Thanks, yet again, for sharing your knowledge. You are a compass for me, and I compare other resources against your level of quality and depth of content. Keep up the great work, the community needs more wizards like you.
I have been following you very closely and it was scary that you disappeared for a long time, but there was a deep reason for it!! Thank you for all your work❤
@@ghislaingirardot Это очень хорошая работа, но всё же разделение на части не помешало бы. На ютубе больших проектов невероятно мало, а по теме Volumetric их 2 и теперь это 3, и то что вы потратели столько времени на всё это + ОЧЕНЬ хорошую подачу заслуживает невероятного уважения.
Oh man, intimidating as THREE AND A HALF HOURS of this video is, I am looking forward to getting into it. A very humble thank from a peasant, Ghislain.
I've skimmed through this out of curiosity. As someone who has been actively building a storm chasing simulator in Unreal Engine 4 into 5 - Many of the solutions you came up with are the same or very similar. I find this interesting. I have some other additions though that are appropriate for a storm chasing game like radar (precip radar, velocity radar). I also have fully functioning supercell behaviour (anvils, wall clouds/gust fronts/mesocyclones). I also have sprawling anvils.
@NortandoGames could you share with us the results of your work? video essays or articles? it would be very valuable, maybe through Patreon? or is this covered by NDA?
Super cool video....though...in production we just use UDS...which is kinda a nice wrapper for all this weather stuff. One of the best plugins I've used. Still great to see all the mechanics behind things.
You're about the last guy who should be apologizing for his content. I don't know if you have considered this, but if you did a short follow-up "maybe I should have mentioned this" kind of video once in awhile, I would watch those, too.
I wouldn't mind making follow-up videos :) I guess it didn't happen yet because I usually don't have a lot left to say, if anything at all. It's bound to happen tho
hello any upcoming updates on niagra landscape interface tutorial ? it's been 2 years a few things havbe changed maybe you can update it and give us the best performance options
@@davy4842 Memory footprint increases but that's it, sampling a large or small landscape via the Landscape Niagara Interface likely has the same cost. I'm assuming it just samples the landscape's height map, that's it
The most in depth tutorial on a weather system so far :) To add a higher level of realism, maybe, you could add dynamic rain particles that are affected by objects' speed? (like here ua-cam.com/video/P-0nEGZ_-gM/v-deo.htmlsi=Oou8rnejDVefsyqN&t=146), especially that you've already done something in relation to that in you Dripping Water Droplets video!
Damn that mod looks dope! I played vanilla AC quite a bit. This seems very specific to racing games though, I don't quite see how I'd implement a generic solution. It probably depends on the way the car is modeled/unwrapped and so forth. Unlikely to be part of a 'generic' weather system of any kind.
@ghislaingirardot Indeed it does look cool! Honestly, the mod does rely on car unwrapping but that's the engine limitations I guess. However, there are already some 2d implementations of this in the UE, that do not rely on any specific unwrapping, the only thing is that they are not 3D and don't seem to be based on niagara particles :/ and also don't look as realistic
Finally some extensive conversation over a much overlooked topic
Man, the work you do is so inspiring. Thanks for the thorough research and breakdowns and processes
This is an absolute TOME of knowledge. Thank you so much for providing all of this information for free. What a time to be alive!
Just got finished watching this one. What an incredible piece of work!
@@Tylru Thanks Tyler!
I'm not even surprised anymore ! Another banger video, packed with knowledge :D
Thanks, yet again, for sharing your knowledge. You are a compass for me, and I compare other resources against your level of quality and depth of content. Keep up the great work, the community needs more wizards like you.
3 hours of brilliance!!! Can't wait to see it all 😍😍
Meh. More like technical jibber-jabber, but I'll take it, ty :D
this is insane, im only an hour in but wanted to say thank you for this!! will be joining patreon very soon
I have been following you very closely and it was scary that you disappeared for a long time, but there was a deep reason for it!! Thank you for all your work❤
Thanks for following! Hope you'll like the video :)
@@ghislaingirardot Это очень хорошая работа, но всё же разделение на части не помешало бы. На ютубе больших проектов невероятно мало, а по теме Volumetric их 2 и теперь это 3, и то что вы потратели столько времени на всё это + ОЧЕНЬ хорошую подачу заслуживает невероятного уважения.
@@mrcato_-1724 I'm sorry, which 2 exactly do you mean? (those presentations that were mentioned in the video). I would appreciate a reply!
Oh man, intimidating as THREE AND A HALF HOURS of this video is, I am looking forward to getting into it. A very humble thank from a peasant, Ghislain.
Really nice video. Appreciate the detail you've gone into and yeah, seems like you put in a lot of work :) - appreciate it!
Thanks!
The goat of goats. Massive respect as always.
those clouds are really good
thank you
not a lot of people talk about clouds
Never seen your videos before but wow! Thorough and so well presented.
Thanks, and welcome :)
FYI there's also now a JFA compute shader implementation in the GeometryMask plugin
Good to know! Thanks for the tip
I have been looking for this for soooo long 🔥
"How is the a deep dive if it's only 3and a half minutes?"
"....Oh.... Never mind lol "
😅
Excellent, that's the best way to describe this video.
Best video on this topic.
Thank you very much for this video, I love this channel! 😀
Lets goooooo! So excited to dig in!!!
Let me know what you think 😉
I've skimmed through this out of curiosity. As someone who has been actively building a storm chasing simulator in Unreal Engine 4 into 5 - Many of the solutions you came up with are the same or very similar. I find this interesting. I have some other additions though that are appropriate for a storm chasing game like radar (precip radar, velocity radar). I also have fully functioning supercell behaviour (anvils, wall clouds/gust fronts/mesocyclones). I also have sprawling anvils.
Sounds neat! Good to hear we went in similar-ish directions. It probably means we're doing things the right way :D
@NortandoGames
could you share with us the results of your work? video essays or articles? it would be very valuable, maybe through Patreon? or is this covered by NDA?
In the next video, will Ghislain break the 5 hour mark? Tune in to find out!
Definitely not :p This is a one time mistake haha
Super cool video....though...in production we just use UDS...which is kinda a nice wrapper for all this weather stuff. One of the best plugins I've used. Still great to see all the mechanics behind things.
Nothing wrong with using UDS :D It's dope!
La vache ! Cette master class de Noel !!! Merci Santa Girardot❤🎁 !
Very detailed explaination! Thanks!
Amazing tutorial🤩
Thank you very much.
You're about the last guy who should be apologizing for his content. I don't know if you have considered this, but if you did a short follow-up "maybe I should have mentioned this" kind of video once in awhile, I would watch those, too.
I wouldn't mind making follow-up videos :) I guess it didn't happen yet because I usually don't have a lot left to say, if anything at all. It's bound to happen tho
hello any upcoming updates on niagra landscape interface tutorial ? it's been 2 years a few things havbe changed maybe you can update it and give us the best performance options
Hmm, I haven't noticed any drastic changes. Things should be pretty much plug & play. What's your hurddle?
@ performance on large landscapes
@@davy4842 Memory footprint increases but that's it, sampling a large or small landscape via the Landscape Niagara Interface likely has the same cost. I'm assuming it just samples the landscape's height map, that's it
24h long video when?
This 3hrs long video is a one time mistake :p Never again
@@ghislaingirardot I would watch a video for 72 hours or more of this level of material
love u
The most in depth tutorial on a weather system so far :) To add a higher level of realism, maybe, you could add dynamic rain particles that are affected by objects' speed? (like here ua-cam.com/video/P-0nEGZ_-gM/v-deo.htmlsi=Oou8rnejDVefsyqN&t=146), especially that you've already done something in relation to that in you Dripping Water Droplets video!
Damn that mod looks dope! I played vanilla AC quite a bit. This seems very specific to racing games though, I don't quite see how I'd implement a generic solution. It probably depends on the way the car is modeled/unwrapped and so forth. Unlikely to be part of a 'generic' weather system of any kind.
@ghislaingirardot Indeed it does look cool! Honestly, the mod does rely on car unwrapping but that's the engine limitations I guess. However, there are already some 2d implementations of this in the UE, that do not rely on any specific unwrapping, the only thing is that they are not 3D and don't seem to be based on niagara particles :/ and also don't look as realistic