second I get home. Well done man, hopefully this will print you plenty of bucks for Prismatica development!
This is fantastic! So cool to see you create this into a full plugin, I'm definitely going to buy it at some point for some personal project work!
Let's go!! Congratulations on getting it wrapped up 🎉. Can't wait to try it!
I was there to see how hard you suffered making this.
Good work
👍
Such an awesome accomplishment! it is so inspiring and cool to see someone really living out the indie dev dream in real time.
They're an amazing deal for any devs out there.
that's some awesome stuff!! and honestly, surprisingly cheap too! i'm certainly going to note that down as a definite "to buy" to add to my toolbelt!
Damn this is so cool! We'll definitely be using this for our MMO "Omuni Reborn" now that we've moved it over to UE5 haha
Congratulations on finishing and releasing it!!
Thank you for making this! I bought it 2 days ago and have been enjoying working with the effects on Quixel assets. I'm really wanting to make a global wind actor that affects everything and I have an idea or two to test eventually when I have time.
EVERYBODY NEEDS THIS!!!! Great starting point to any games environment
Incredible work!! Really Loving... well, Everything you put into this! So much creative problem solving in one package.
So dam pretty and innovative! High quality and performant at the same time, genius! Can imagine this in a beautiful anime game, maybe my fighting game down the line
- Deygere
This is crazy dude, is the ultimate interaction solver for so many scenarios, thanks so much for developing this!!!
Congratulations for this truly fantastic result!
Quick question, does it work in local player?
THANKS !
Everything shown here is pure art! Its all perfect! Great work man!
Looking forward to the plugin being on the Unreal Marketplace :D
This is so sick! Houdini needs to take note and up their game
You are the Guru, trully genius. May I suggest a bit of damping on the jiggling of physical stuff when underwater and moved by the ripples. Also the windows notify is extremely funny =)
All the effects are parameterised so you can scale the effects themselves, as well as the inputs to the effects super easily :)
Oh, I've been waiting for this moment!) Congratulations !!)
I think you've underpriced this god-made creation. You are the best.
Plug-ins for the people :)
Congrats ma dude! The effort in this plugin, is something one day i can reply. I whish you the best!
very nice to see you have done this, been watching for years. Hope it helps fund your projects!
Man this is incredible. I love how it takes the potential of cheap 2D simulations to make something so complex, I have seen a few systems like this before but never exploited as systematically and thoroughly. Great job, great price, $29 is a theft for such a tool.
Awesome work ! Looks great👍
The Illusionist returns! truly astonishing stuff as always, love your creations! keep up the amazing work my friend ^^
Nice plugin! It would be interesting to see how many actors it can handle at the same time.
It can handle up to 1000 shapes on the Niagara side of things without dropping below 120fps (done by manually setting the iteration count to 1000) however actually sending the positional data from the CPU to Niagara is a bit more costly. I'm likely going to re-write the heaviest logic in C++ once the workflow is rock-solid which will calculate/get the positions faster, but the entire array still needs to be copied over to Niagara. I'll be looking in to the most efficient way to send bulk data to Niagara in an eventual update :)
This is insane and I don’t even know where I would begin at utilizing it.
All the things!
Great video, great plugin, great price. I'll be looking for a reason to use this in my game asap so that I can support you. Great work man!
That's a lovely looking plugin, great job!
Sweet! If I understand well, the foliage/ bush jiggle will not be able to trigger a sound? Have you think about a workaround for this or you don't need it for your personal project
You can trigger it coincidentally - eg. spawning a "wind capsule collision" that can get the overlapping foliage and do the sounds and stuff. It would be the same for physics. You can also use the Character collision to overlap with foliage for when you run in to foliage
Imagine the team who made Tunic redoing their game or making a sequel using all this stuff, such game would have an amazing visual atmosphere.
good luck with the sales, anything from u is def worth buying if i would need it, such an amazing an complete plugin anyway!!
Based on your description, it sounds like this only really works for top-down games, and not really for first person games? Since in a first person game, you might for example want to stand below a tree, look up and "blow wind up", and that wouldn't work with this system because the 2D projection always assumes the camera is looking down from the top? This also couldn't be used then in a VR game for any hand interactions, like making the hands push away leaves?
It works in 1st and 3rd person games quite well - I’d think of it more like you’re interacting with the surface of the level. You’re correct about the wind, since it’s a 2D simulation for the sake of performance. As for the VR example, you’d likely want to use Bones for that kind of fine-grain interaction
No way he made better water physics than cyberpunk
Does cyberpunk even have water physics?? Kek
@@PrismaticaDev I've only been hearing rumors about this
You're gonna make bank with this, it's so nice. I'd buy that instantly if it was for Unity.
This is a brilliant product.
Hope that you make more plugins because all your stuff is so well made.
Awesome awesome stuff! A big good job to you! I guess it can work with Nanite foliage also?
Can't wait for the next content!!
Sure can - it can work with any materials or GPU particles
@@PrismaticaDev I'm getting pretty wacky results with Nanite enabled in my static mesh for the foliage. Specifically, it's the trample function I'm using in my test that sends the mesh stretching towards the sky exponentially. Do you have any ideas what might cause that?
It's beautiful, congratulations
Would you ever consider releasing your gore/blood system to unreal marketplace? because it might just be one of the best ive seen!
Can you please show a tutorial on how to make something like this from scratch, I barely see stuff on render targets. This is how fluid ninja works too, and I have not been able to find an explanation for it anywhere
I’ll be doing a video on Grid2D soon, however a tutorial on this whole system would need to be an entire organised course, which I suck at haha
Could you use this for a carpet to move it? , i want something to go under the carpet and displace it so it moves as you go under it?
Potentially yes! You could draw something to the Surface or the Deform simulations and then in the Carpet material make the WPO go upwards
Jiggling foliage? I’m sold. 😂
Any plans to support UE4 versions? Is this even possible on UE4?
Unfortunately not - a lot of the dependencies are only available in UE5, such as Niagara Grids and Niagara sampling from RVT’s.
so do you think this could simulate a underwater scene. For example firstly the water surface and then secondly plants on bottom of the ocean. With varying depth.
Hello! I think this would be perfect, actually. As long as the plants on the bottom aren't super duper tall (tree-sized, for example) since the wind/interaction is 2D along the ground surface. However, you could just use a different interaction method for really tall plants like bones/player bubble
i missed the announcement video huh ? gonna grab this to play around . looks fun .
i been waiting for this thank you daddy charlie
Even if I don't use it, bought it anyway. You're doing great work
This technique of using a texture to control a wind simulation is clever! Did you come up with this yourself or is this an implementation of an existing approach? I might want to write my own version for a different engine.
The idea has existed forever, however it became a lot more performant with Niagara Grid2D in Unreal, which is essentially a way to write compute shaders
Congratulations! Looks great 👍
cheers for the useful videos mate
this is great ! Devs like you make unreal more Awesome :) 🍕🍻
Very cool. I like light performance footprint and it looks great.
Buying this asap! Fantastic work mate.
Congratulations on the plugin release!
This is beyond fantastic.... I've been following your tutorials for a while, but I just needed to comment this video... Awesome stuff. I will buy it no matter what, but I have a couple questions: How well would it deal with 100+ elements to track? And, as we are already using two huge RVTs for the color/normals/mask (1) and height(2) of our level, how performant would it be adding the plugin RVTs on top of those? (I'm talking BIG areas). Anyway, congrats on an amazing job!
Hey there! RVT's - Runtime Virtual Textures (not to be confused with RT's - Render Targets) are actually dirt cheap if they're not being updated constantly. Think of it like taking a photo and printing it out - actually taking the photo and printing it takes a lot of complexity, but viewing it once that's done is free. This is why I use RVT's for the Heightmap data and other data (water blockers, wind blockers etc)
As for tracking lots of objects, the GPU side scales extremely well. The CPU can get a bit stuffy, but it could be improved if I re-wrote some of the main shape-gathering logic in C++. I could also add a "stagger" feature which staggers the gathering of shapes to free up some juice also.
This is absolutely amazing!! Do you know if it runs on macOS ? And would a phone be able to run a game using this ?
It should work perfectly fine on MacOS, and for mobile I think as long as Runtime Virtual Textures are supported it should work
@@PrismaticaDev Thanks mate ! Looking forward to trying it out on my project 😁
Is it possible you do a tutorial on how to write to Render targets from Niagara with basic player input? Nothing to fancy.
I really love your content man. Keep up an awesome work!
You are a Tech god my dude
Looks great! 🎉
Beautiful work.
Looks amazing, great work!
One question if I may, I understand you said the effects weren't persistent, but is there anyway to be able to tinker with this system to make a few persistent? I'm thinking of footprints and grass movements specifically. If you wanted to do that, how would you start to go about it with your system?
Again, great stuff! I'll be buying it regardless 🙂
Hello hello! It would be quite hard to implement, since the interaction space moves precisely along with the focal point and isn’t set up in ‘tiles’ like an RVT is. So unfortunately other than increasing the interaction size there isn’t really a way to do it within the system. However, you could fake persistent trails by tracking character movement and then using splines that draw to an RVT when you’ve gone far enough away which then adds to the interaction effects when you come back. I might add functionality like this natively in the future since it’s something I want for my project to some degree :)
@@PrismaticaDevThat's a pretty solid solution. If you could add that natively that'd be absolutely perfect! Very much appreciate the response, subscribed and will look forward to your future content 🙂 Best of luck with the sales!
Would some of these effects get broken if you switched the perspective to first person?
Not really - just keep in mind that the simulation itself is "on the ground" aka your 1st person hands aren't going to interact with foliage and stuff, only things close to the ground
so, dear developer, you basically saying this system doesn't fit for 3d worlds? like worlds with slopes and so on? or it's just doesn't fit with 2-3floor worlds? meaning that this 2d texture will affect foliage no matter of height?
The only limitation is with multi-storey platforms, it can't interact with both platforms -at the same time-. You can toggle between them by toggling the drawing of each platform to the Height RVT, and mask the interaction effects on the foliage using the same Height RVT. So there are ways to make sure foliage up high doesn't get affected by interactions below
so, if i dont use any heightRVT i will affect all foliage from all heights in the same time? so if i have some 3d world with slopes it will work fine with foliage on slope and on the mountain aswell as on the beach? or should i add RVTheight to explain where is slope to this plugin in order to correctly work on slope?@@PrismaticaDev
Would this work well for a first person project or would view distance get in the way?
@@NosadfacesChannel you can adjust the distance/resolution to suit your project :) it can work with any perspective, first-person included
Where can I download an asset with this character physics? Very interesting movement!
Any way to make the water go slightly up and down as the ripples hit the edges, like small waves? Looks amazing until it hit the edge, the it just looks like jelly. Maybe using something similar to how you increase the puddles, just small increments back and forth? But yeah, like you said it's 2D so probably not possible. Amazing work either way
Will this be available for a long time? Also do you think this would transfer quite well to other povs i.e. FPP, TPP etc.? Incredible work!
It will be available until the end of time! And I plan on updating it with every UE version from this point on since I use it in my own project :)
As for other perspectives, it works perfectly fine if your game is ground-based. For something like a flight simulator, it would be kinda useless haha
@@PrismaticaDev Awesome! Will likely be picking this up in the near future. Really appreciate it!
Did you implement your own Fluidsolver that might be more optimized for your cases or did you use one of the Fluidsolvers that Unreal already provides and just send your data to what Unreal needs? I.e. I'm using Unreals Fluidsolver and I remember altering particle size depending on my own needs.
I'm using a completely custom (and really cheap) one. It's not "physically accurate" by any means, but only requires 1 module etc
it is possible to save the textures on exit of specific surface and then resume them when you enter back to that surface?
No sir - the texture is always moving with the character, and there is only 1 simulation in the world that covers all surfaces. Having a simulation per surface can cause a lot of overhead, which would defeat the purpose of an all-in-1 simulation like this haha
the sad reality of all this kind of add on for me is, adore how they look… but im just to dumb to understand how to implement it into my project :(
Soooo Good!
Hello! Can it be used in a sequencer, for render purpose?
@@vitaliimarchuk6231 I believe so - some users have said it works fine but might have needed to change the logic that decides what the simulation follows
Hi, looks insane.
Can the interactions with the foliage be replicated?
Hey there - they don't need to be replicated, they will be "coincidentally drawn the same" amongst all clients etc.
@@PrismaticaDev Hi, and thank you for the fast answer.
I tryed the Plugin default Level in Multiplayer with two Player. I moved the server --> nothing interactes with the character.
If i move with the client strange things happen. The Servercharacter is outputting the interaction of the movement of the client.
I seams like the rendertarget´s dont write the correct positions of the characters.
Is there something more to do to make it work in Multiplayer?
@@gddr6speicher726 the system will break if you’re doing multiplayer emulation on the 1 machine, as both game instances will be sharing the render targets. There an option in project settings or editor settings to run separate instances when doing testing
@@PrismaticaDev Thank you for your help.
I hope I can solve this problem with that information.
Maybe a video about this topic would be helpful for many people.☺
@@PrismaticaDev Hi and sorry for asking again, but I'm still new to multiplayer.
I ticked off “Run Under One Process” in the Editor Preferences.
Also i ticked on "Replicates" and "Replicate Movement" in the PS_BP_PlayerCharacter.
Now everything is much more normal.
If I now select 2 players and "Play as Client" and start, the interactions from player 1 are transferred to player 2.
However, when I move player 2 I only see the interactions on player 2 and on player 1 I also have extremely bad FPS numbers during this time.
Which settings do I need to adjust?
Hi, your plugin works only in the gamemode ? Or can i use it also in the sequenzer for cinematic rendering? Thank you for any Feedback :-)
hi, i am trying to buy the plugin with all my credit cards but none is accepted. I don't know if it's because I'm from Brazil but all my cards are international. Is there any way that I can buy without using this site?
Hey there - they had a bit of trouble verifying my ID so it might be they’re still processing the one I submitted and won’t accept payments at the moment. I’ll double check when I get home. You can also use PayPal, or if you’re happy to wait a week until it’s on the Unreal Marketplace :)
lol, I tried paying by both PayPal and Google Pay, nothing worked. But of course I will wait , I loved your plugin 😁. If it's not a problem, I'd like to know if I can change the aesthetics of the water puddles on the floor to suit to my own style. Also if i use Unreal's basic wind system, will it affect what was shown (folliage, water...) ?. Last question, I swear🤣, when you update the plugin will I have to buy it again, or just download it again from the site?@@PrismaticaDev
Looks cool man! Well done :)
Sell more stuff man, you are making wonders with your materials! (Character morphing, building morphing etc)
언제나 응원합니다 :)
I bought the asset, but I m not that efficient with using UE plugins etc. Do you have a sample project by any chance?
amazing work!
Hey) I saw it was already updated to version 5.4 on marketplace. And can u pls upload the update to the gumroad?
Hey hey! I just wanted to let the Unreal Marketplace Build tool compile it (will be letting it do it for Mac and other platforms in the future as well) to upload to GR. I'm awake now so consider it done!
@@PrismaticaDev Super thx! Will wait it! it's the one of the most amazing plugins for unreal i ever saw)
@@TirellStudioFX thanks so much :) updates are on gum road and patch notes in the discord :)
absolutely amazing
this is dope, great job!
very cool.
Is this similar to iridescent materials or structural colour where the parts of the material sheen are camera/viewer dependent? There are some interesting things you can do in materials similar to how Zbrush matcaps work, or at least display, their colours.
Hey! The colours are just the Interaction Render Targets but applied to the materials, as a sort of Debug Forces to show people what forces are being applied. It does look like a bit like a matcap haha
@@PrismaticaDev Ah ok ty! Looks cool though, especially the water.
you the man bro
Does everything support multiple character interactions or individual characters
It supports multiple characters with no limit :) It uses Niagara Grid2D which supports dynamically sized arrays, so we can just keep adding and adding things
@@PrismaticaDev Been following your channel, this tool is very good, much better than a lot of AAA
@@PrismaticaDev If a vegetation is large, can it interact with the character locally instead of the entire vegetation, only where it touches, which is similar to physics-based interaction t
Sort of - it can work with individual branches/stems if it's a bush, but something like tree branches are much harder to do without true physical interaction
@@PrismaticaDev In other words, it can interact locally, right?
Will this work for water that's at -27000 z?
Yes - As long as it's writing the the Water RVT :)
Love your stuff! :)