@@KrisLucenDev I'm telling you, typically I watch devlogs for inspiration on my projects but only some convert me from being just interested in the process to being excited for the game too. (Time's a limited resource, otherwise I'd be interested in them all)
@@tylercode2905 What other devlogs/tech channels do you watch? I love watching devlogs but only know of a few. (Randall and Sebastion Lague are my favorites)
THANK A LOT!!! Finally, find someways in UE4 to achieve a similar grass effect to the genshin impact especially the fake cloud shadow, I love it pretty much
Edit: The mesh will appear invisible until you set some wind values for some reason >.> Got it about 95% working. Only thing that's weird is how small the clouds are with similar numbers. Wondering if there was other settings changed besides what was shown. Anyways super informative video, got your gum-road piece (just to double check my work) Hopefully I can find a way to alter the color tips more strongly.
Would you be able to do a video on how you blend the grass with the terrain where grass hasn't spawned? I find there is always a noticeable circle around the player, too much grass (bad performance) or the grass blends too much and I lose out on shadows etc. Looks great btw!
OMG. I really really love your gras style and how you work? I hope I can see more detail cause I just a beginner and some soft like I really don't know to do this ? THank you so much.!!
Me: Turns static lighting off and starts the 20-minute restart where it compiles thousands of shaders Him: and then here's all these other great things you should also do Me: -____-
I think you should try to model the grass blades because with your current grass there might be a lot of overdraw. The grass texture is realy simple so making it an opaque mesh might result in better performances. It might not be the case but if you struggle with perfs, that's an option to look at (that would not work with more complex grass textures)
Hey there, sort of new to UE4 here especially regarding foliage. How is this possible without the use of a mesh for the grass? Is having this thick of grass even optimal with using a mesh for the grass? Sorry if it's a newbie question, just can't seem to find good resources on some of these things.
Oh sorry, I just rewatched it and he said he got the grass cards from the Kite demo, I thought they were projecting on to landscape without any mesh for whatever reason.
If you are looking for SM_FieldGrass_01, you DO NOT want the one from the kite project (it has two by the same name but they are not the same as used in this video). The one you want is from: www.unrealengine.com/marketplace/en-US/product/open-world-demo-collection#
hi, Lucen looks amazing and the trailer looks so cool, I can't wait to play it. I just came to say that I believe the UI and HUD in the game should be clean and minimal as I think that would be great with the aesthetic you have. For example, the bow aim should just be a single dot rather than a dot and circle around it. Also, you should remove the health bars entirely as they remove from the immersion of the game (these are just suggestions and I will still play the game no matter what)
Hey, great video and great work, thank you for sharing your knowledge ! I was wondering if your console tips "r.TemporalAACurrentFrameWeight 0.2" (and the others) affect also the packaged game and not only the editor ? I found no way to override these variables in the project settings or in a PostProcess volume / camera.
@@KrisLucenDev Thanks for your answer ! To clarify for future people who might ask themselves the same question as me, you can use the "Execute Console Command" node in BP. Anyway, keep up the great work ! :)
Hello Kris, i have bought your Grass today. It looks very good. What i'm missed is that this grass would be interactive to the player. Can you show us, how we can implementing this Feature?
This is an awesome tutorial Kris! Thank you! I'm really interested in how you create a toon shading model in UE4. Do you have any videos about this or know of some good tutorials for it?
What's your experience been with forward renderer in unreal? Especially in a stylized game like yours, I'm curious if you ran into any limitations (and if you use it a all, but since you mentioned MSAA I figured you might be)
Hi Tom! So far I haven't run into any limitations - previously I was using LPV (which doesn't work with forward) with deferred but the actual difference in the look was so negligible that it didn't matter. I have to be wary of too many shadow casting movable lights, but that's about it and easy to work around! It was Chris Murphy from Epic who suggested I try forward, and so far it has proven to be much better for this project!
Awesome video and techniques! Thank you for your work! But what about performance? When there is a huge landscape, with a lot of grass, how is it optimised? I would really like to see more content about such good stylized graphics!
I cannot figure out how to get the interactive grass to work with ALS V4. It would be awesome if you did a video for it, however; I know you're too busy for that because of the tree pack and the game.
I've downloaded the project files and I'm not really sure how to get them working in my game? I've moved all the files over into mine, but when I go to those folders, they are empty? I also downloaded Kenny's foliage pack as well. What are the steps to getting this implemented from download?
Hey Kris! Thank you for your grass. Can you give us a tutorial on how to change the emissive property throughout day and night? I've asked around a decent bit and no one knows. Please and thank you! :D
Amazing work! I've also followed the attached tutorial for the grass interaction, but I'm having some trouble connecting it to the AdditionalWPO, any suggestions?
Hi ! :) Thank you very much for doing this ! I'm trying to follow but I'm stuck early on, as I can't fid this "car demo" you're referring to ! :o Could you point me in the correct direction ? Thanks !
Oh it's KITE ! ^_^ I found it ! But with my lousy connection, 30GB downoad for just the grass stuff seems a bit much ! Is there a way I could get just this grass somewhere ? Thanks ! :)
Looks good but 700+ instructions just for the grass, Im not sure how this'll be performance wise since even epic suggests not going over 500 or? Thanks though!
That suggestion refers to deferred rendering - this project was made with forward shading, which calculates the lighting in one pass, so the shader instruction count is misleading as it gets inflated substantially while being more performant than deferred
With Mesh DIstance Field enabled, Its killing my PC performance... I have RTX 2080 8GB graphic, AMD 8 cores, 32GB PC ram? How is that possible? I don't think enabling MDF is a wise idea.
Hi. I bought the scene from gumroad, but whenever I copy paste the files to my own project I cant paint the foliage. The Grass SM turns grey and the materials reset.
You will still need to set up the foliage type, and you may have to reassign the material to the grass. I would recommend using the right click-> migrate option to migrate assets between projects, as it will find dependencies and make sure it includes everything
@@MrAhoyGaming thnx for telling me. i didnt figure it out when u said that tho cause i didnt know i was supposed to look in the learn tab but thnx anyway
I'm sure it can do something similar! I'm not doing anything specific to Unreal in terms of the shader, so a similar setup should definitely work in Unity :)
@@BhushanKad but thats really time consuming on an indie dev. (Assuming you cant buy texture maps) and even if you can it is. I will try technique from this vid in my next project and see what happens
You are able to create it in 4.24 as I'm not using anything specific to 4.25, however the project files on Patreon/Gumroad are made with 4.25 so they aren't backwards compatible AFAIK.
I didn't make it myself! Some kind souls on the Unreal Engine forum have been - forums.unrealengine.com/development-discussion/rendering/1537277-toon-shading-models-stylized-rendering-experiments
Unreal downloaded from the Epic launcher or built from source without modification, as opposed to a custom version built from source (which is what I use for Lucen).
Kris be like "Kept you waiting, huh?" Amazing job this is very helpful even though I am using unity. I love these devolgs, keep them coming.
same here i use unity also but this makes me want to use unreal lol!
Holy crap! So many of my favorite devlogs have updated today.
:) I'm glad to be in your favourites
@@KrisLucenDev I'm telling you, typically I watch devlogs for inspiration on my projects but only some convert me from being just interested in the process to being excited for the game too. (Time's a limited resource, otherwise I'd be interested in them all)
@@tylercode2905 What other devlogs/tech channels do you watch? I love watching devlogs but only know of a few. (Randall and Sebastion Lague are my favorites)
Fresh looking grass dude !!! Love this stylized looking , looks so nice!!
It looks good, I feel like I can eat those grass
Very entertaining and informative. Great work Kris! The grass looks beautiful by the way 😅
reece i swear to god
@@bethel6594 you are following me man 😂
I can't believe the windows background is your inspiration for this, that's so funny
Thank you! So few people using forward rendering with static lighting off in Unreal. This was very refreshing to see!
Pigeon is happy to see a devlog...Pigeon says keep up the work..Pigeon is looking forward to future projects..-PigeonDev
THANK A LOT!!! Finally, find someways in UE4 to achieve a similar grass effect to the genshin impact
especially the fake cloud shadow, I love it pretty much
Good work! Excited to see the final game!
This seems very good, the problem is I only understand like 50% of it at the moment. Saved it for later, when I'm clever. :D
Looks really nice! Congrats..
Woah! Looks really beautiful!
Edit: The mesh will appear invisible until you set some wind values for some reason >.>
Got it about 95% working. Only thing that's weird is how small the clouds are with similar numbers. Wondering if there was other settings changed besides what was shown.
Anyways super informative video, got your gum-road piece (just to double check my work) Hopefully I can find a way to alter the color tips more strongly.
Would you be able to do a video on how you blend the grass with the terrain where grass hasn't spawned? I find there is always a noticeable circle around the player, too much grass (bad performance) or the grass blends too much and I lose out on shadows etc. Looks great btw!
OMG. I really really love your gras style and how you work? I hope I can see more detail cause I just a beginner and some soft like I really don't know to do this ?
THank you so much.!!
This is great! Loads of info. Thanks for putting this up!
Me: Turns static lighting off and starts the 20-minute restart where it compiles thousands of shaders
Him: and then here's all these other great things you should also do
Me: -____-
this is awesome dude, thanks for sharing
Thanks for the breakdown
I think you should try to model the grass blades because with your current grass there might be a lot of overdraw. The grass texture is realy simple so making it an opaque mesh might result in better performances. It might not be the case but if you struggle with perfs, that's an option to look at (that would not work with more complex grass textures)
Hey there, sort of new to UE4 here especially regarding foliage.
How is this possible without the use of a mesh for the grass? Is having this thick of grass even optimal with using a mesh for the grass?
Sorry if it's a newbie question, just can't seem to find good resources on some of these things.
Oh sorry, I just rewatched it and he said he got the grass cards from the Kite demo, I thought they were projecting on to landscape without any mesh for whatever reason.
Thank you so much for this! Love it!
If you are looking for SM_FieldGrass_01, you DO NOT want the one from the kite project (it has two by the same name but they are not the same as used in this video). The one you want is from: www.unrealengine.com/marketplace/en-US/product/open-world-demo-collection#
@Lennon Kayden these two replies are as real as my girlfriend
hi, Lucen looks amazing and the trailer looks so cool, I can't wait to play it. I just came to say that I believe the UI and HUD in the game should be clean and minimal as I think that would be great with the aesthetic you have. For example, the bow aim should just be a single dot rather than a dot and circle around it. Also, you should remove the health bars entirely as they remove from the immersion of the game (these are just suggestions and I will still play the game no matter what)
Yes, he should go with your preferences instead of his own. 😂
Hey man! New here, but I already love your videos!
Welcome, and thanks for watching! Glad you're enjoying them
This looks sick, i'ma watch later :)
Hey, great video and great work, thank you for sharing your knowledge !
I was wondering if your console tips "r.TemporalAACurrentFrameWeight 0.2" (and the others) affect also the packaged game and not only the editor ?
I found no way to override these variables in the project settings or in a PostProcess volume / camera.
Hey good question - in Lucen I am setting it in the level blueprint so it will always happen when starting the level :)
@@KrisLucenDev Thanks for your answer !
To clarify for future people who might ask themselves the same question as me, you can use the "Execute Console Command" node in BP.
Anyway, keep up the great work ! :)
Hello Kris, i have bought your Grass today. It looks very good. What i'm missed is that this grass would be interactive to the player. Can you show us, how we can implementing this Feature?
This is an awesome tutorial Kris! Thank you!
I'm really interested in how you create a toon shading model in UE4. Do you have any videos about this or know of some good tutorials for it?
What's your experience been with forward renderer in unreal? Especially in a stylized game like yours, I'm curious if you ran into any limitations (and if you use it a all, but since you mentioned MSAA I figured you might be)
Hi Tom! So far I haven't run into any limitations - previously I was using LPV (which doesn't work with forward) with deferred but the actual difference in the look was so negligible that it didn't matter. I have to be wary of too many shadow casting movable lights, but that's about it and easy to work around! It was Chris Murphy from Epic who suggested I try forward, and so far it has proven to be much better for this project!
@@KrisLucenDev Nice! Shadow casting movable lights are still very expensive for deferred anyway Hehe I hope we could get some Forward+ someday
Yes! Would love to have the best of both worlds
Awesome video and techniques! Thank you for your work!
But what about performance? When there is a huge landscape, with a lot of grass, how is it optimised?
I would really like to see more content about such good stylized graphics!
I cannot figure out how to get the interactive grass to work with ALS V4. It would be awesome if you did a video for it, however; I know you're too busy for that because of the tree pack and the game.
Great video, is there anything special we need to do for the vertex color?
Woww this is great
I've downloaded the project files and I'm not really sure how to get them working in my game? I've moved all the files over into mine, but when I go to those folders, they are empty? I also downloaded Kenny's foliage pack as well. What are the steps to getting this implemented from download?
Nice, end result is awesome.
How is the overdraw for this? Are you making any LODs for the grass piece?
Hi, can I ask what did you change in "WorldCoords-XY" function under Detail Mask nodes?
I'm really looking forward to this game! Just a question, will you be able to play with 2-4 friends in the future? (Keep up the good work!)
love you
this looks great! can you make a more detailed tutorial?
Hi Kris,
When I sculpt the landscape the grass that is within the sculpted area darkens. Any idea how that can be solved or what it can be?
Thanks
Hey Kris! Thank you for your grass. Can you give us a tutorial on how to change the emissive property throughout day and night? I've asked around a decent bit and no one knows. Please and thank you! :D
it s not free ?
@@dogamer238 No, why would he let it go for free?
Amazing work! I've also followed the attached tutorial for the grass interaction, but I'm having some trouble connecting it to the AdditionalWPO, any suggestions?
Hi ! :)
Thank you very much for doing this !
I'm trying to follow but I'm stuck early on, as I can't fid this "car demo" you're referring to ! :o
Could you point me in the correct direction ?
Thanks !
Oh it's KITE ! ^_^
I found it ! But with my lousy connection, 30GB downoad for just the grass stuff seems a bit much ! Is there a way I could get just this grass somewhere ?
Thanks ! :)
can you cover the rock painting next (grass layer on top)
Looks good but 700+ instructions just for the grass, Im not sure how this'll be performance wise since even epic suggests not going over 500 or?
Thanks though!
That suggestion refers to deferred rendering - this project was made with forward shading, which calculates the lighting in one pass, so the shader instruction count is misleading as it gets inflated substantially while being more performant than deferred
With Mesh DIstance Field enabled, Its killing my PC performance... I have RTX 2080 8GB graphic, AMD 8 cores, 32GB PC ram? How is that possible? I don't think enabling MDF is a wise idea.
Hi.
I bought the scene from gumroad, but whenever I copy paste the files to my own project I cant paint the foliage. The Grass SM turns grey and the materials reset.
You will still need to set up the foliage type, and you may have to reassign the material to the grass.
I would recommend using the right click-> migrate option to migrate assets between projects, as it will find dependencies and make sure it includes everything
Is this grasa project on your patreon?
has anyone got any tips on how i can improve performance while using this grass?
Can you make some tutorial including Houdini and unreal
really nice. This scene really lags on my PC lol. I have a scene about 4 times larger on RTX 2070 Super and Ryzen 6 core.
have you found any fixes to the lag?
@@kingyerghin7025 No its just a grass that requires alot of GPU power.
@@nickgennady are you using it in any of your projects or have you found more optimised grasses?
ifjmadeit right now I’m using it since I’m just a c++ programmer and get someone else to make better one later
Where can i get the grass wind material funcion ?
hard to follow. i could not understand what to plug and where to plug it.
may i ask is it the default sky?
Where do u get the kite demo at?
You can get it at the marketplace
@@MrAhoyGaming thnx for telling me. i didnt figure it out when u said that tho cause i didnt know i was supposed to look in the learn tab but thnx anyway
materials instruction too damn high ? while its simple -- is that bc off forward shading?
I wish Unity had the possibility of grass as good as this :/
I'm sure it can do something similar! I'm not doing anything specific to Unreal in terms of the shader, so a similar setup should definitely work in Unity :)
Unity does. You need to know what you're doing.
I’ve seen grass assets in Unity asset Store with similar quality. Maybe you can check there.
You can do the same with unity just change the render pipeline to URP or HDRP, and I played some with post processing and it was looking decent.
@@BhushanKad but thats really time consuming on an indie dev. (Assuming you cant buy texture maps) and even if you can it is. I will try technique from this vid in my next project and see what happens
When I saw the video I was like hey ho hey ho .....XD
will it work on 4.24 ?
You are able to create it in 4.24 as I'm not using anything specific to 4.25, however the project files on Patreon/Gumroad are made with 4.25 so they aren't backwards compatible AFAIK.
Help!
Where can I get GrassWindAlt?
you have to make a duplicate of simple grasswind and then modify it and name the duplicate grass wind alt and stuff
Dat windows xp bg
bro! i want those grass for real but i got no money! ☹️
Are you make whole game using blueprint only?
So far, yep!
can h make lucen available for android mobile
Is it GPU heavy for my game.?
whats the model person he using assets?
He made his own
Did you write the custom Unreal version you're using for Lucen yourself or is there some handy source out there I could check out? :)
I didn't make it myself! Some kind souls on the Unreal Engine forum have been - forums.unrealengine.com/development-discussion/rendering/1537277-toon-shading-models-stylized-rendering-experiments
@@KrisLucenDev Hi, are you using this repo? github.com/kusogaki77/UnrealEngine It seems to say in the thread that it doesn't support forward shading.
Witchcraft.
how the fuck did you came up with all this, i am struggeling to understand all this
It kinda looks like Fortnite STWs grass
What is Vanilla Unreal?
Unreal downloaded from the Epic launcher or built from source without modification, as opposed to a custom version built from source (which is what I use for Lucen).
@@KrisLucenDev thanks, I was already gonna by the game, now after this answer its fixed I am definitely gonna buy it. Thanks
@@amolambhore6815 How does the difference in the engine dictate if you buy a game?
Can anyone give me the file cuz i don't have much money to buy this please !
be more clear bro wtf is this
unreal makes me aggressive.. i really really don't like that software....
Seems a bit weird having it wave in 4 different directions all at the same time though
Wind's pretty crazy sometimes.