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.
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!
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
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.
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.
@@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
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.
Subbed I couldn’t get what I wanted with dynamic mesh!thisis awesome
I would love to know more about that lime cut. are you ever going to revisit this topic?
Awesome.. ! This is what I was looking for, thanks for taking the time and for the work, thanks
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!
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
Awesome knowledge sharing as usual!
Super interesting, thanks from new zealand
Could this be a solution for landscape materials? Can we bake displacement on landscapes?
We may try to create Nanite meshes on the fly based on height textures and etc. that’s what I after here.
Hello, I have not apply displacement in UE5 0:24 do you have a plugin for?
Check the video. It's some mesh based workflow. Not dynamic displacements.
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.
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.
@@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
would this work in a packaged project?
Yeah! It will work just fine.
@@GDi4K thats awesome, thanks
GDi4K it doesn’t. The dynamic messages disappear
it seems as if houdini and unreald had a child
Yeah! They lack quite a lot of useful nodes like Mountain SOP and so on. I am planning to add them as a plugin.