Dude... WTF! Some people are like "oh cool" I'm loosing my mind! You basically give away all the assets from the matrix game? Insane! Thank you so much!
I'm just hmmm..my brain have a siezure.. all those problems and how you clarify them and solve them is just next level.. I feel my self like I'm coming from a cave from 10000 BC
thx for all the technical explanation. Is your team also planning video episodes, that's for users, and tutoring us how to use it as a creator? thx and keep rocking, this is really epic. cheers
"Check our talk about building the look development" 10:07 ? Does someone please have a link to it? EDIT: nevermind, it starts at 27:30, but sadly doesn't mention the tool in the details that I've expected. Great content nevertheless :-)
@@scaredyfish yeah, now that you mention it, you are right. It's labeled like that. They just don't really mention how that tool works, only how their pipeline was laid down. I was interested in that, since I've recently created .uassets programatically, so I was interested in their usage. Oh well. Still great content though.
i think somebody messed up the live stream here :D but it's pre recorded videos anyway so it's actually not too bad and i can watch it at 2x speed for the less interesting parts
I also come for the same I am actually working on my unreal project and suddenly triggered oh unreal in 2022 is best oh state of unreal and encountered this video
Explain if I understand correctly how nanites work? Does the system automatically segment all polygons and send a request to draw not each individual polygon, but the entire group?
Simply awesome. I’d really lime to know how Lumen uses the emissive light panels that make up the building maps, the millions of them, to ‘happy accident’-light at night WITHOUT bringing my workstation to its knees. Sheesh.
So I just downloaded and tested the packaged demo on PC. With highest settings, 20fps on Titan Xp + i7-8700k. With some adjusted settings, 40fps. Uses ~6GB VRAM. I can now understand the hype around this. They hit the holy grail of computer graphics with the Nanite adaptive mesh refinement. The detail everywhere blows you off the chair. There is no cheating going on. The spokes of bicycles, fences, street litter, the undersides of cars with suspension and exhaust pipes, ... everything is meshed geometry in extreme detail. You can look inside the building windows and you will find properly rendered office rooms with furniture. I can't wait for the next generation of video games that will come out of this, especially for VR.
I know it might sounds crazy, but I just can’t wait until someone are modeling the whole actual world, so we could have a virtual world map that would match the real world… blurring even more the line between real world and virtual world… creating our own Matrix once AR/VR will be popular.
@Unreal Engine Very indepth video, nicely made! Could you provide a code snippet with the logic for the random window/interior generator? I'm currently figuring out the bitmask and probably could write my own based on your bitmask, but that's time consuming and much trial & error. I just could generate random floats, but since the room size is controlled by the bitmask too, there are numbers, which are "invalid" because of the inconsistent bitmask behind it =) So I need some sort of random bitmask generator.
Because the photo realistic 3D models of Keanu & Carrie would be immediately ripped and released to the internet for the rest of time for anyone to use how they see fit.
@@3rodox Isn't a PC game packaged as an executable, and assets within the game are embedded within that, and so I thought they would protected. Please explain further.
@@smudgybrown67 Full disclosure, I'm not an expert at this kind of thing but I do know that it is possible to rip 3d models from any pc game. One example is the Forza games, people like to rip these car models due to their high detail to use in other projects. It's a shame because id love to play the matrix demo on my PC
@@3rodox I've never seen an application that can rip full 3D characters directly from any game but as you say it's possible?!? Yes, they should have put it on the PC, I played the demo and it too, blew me away.
Saludo, tengo una pregunta... Pueden hacer un tutorial de como intercambiar personaje, Ya que estoy haciendo un juego y tengo todo listo pero me gustaria agregar al juego 2 personaje que se puedan intercambiar. Podrian hacer un tutorial de como...
If the movie was 1/10 th of this matrix awakens in excitement, it would be new Era for matrix. Nonetheless whatever the movie failed to deliver. Ue 5 is in rescue. Pure dope.
(8:50) Why do all the building modules have thickness? Wouldent it be better for performance to use 2D panels and then save 4 vertices and 5 faces for each module? At 24:12 you also mention that lumen performs better when there is no overlap of meshes but if the modules have thickness a building will contain a lot of overlapping faces that arent visible anyway.
hows this work since opacity channel doesn't work with UDIMs or has this been addressed in UE5 cause it you have it set to virtual textures you literally cant use it at all unless you turn it off which isn't great
Yes, it is true that the opacity mask input on a blend mode = masked material can not accept a virtual texture (UDIM is a version of VT), however, we did not use any materials of this nature on the project.
@@ScottGClifford ok thank you for the input its greatly appreciated :), its just disappointing that the opacity mask isn't support by default otherwise we would use the UDIM's and try out the tile sheet method that shown. Tho i have seen this requested a ton on the forums after some projects switched and then realized it isn't supported.
@@ScottGClifford so this is actually being looked into ??? if thats the case should i switch to UDIM's and future proof the project ?? cause we early in development still with the models ive been doing
Rules processor is a system that takes the point cloud generated from Houdini and turns it into items in the UE world. The "Rules" give the artist fine control over how each point is turned into something in the world be it a static mesh instance, actor, audio emitter and so on. An example might be "take every point above 50m from the ground and turn it into a static mesh instance on actor A, then take every point below 50m and add it as a static mesh instance on Actor B".
Now imagine what a true architect can do with this workflow? Imagine constructing full buildings with interiors this way. The level of these professionals are way too high.
I had UE5 from before so all I had was an update for it today. I'm sure the option to pick UE5 will be back shortly for those who didn't already have it.
If you're having issues with it showing up in launcher, try restarting or checking back every few minutes or so - sometimes it takes a bit for the launcher to catch up. Let us know if you get access!
It didn't appear in my launcher either but I managed to download it with some workaround. I just don't remember exactly how I did it. Keep clicking links...
Dude...
WTF! Some people are like "oh cool"
I'm loosing my mind!
You basically give away all the assets from the matrix game?
Insane! Thank you so much!
Stream blew my mind, its very generous their giving away all the assets! kan niet wachten om weer verder te gaan in UE ;D
i'm still trying to picki up my mind's blown pieces ....
Seriously, I thought we could only dream of this. They truly are democratizing game development. This is insane. Insanely great that is.
exactly!
Yet people still think "EPIC bad! Valve good!"
Incredible how far UE has come. Awesome work dev team and whomever was responsible for all the tech powers behind it all. Simply amazing!
Fellow scholar, this is in itself was masterclass on Technical Artistry. Thank you for the break down. I learn more than my tiny brain can ingest!!
I don't even design/make games but I'm still watching and amazed by the amount of work and creativity.
It's beautiful to see back in time, to remember Unreal 1... how awesome and lovely was... and now stil keeping the same feelings... the same love!!!
Dude, that's the day we've all been waiting for! Thanks guys! ;-)
Okay, okay. I’ll check out the procedural tech talk!
UE is so cool that as soon as Votch Levi appeared on screen I thought it was a metahuman. I'm still not convinced it isn't.
So much knowledge packed here!
FYI: The City Sample is about 93 gigs to download.
Lmao...Nothing my old trusty laptop can't handle!
Wow, I should have expected that lol. Thank you for the heads up
yeah i was going to download last night until i saw the file size lol. need to do it before bed time....set it and let it run
So it’s a little smaller than a CoD/CyberPunk patch.
And double to create project. Once created tho can delete original download
I'm just hmmm..my brain have a siezure.. all those problems and how you clarify them and solve them is just next level.. I feel my self like I'm coming from a cave from 10000 BC
Amazing demonstration of the process. Great stuff, here.
thx for all the technical explanation. Is your team also planning video episodes, that's for users, and tutoring us how to use it as a creator? thx and keep rocking, this is really epic. cheers
Amazing, thank you for the break down.
"Check our talk about building the look development" 10:07 ?
Does someone please have a link to it?
EDIT: nevermind, it starts at 27:30, but sadly doesn't mention the tool in the details that I've expected. Great content nevertheless :-)
I think they're still in the process of uploading the videos
@@sgbench seeing their uploads, yeah :-D might be just that :D
I think the lookdev talk is in this video starting 27:30
@@scaredyfish yeah, now that you mention it, you are right. It's labeled like that. They just don't really mention how that tool works, only how their pipeline was laid down.
I was interested in that, since I've recently created .uassets programatically, so I was interested in their usage. Oh well. Still great content though.
The Road lanes solution is just on another level haha
i think somebody messed up the live stream here :D but it's pre recorded videos anyway so it's actually not too bad and i can watch it at 2x speed for the less interesting parts
I also come for the same I am actually working on my unreal project and suddenly triggered oh unreal in 2022 is best oh state of unreal and encountered this video
супер разработка благодарю (happy)
Explain if I understand correctly how nanites work? Does the system automatically segment all polygons and send a request to draw not each individual polygon, but the entire group?
i'd advice you to watch this video; ua-cam.com/video/xUUSsXswyZM/v-deo.html&ab_channel=UnrealEngine
So fun to see you Votch! Great stuff!
Simply awesome. I’d really lime to know how Lumen uses the emissive light panels that make up the building maps, the millions of them, to ‘happy accident’-light at night WITHOUT bringing my workstation to its knees. Sheesh.
Literally EPIC :D
Is there an online course for world building using this method already? Im keen to get this to my workflow
I missing at Nanite and Lumen support for VR and Opacity - is this planned in the nearly future? have you a roadmap for coming versions of UE5?
Incredibly Informative, thankyou !!!!!
So I just downloaded and tested the packaged demo on PC. With highest settings, 20fps on Titan Xp + i7-8700k. With some adjusted settings, 40fps. Uses ~6GB VRAM.
I can now understand the hype around this. They hit the holy grail of computer graphics with the Nanite adaptive mesh refinement. The detail everywhere blows you off the chair. There is no cheating going on. The spokes of bicycles, fences, street litter, the undersides of cars with suspension and exhaust pipes, ... everything is meshed geometry in extreme detail. You can look inside the building windows and you will find properly rendered office rooms with furniture. I can't wait for the next generation of video games that will come out of this, especially for VR.
Stutters like crazy tho
@@dampflokfreund It would in the editor.
I know it might sounds crazy, but I just can’t wait until someone are modeling the whole actual world, so we could have a virtual world map that would match the real world… blurring even more the line between real world and virtual world… creating our own Matrix once AR/VR will be popular.
are you planning to make such a video course to make such a city, maybe smaller :)
??
Loved the "Generating a World" talk and now watching this one!
I do have one question tho: when will we be able to play this demo on PC?
Where to download the modular building kit mentioned in this video?
@Unreal Engine Very indepth video, nicely made! Could you provide a code snippet with the logic for the random window/interior generator? I'm currently figuring out the bitmask and probably could write my own based on your bitmask, but that's time consuming and much trial & error. I just could generate random floats, but since the room size is controlled by the bitmask too, there are numbers, which are "invalid" because of the inconsistent bitmask behind it =) So I need some sort of random bitmask generator.
Super cool, although, why is the game not available for the PC?
Because the photo realistic 3D models of Keanu & Carrie would be immediately ripped and released to the internet for the rest of time for anyone to use how they see fit.
@@3rodox Isn't a PC game packaged as an executable, and assets within the game are embedded within that, and so I thought they would protected.
Please explain further.
@@smudgybrown67 Full disclosure, I'm not an expert at this kind of thing but I do know that it is possible to rip 3d models from any pc game. One example is the Forza games, people like to rip these car models due to their high detail to use in other projects.
It's a shame because id love to play the matrix demo on my PC
@@3rodox I've never seen an application that can rip full 3D characters directly from any game but as you say it's possible?!?
Yes, they should have put it on the PC, I played the demo and it too, blew me away.
Can’t wait to get my hands on UE5.
WOW ! it's like magic to us peasents... simply genius.
is it ready I am still trying the urderstand the procedural buildings
great explanation
How do you make the textures of the packed environment mask? I found the file in the project and studied them but still failed.
Incredible pipeline simply incredible
🔥🔥🔥🔥🔥🔥🔥🔥🔥
Didnt get how that baked this World Space Postion. Looks like some sort of a directional occlusion. Does anyone know how to bake this?
Thanks😍
Learn something new about lumens and nanites everyday
I have so many questions. "Packed" blueprints? Is just the first of many questions.
Saludo, tengo una pregunta...
Pueden hacer un tutorial de como intercambiar personaje, Ya que estoy haciendo un juego y tengo todo listo pero me gustaria agregar al juego 2 personaje que se puedan intercambiar. Podrian hacer un tutorial de como...
Such a shame the world is ending shortly - I would have loved to learn this :D
Troll detected.
If the movie was 1/10 th of this matrix awakens in excitement, it would be new Era for matrix. Nonetheless whatever the movie failed to deliver. Ue 5 is in rescue. Pure dope.
Learn something new everyday about lumens and nanites
(8:50) Why do all the building modules have thickness? Wouldent it be better for performance to use 2D panels and then save 4 vertices and 5 faces for each module? At 24:12 you also mention that lumen performs better when there is no overlap of meshes but if the modules have thickness a building will contain a lot of overlapping faces that arent visible anyway.
They mentioned thet avoid overlap with "cap" modules that consume average angles of thick objects
*looks at this* oh wow this is awesome Houdini is an amazing tool *sees price for houdini, head hits desk in sadness*
When will this demo be available on PC?
Genius!!
THANKS!!!!!!!!!!!!
Way better than Resurrection.
Merci !
Why did you just release this if it's live now on the live stream?
😂 😂 😂 😅 Ya I wonder why
if i download the 93gb i can play the matrix demo on pc?
10:01 What talk? Anyone has a link?
impressive.
Finally achieving that AMD Cinema 2.0 fidelity...!
I really want city skylines 2 to use UE5 now 😆
hows this work since opacity channel doesn't work with UDIMs or has this been addressed in UE5 cause it you have it set to virtual textures you literally cant use it at all unless you turn it off which isn't great
Yes, it is true that the opacity mask input on a blend mode = masked material can not accept a virtual texture (UDIM is a version of VT), however, we did not use any materials of this nature on the project.
@@ScottGClifford ok thank you for the input its greatly appreciated :), its just disappointing that the opacity mask isn't support by default otherwise we would use the UDIM's and try out the tile sheet method that shown. Tho i have seen this requested a ton on the forums after some projects switched and then realized it isn't supported.
@@Mr_Tea_Rexx I believe this is an active area of development. Your issue does not go unnoticed.
@@ScottGClifford so this is actually being looked into ??? if thats the case should i switch to UDIM's and future proof the project ?? cause we early in development still with the models ive been doing
@@Mr_Tea_Rexx I am unaware of the exact state of development but I will inquire and let you know.
Small critique: night time lights are way too bright.
Awesome... but where do I learn all that... or do you have to study UE5 for the next 5 years?
for the rest of your life actually
UE5 tutorials have already been around here on YT since the preview version's launch last year.
@@redder3076 I rather, have verified sources, youtube can be a hit and miss with tutorials and most are sadly a miss :(
Where is the build look development?
¡WOW!
I have impressions that epic is describing my Procedural Building Generator! what technicals similarities 😅😀
Help me get this straight.
We can download this amazing and gigantic asset package for free and use it in our own game development - for free? 😮
And if we have our own unique buildings and elevated trains, can we edit together something customized from this?
$Mind == Blowned;
What Is Rule Processor ? Explain In One Video ?
Rules processor is a system that takes the point cloud generated from Houdini and turns it into items in the UE world. The "Rules" give the artist fine control over how each point is turned into something in the world be it a static mesh instance, actor, audio emitter and so on. An example might be "take every point above 50m from the ground and turn it into a static mesh instance on actor A, then take every point below 50m and add it as a static mesh instance on Actor B".
@@jackgreasley5048 The rule processor doesn't seem to exist in the current version of UE5
Now imagine what a true architect can do with this workflow? Imagine constructing full buildings with interiors this way. The level of these professionals are way too high.
All we need is the power to handle this XD
Why City sample Buildings content not compatible with MacOS I don't want to buy a Windows PC
Too bad i cant find ue5 in the launcher. Only the 4. Versions
I had UE5 from before so all I had was an update for it today. I'm sure the option to pick UE5 will be back shortly for those who didn't already have it.
@@jonteguy i had it too but deinstalled it a few weeks ago
If you're having issues with it showing up in launcher, try restarting or checking back every few minutes or so - sometimes it takes a bit for the launcher to catch up. Let us know if you get access!
It didn't appear in my launcher either but I managed to download it with some workaround. I just don't remember exactly how I did it. Keep clicking links...
@@squarerootof2 what links?
Anyway I can just play it on PC without using it live within the engine??
Package it
System requirements?
Kms at min no13
What kind of sorcery is this? I do not understand...
One
if you can do it blender you can do it unity 3d you can do it unreal 4 you can do it unreal 5preview you can do it unreal5
Ark wherd
please add Persian subtitle
ooooooooooooh
Elon musk is trying to make neo a reality by neuralink.
9th
Nth