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!
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 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 :)
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!
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!
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
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.
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?
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
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
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.
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?
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
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.
@@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.
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
@@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
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.
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!
Oh I missed that, thank you
I cant find it, what is the folder path and material name? thank you
@@JamesBrett2008 you need to import anything from Bridge in order from it to appear
@@ahmednna201177 I have bridge content and the only other assets in the folder with the master mat are material functions. Any idea why?
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.
Do you have any link for that Tech breakdown? i've tried searching for it, but no success
@@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 :)
Hi, could You provide a link or the specific name of what should be searched to reach that breakdown?
Cheers!
Looks like it's from a GDC talk:
ua-cam.com/video/05FCjQR--Sc/v-deo.htmlsi=f_Qnqvm1w16FxWvH&t=409
Why am I getting more info in this random (but interesting) video comment than on the unreal engine documentation / forums? 😆
Thanks!
5:54 "un p'tit verre d'eau" ahahah j'avais meme pas tilt avant que t'etait FR, gg une video tres intéressante, merci :D
Brilliant video - Covered a lot of more advanced tips and optimisations that I havent seen elsewhere!
Very awesome and useful tips for me as a beginner!! Looking forward to more of your videos for sure 😊
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!
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!
This was an extremely helpful video, thank you so much for the optimization tips!
This was incredible and helped me solve my foliage disappearing problem! Thanks!
Great and useful information! Many Thansk! You got a new follower.
thank you for putting this out man i appreciate it thank you
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
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.
Another very well explained video
"Un pti verre d'eau" tu as refait ma soirée mdrrr
This are golden guides! Thanks a lot 💪
Thanks this is gonna help a lot with my game.
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 :'(
perfect overview, thank you!
This really helped me, thanks!
great insightful video, thank you! :)
thanks dude this helps a lot !
Super vidéo, thank you ;)
Every time I change the placeholder texture to virtual streaming on, my engine crashes. Anybody know a way around this? Thanks and great video.
in 09:09 what type of wind system you use for those.
Great video. I just have a doubt, is there any difference in performance between landscape grass type and Procedural Foliage Spawner
Thank you for sharing experience 🙏🏻✨
how do i edit the wind effect for foliage? did i miss it
I was having the same lod isuses with non - nanite grass... Thanks man..!
I really like the landscape material , did you make it or was it bought online .
It’s Magic Map Material & Maker (M4), on the UE marketplace
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?
Thanks that was great!
Can i procedural generate trees with using some masks and have collision?
"aller ptit verre d'eau" tu refais ma journée🤣
Great video sir
bro can you please cover the auto material part yourself as well... for ue 5plsplsplsss
This is fantastic, I recently started working with unreal from unity :) Thank you.
Is it possible to apply foliage to a skeletal mesh?
edit selection in property matrix tho
how to use this material in my project
what i have to copy?
Thank Bro !
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
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
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.
@@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
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?
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
I can't paint foliage.. do you know why?
So I totally shouldn't use nanite on grass/thin meshes? Isn't there other option?
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.
@@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.
I know way to make LOD 0 by copy and past .. how to explain it here .. do you have anyway out of UA-cam ?
Good job thx
thanks a lot.
Great Tutorial, big thanks ! but the challenge also, is to make a good foliage with path-Tracing, and believe me, it's quite annoying !!
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
@@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
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.
@@PretendCoding I will, thank you :)
Allez ptit verre d'eau ... .flllurp
😅
great
Tu peut parler français on ta griller
Mdrrrr c pas un anglais lui
5:54 " un p'tit verre d'eau" ahah
Dude wtf please why the f*** do you have to torture us with that backgroudn music?