Getting Started with Unreal Engine 5 Geometry Scripting (Displacements, Nanite Baking, Collisions)

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КОМЕНТАРІ • 21

  • @microbounce2009
    @microbounce2009 Рік тому +1

    It's great, but do you have to do the same thing every time for each material to activate a displacement?
    I think UE5 urgently needs something native.
    In offline engines it's 1 click and that's it.

  • @mrnevermind
    @mrnevermind 2 роки тому

    Subbed I couldn’t get what I wanted with dynamic mesh!thisis awesome

  • @darktaco1238
    @darktaco1238 Рік тому

    I would love to know more about that lime cut. are you ever going to revisit this topic?

  • @brunocandia9671
    @brunocandia9671 2 роки тому

    Awesome.. ! This is what I was looking for, thanks for taking the time and for the work, thanks

  • @ChengwuWang-zh1zm
    @ChengwuWang-zh1zm Рік тому

    Thanks for your tutorials! It inspired me alot. I didn't find your video for lime slicing demo, would you like to make a video for it? That will be helpful!

  • @bradicalmusic
    @bradicalmusic 2 роки тому +1

    Very cool video! Is it possible to make changes to the dynamic meshes in sequencer? Like change steps/size/number/etc on a timeline. I tried key-framing some of the procedural objects from Lyra project but it does not seem possible

  • @Fafmagic
    @Fafmagic 2 роки тому +1

    Awesome knowledge sharing as usual!

  • @supremebeme
    @supremebeme 2 роки тому

    Super interesting, thanks from new zealand

  • @alxleiva
    @alxleiva 2 роки тому +1

    Could this be a solution for landscape materials? Can we bake displacement on landscapes?

    • @GDi4K
      @GDi4K  2 роки тому

      We may try to create Nanite meshes on the fly based on height textures and etc. that’s what I after here.

  • @salihsendil
    @salihsendil 2 роки тому

    Hello, I have not apply displacement in UE5 0:24 do you have a plugin for?

    • @GDi4K
      @GDi4K  2 роки тому

      Check the video. It's some mesh based workflow. Not dynamic displacements.

  • @dr_j0nes
    @dr_j0nes Рік тому +1

    How do you specifiy the material used for the cut holes? For me it just always uses the first material Slot. Also when I package the project the holes are empty and not filled anymore. Anybody any tips?
    Also collisions seem to switch to use complex for physics (wtf) on the packaged built. That's so strange because it shouldn't even work with complex collisions, even if intended.

    • @PippinValo
      @PippinValo 10 місяців тому

      Hi did you find out more about the physics? Im so lost right now I don't know how my physics are working and doubt they'll actually work when packaging the project.

    • @dr_j0nes
      @dr_j0nes 10 місяців тому +1

      @@PippinValo I put anything in terms of geometry Scripting on hold until it's working as intended on a packaged build. :( so we have to wait a few versions I guess

  • @Loki-qo2kb
    @Loki-qo2kb 2 роки тому +1

    would this work in a packaged project?

    • @GDi4K
      @GDi4K  2 роки тому

      Yeah! It will work just fine.

    • @Loki-qo2kb
      @Loki-qo2kb 2 роки тому

      @@GDi4K thats awesome, thanks

    • @HaloDude557
      @HaloDude557 2 роки тому

      GDi4K it doesn’t. The dynamic messages disappear

  • @carlosrivadulla8903
    @carlosrivadulla8903 2 роки тому

    it seems as if houdini and unreald had a child

    • @GDi4K
      @GDi4K  2 роки тому +1

      Yeah! They lack quite a lot of useful nodes like Mountain SOP and so on. I am planning to add them as a plugin.