🌿 Ultimate FOLIAGE Guide in UE5 🌿

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  • Опубліковано 27 вер 2024

КОМЕНТАРІ • 69

  • @OverJumpRally
    @OverJumpRally 7 місяців тому +12

    8:10 Don't do that!! MegaScans come with a Master Material that's already set up with VT sample textures! It's in the folder underneath the basic Master Material!

    • @VLRN_
      @VLRN_  7 місяців тому +3

      Oh I missed that, thank you

    • @JamesBrett2008
      @JamesBrett2008 4 місяці тому +2

      I cant find it, what is the folder path and material name? thank you

    • @ahmednna201177
      @ahmednna201177 2 місяці тому +1

      @@JamesBrett2008 you need to import anything from Bridge in order from it to appear

  • @ConradSly
    @ConradSly 8 місяців тому +31

    If you want to use nanite for foliage, the performance is greatly increased without using alpha textures. You will have better performance if your foliage is pure geometry (to some extent, you can't go super crazy with the vert count on individual clumps of grass). So take care to cut your nanite mesh out around your alpha texture. This is simply because overdraw from alpha testing is still one of the most costly things to render, so increasing your vert count with nanite levels is extremely heavy. There is also nanite overdraw to consider, which has to do with overlapping geometry. Take special care to optimize your geometry placement to reduce nanite overdraw, and make your materials for nanite foliage Opaque Subsurface to decrease their shading cost and have no regular alpha testing overdraw on any of it :) If you want to learn more about that check out Paul Mader's technical breakdown of nanite foliage for Fortnite.

    • @oskarwallin8715
      @oskarwallin8715 8 місяців тому +2

      Do you have any link for that Tech breakdown? i've tried searching for it, but no success

    • @ConradSly
      @ConradSly 8 місяців тому +5

      @@oskarwallin8715 also if you have any questions about it feel free to ask, I personally made about 50% of foliage assets seen in Fortnite for the past several years :)

    • @semirukiya5308
      @semirukiya5308 6 місяців тому +2

      Hi, could You provide a link or the specific name of what should be searched to reach that breakdown?
      Cheers!

    • @dw5767
      @dw5767 2 місяці тому

      Looks like it's from a GDC talk:
      ua-cam.com/video/05FCjQR--Sc/v-deo.htmlsi=f_Qnqvm1w16FxWvH&t=409

    • @RickHenderson
      @RickHenderson 2 місяці тому

      That's some amazing detail, thanks. Do you know where Landscape foliage would be better than PCG?

  • @michaelarby
    @michaelarby 26 днів тому

    Brilliant video - Covered a lot of more advanced tips and optimisations that I havent seen elsewhere!

  • @OjalaStudios
    @OjalaStudios 3 місяці тому

    This is fantastic, I recently started working with unreal from unity :) Thank you.

  • @WSTFL-animations
    @WSTFL-animations Місяць тому

    This really helped me, thanks!

  • @larrybarnes1241
    @larrybarnes1241 8 місяців тому

    This was incredible and helped me solve my foliage disappearing problem! Thanks!

  • @TheGamerFurtif
    @TheGamerFurtif 6 днів тому

    Thank Bro !

  • @CamilloRealTime
    @CamilloRealTime 3 місяці тому

    perfect overview, thank you!

  • @juliotorres64
    @juliotorres64 6 місяців тому

    OMG thanks a lot i always thought my PC wasnt powerful and now with this i realized that was rendering with a huge texture quality. Thank you again for the optimizations tips.

  • @amelierxse
    @amelierxse 2 місяці тому

    great insightful video, thank you! :)

  • @tomahawk81
    @tomahawk81 7 місяців тому

    Great and useful information! Many Thansk! You got a new follower.

  • @jayhop960
    @jayhop960 7 місяців тому

    thank you for putting this out man i appreciate it thank you

  • @CAD_gaming
    @CAD_gaming 7 місяців тому

    Thanks this is gonna help a lot with my game.

  • @Lukasz_Stan
    @Lukasz_Stan 9 місяців тому

    This are golden guides! Thanks a lot 💪

  • @otherknights
    @otherknights 8 місяців тому

    Thank you for sharing experience 🙏🏻✨

  • @danielbecerra6094
    @danielbecerra6094 9 місяців тому

    Another very well explained video

  • @CodeJourney557
    @CodeJourney557 6 місяців тому

    "Un pti verre d'eau" tu as refait ma soirée mdrrr

  • @tomjumper3937
    @tomjumper3937 6 місяців тому

    thanks dude this helps a lot !

  • @boyjedi3719
    @boyjedi3719 2 місяці тому

    Great video. I just have a doubt, is there any difference in performance between landscape grass type and Procedural Foliage Spawner

  • @YahiyaJasem
    @YahiyaJasem 7 місяців тому

    Great video sir

  • @0rdyin
    @0rdyin 11 місяців тому

    I was having the same lod isuses with non - nanite grass... Thanks man..!

  • @saeedzamani1503
    @saeedzamani1503 10 місяців тому

    Thanks that was great!

  • @lesterzamora8671
    @lesterzamora8671 9 місяців тому

    This is great, well done. I love reviewing your optimization on foliage-landscape. May I suggest you revisit the latest IA scatter plugin and DASH plugin (previously graphN) and would suggest you do optimization based on the plugins for scattering? I love using IAscatter in conjunction with my procedural levels as it easy to use, including blueprint actors. Though dash is subscription its the fastest way and easiest way to scatter and dress the environment. PCG for me is still time consuming to setup unless more asset creators make more templates out of it or the examples from UE. So currently i mix dash and IA scatter.
    Can you also cover HISM or packed level actors type optimization? Thank you so much

  • @sandeepkumarsethi5635
    @sandeepkumarsethi5635 3 місяці тому

    bro can you please cover the auto material part yourself as well... for ue 5plsplsplsss

  • @Spot120
    @Spot120 5 місяців тому

    thanks a lot.

  • @ahmedshakib3883
    @ahmedshakib3883 10 місяців тому +1

    I really like the landscape material , did you make it or was it bought online .

    • @VLRN_
      @VLRN_  10 місяців тому +1

      It’s Magic Map Material & Maker (M4), on the UE marketplace

  • @Preirin
    @Preirin 2 місяці тому

    Hmmm. Trying to use a grass node with an autolandscape but even though I have appointed a layer as "grass", have set a material and have used the landscape layer sample + landscape grass node I can't seem to spawn grass. ??? Also, in 5.4, I can't seem to find the nanite option under the static meshes. Yes, I have nanite enabled.... any help?

  • @arash5550
    @arash5550 2 місяці тому

    in 09:09 what type of wind system you use for those.

  • @MadiNoe12
    @MadiNoe12 Місяць тому

    1:53 when i drag and drop the static mesh in the foliage it ask me to save the asset as... ?! What am i doing wrong :'(

  • @_XAIR_
    @_XAIR_ 6 місяців тому

    Good job thx

  • @GAMINGAPOSTLEJ
    @GAMINGAPOSTLEJ 4 місяці тому

    edit selection in property matrix tho

  • @teuspolito
    @teuspolito 6 місяців тому

    Is it possible to apply foliage to a skeletal mesh?

  • @mnisnobo
    @mnisnobo 8 місяців тому

    Can i procedural generate trees with using some masks and have collision?

  • @The.Anime.Library
    @The.Anime.Library 8 місяців тому

    great

  • @M_A_A2301
    @M_A_A2301 11 місяців тому

    Great Tutorial, big thanks ! but the challenge also, is to make a good foliage with path-Tracing, and believe me, it's quite annoying !!

    • @VLRN_
      @VLRN_  11 місяців тому

      I feel you, I haven’t used the path tracer in a while actually but everything about it feels a bit experimental. I couldn’t get the foliage wind working on a projet recently and switched to Lumen instead

    • @M_A_A2301
      @M_A_A2301 11 місяців тому

      @@VLRN_ yeah for the foliage wind, it's a big mess, until i found this tutorial ua-cam.com/video/Ar3vvygirLU/v-deo.htmlsi=aMx6qoLIf-Len80Q it help's me but, the performance drop down when rendering, but the result is there

    • @PretendCoding
      @PretendCoding 11 місяців тому +1

      Are you trying to make that for virtual production or something? The path tracer gives you "ground truth." If you want good looking grass in the path tracer, you should probably learn how to use the new Substrate system. Barring that, look up Ben Cloward here.

    • @M_A_A2301
      @M_A_A2301 10 місяців тому

      @@PretendCoding I will, thank you :)

  • @siddharthpaul6539
    @siddharthpaul6539 7 місяців тому

    how to use this material in my project
    what i have to copy?

  • @kriros97
    @kriros97 5 місяців тому

    I can't paint foliage.. do you know why?

  • @bolbolegypttuber
    @bolbolegypttuber 10 місяців тому

    I know way to make LOD 0 by copy and past .. how to explain it here .. do you have anyway out of UA-cam ?

  • @serizawareda7831
    @serizawareda7831 8 місяців тому

    Salut, merci pour le tuto ! tu as un discord pour échanger entre passionnés sur unreal, les techniques etc ? je cherche à discuter avec des gens, apprendre d'eux, leur apprendre enfin je pense que tu as compris ! lol

  • @NMY03
    @NMY03 9 місяців тому

    I always get the following message in the editor "video memory has been exhausted". The performance tanks very hard. I currentyl have an RTX3070. Any advice?

    • @VLRN_
      @VLRN_  9 місяців тому

      You can watch my video on optimization and texture streaming pool, I cover some techniques you can use to make your scene lighter (texture size reduction for example). I’d also look at the models you are using to scatter, if they are megascans you should swap them for less detailed meshes, and try anything that could make your scene lighter

  • @Souciss_12
    @Souciss_12 2 місяці тому

    "aller ptit verre d'eau" tu refais ma journée🤣

  • @thedefaultcube1218
    @thedefaultcube1218 10 місяців тому

    bought M4 after you bragged about it,... cant seem to get the grass types to sapwn with either unreal sensai landscape or the M4 addon. even in the default island example map no grass
    i dont know what im doing wrong

    • @VLRN_
      @VLRN_  10 місяців тому

      With M4 you could just edit the existing grass types and switch meshes there, if you want to add new grass types it requires modifying the blueprints because it needs to connect to the landscape. Same for Unreal Sensei probably but it’s maybe shown in one of his guides. For a proper way to do it with M4 I’d ask on the discord, however I think you can already get far with just modifying the existing ones.

    • @thedefaultcube1218
      @thedefaultcube1218 10 місяців тому

      @@VLRN_ thank you. Got it figured out. On grass landscape type I had the scaling turned on. Unchecked that box and foliage spawns as expected

  • @real2rek
    @real2rek 11 місяців тому

    So I totally shouldn't use nanite on grass/thin meshes? Isn't there other option?

    • @VLRN_
      @VLRN_  11 місяців тому +2

      Well it depends of your project and goal, but as of right now I don’t think nanite is a good option for grass if you want good performance. Maybe it will be better in future versions.
      You should rather spend some time adjusting your LODs for grass if you are making games, you can find game-ready assets that you may not have to tweak too much. Also look at LOD plugins.

    • @DarkSession6208
      @DarkSession6208 11 місяців тому

      @@VLRN_UE Community is gatekeeping something about Nanite and Foliage. Its not documented at all but some people know it and will only tell you if you ask specifically. For Rendering it does not matter... But if you want to use nanite on Foliage like Trees and Grass IN A GAME (!!!) theres no way around than fully modeling out the models, because performance will tank into oblivion, if you do it properly you get more frames than with normal meshes.
      So in short : Model Tree / Grass models by hand, don't overdo the Polys (250-400 for a grass mesh is okay). The Leaves or grass halms SHOULD NOT HAVE any Alpha map, no transparency! Only use solid polys and model it like you would model a object such as a car or weapon, don't do anything with translucency. Solid blocks. This is to prevent overdraw, nanite is absolutely dying with overdraw and 95% of the assets in the store (paid or free) are outdated ones which were created with Opacity masks instead of being fully modeled out. So basically if you want full performance you have to do it yourself or buy assets which have no opacity mask. If you want to do it yourself use Speedtree and stamp out the alpha so only the actual part of the leave is selected and nothing around it (so only parts of the leave are part of the model and no empty 2D Plane).
      Benefits : more performance than using conventional meshes that had used opacity masks + LOD is a thing of the past. Nanite with this method gains a lot more performance than the old fashioned optimized way before nanite was even a thing.

  • @baudmarch3925
    @baudmarch3925 2 місяці тому

    Allez ptit verre d'eau ... .flllurp
    😅

  • @spektra_exe
    @spektra_exe 7 місяців тому +1

    Tu peut parler français on ta griller

  • @unrea13st
    @unrea13st 4 місяці тому

    Dude wtf please why the f*** do you have to torture us with that backgroudn music?

  • @mebessusn
    @mebessusn 7 місяців тому

    This was an extremely helpful video, thank you so much for the optimization tips!

  • @xjuliussx
    @xjuliussx 3 місяці тому

    my dear Valerian, this is one of best tutorials i could follow, also it's very calm(tks to your voice and intonation) and is very well explained. Please make more, cause i enjoy this one and i follow and encourage me to look more of your videos. Thank you for your research and video!

    • @VLRN_
      @VLRN_  3 місяці тому +1

      Wow thank you! 😊 I want to make more videos but I am not really using UE these days. I will start doing Blender tutorials at some point, and maybe come back to UE later on!