Small tip if you're using WPO and Virtual Shadow Maps. You will want to change the cache invalidation method for the mesh. By default, the "auto" method will cause unnecessary invalidations on any otherwise static mesh with WPO and can hurt performance a lot.
Oh that's really nice to know! Do you by any chance have other tips? I struggle to optimize vsm in my project and at the moment just lowering the shadows scalability setting to mid but i really would like to not compromise on resolution much
@@IstyManame Nothing else that isn't written in the VSM official docs. Enabling a separate page for static meshes may help a lot in some cases, enabling Nanite whenever possible also makes VSM cheaper to draw.
I find it hard to find good information vsm optimization. It's a lot of trial and error for us. And to be honest we would prefer to just use raytraced shadows on for direct lighting since it looks better and runs faster. But its very broken.Anyhow, validation control and lod bias are very helpful for performance opt.
I absolutely adore the way you explain things is such a light-hearted manner. This is such an awesome tip I had no idea about, when it concerns RVT! Cheers man!
Dude, 10 minutes ago I went to place some leaf scatter down procedurally and this happened so I was just like, okay never mind. Opened YT without searching for anything and this was on my recommended.
Oh wow thanks for the inspriation! you kindof just solved one of my problems with trees not deforming proberly when falling down! this with combination of some colliders in the tree will make trees falling down look great!
No worries! And yes, the collision can be the hard part haha. I wish Unreal had a built-in solution for "soft collisions" so I ended up having to make my own. Essentially a big collision you can put in the upper half of a tree which takes Hit events using the Probe function but applies an opposite force based on how deep in the collision it is. Can make it act more like a tree when falling down haha
@@schrottiyhd6776 The WPO effect or the soft-body collider? Both I came up with on my own, although I'm sure there are hundreds of others that have come to the same conclusions haha
It could be 2 things: The bounds of the mesh don't update with the WPO, so the camera thinks the object is off-screen and culls it. You'll need to put them closer to the ground or adjust their Bounds in the mesh viewer window. Or it could be that you have the subtraction around the wrong way in the material editor.
Brilliant! One question: when you draw in runtime virtual texture from the static mesh, it should only cover the area of the mesh, shouldn't it draw black on the areas outside of the mesh, how come it combines with landscape height also? Can you draw on a single virtual texture from different sources, in this case rock and landscape together, or am i missing something?
Another amazing tutorial! Haven't seen you in a while on UA-cam. Can you please make a tutorial on how to spawn niagara and blueprint actors using PCG?
@@PrismaticaDev Is it possible to at least give me some hints on how to spawn actors other than static meshes? I'm in your discord community as well. I always end up at a dead end when searching on the net.
Ooh, possibly! It might generate a distance field and do it that way. Or it might be doing "traces" along the normals of the original mesh. But it's essentially the same thought process
Hey hey! I haven't used Nanite before, but I imagine it wouldn't affect performance much. Maybe if the meshes are 100k+ triangles then you could see a dip from using WPO, but I'd need to test it out
Small tip if you're using WPO and Virtual Shadow Maps. You will want to change the cache invalidation method for the mesh. By default, the "auto" method will cause unnecessary invalidations on any otherwise static mesh with WPO and can hurt performance a lot.
Good pickup! I haven't used VSM myself so I'm glad you shared.
Oh that's really nice to know! Do you by any chance have other tips? I struggle to optimize vsm in my project and at the moment just lowering the shadows scalability setting to mid but i really would like to not compromise on resolution much
@@IstyManame Nothing else that isn't written in the VSM official docs. Enabling a separate page for static meshes may help a lot in some cases, enabling Nanite whenever possible also makes VSM cheaper to draw.
I find it hard to find good information vsm optimization. It's a lot of trial and error for us. And to be honest we would prefer to just use raytraced shadows on for direct lighting since it looks better and runs faster. But its very broken.Anyhow, validation control and lod bias are very helpful for performance opt.
I absolutely adore the way you explain things is such a light-hearted manner. This is such an awesome tip I had no idea about, when it concerns RVT! Cheers man!
Thanks mate! Glad you find the videos useful :)
Dude, 10 minutes ago I went to place some leaf scatter down procedurally and this happened so I was just like, okay never mind. Opened YT without searching for anything and this was on my recommended.
A sign from the Unreal gods!
Bro, I love your content and massively appreciate all the knowledge drops.
Bloody hell mate, learned so much in 20 minutes, absolutely fantastic yet again!
Cheers!
Oh wow thanks for the inspriation! you kindof just solved one of my problems with trees not deforming proberly when falling down! this with combination of some colliders in the tree will make trees falling down look great!
No worries! And yes, the collision can be the hard part haha. I wish Unreal had a built-in solution for "soft collisions" so I ended up having to make my own. Essentially a big collision you can put in the upper half of a tree which takes Hit events using the Probe function but applies an opposite force based on how deep in the collision it is. Can make it act more like a tree when falling down haha
@@PrismaticaDev did you figure this out yourself? ngl its a pretty a good idea to fake softbody like behaviour with the landscape!
@@schrottiyhd6776 The WPO effect or the soft-body collider? Both I came up with on my own, although I'm sure there are hundreds of others that have come to the same conclusions haha
@@PrismaticaDev I guess so, for me the idea is kinda mind-blowing because it enables a lot of things to with it
I can't help but want to praise your genius idea
It's like vacuum sealing it to the world, just incredible stuff!
Haha yup!
When the tree fell over I literally gasped with joy
Giga satisfying haha
As usual this stuff is gold, awesome man
This Man Will solve any kind of problems using runtime Virtual textures but cases When There are already Too Much runtime Virtual textures
Thanks for this tutorial my bro! Youre really the most mathematically genious in materials i have ever witnessed!!
your new plugin with this config is amazing makes me want to make a game
Line of the century:” imagine I’m a human being and I’m painting foliage”! ❤
Wonderful video! very cool usage of WPO!
Every video from you is just super interesting and awesome! Thx
Amazing tutorial, thank you man!
you always make learning about Unreal a lot more fun
I did everything but my mesh turns invisible for some reason. I only can see material working in material’s preview window (texture under the floor)
It could be 2 things:
The bounds of the mesh don't update with the WPO, so the camera thinks the object is off-screen and culls it. You'll need to put them closer to the ground or adjust their Bounds in the mesh viewer window.
Or it could be that you have the subtraction around the wrong way in the material editor.
Brilliant! One question: when you draw in runtime virtual texture from the static mesh, it should only cover the area of the mesh, shouldn't it draw black on the areas outside of the mesh, how come it combines with landscape height also? Can you draw on a single virtual texture from different sources, in this case rock and landscape together, or am i missing something?
Another amazing tutorial! Haven't seen you in a while on UA-cam.
Can you please make a tutorial on how to spawn niagara and blueprint actors using PCG?
Hey hey! I'd love to, but I haven't doodled with PCG too much since it seems like it's constantly changing at the moment haha
@@PrismaticaDev Is it possible to at least give me some hints on how to spawn actors other than static meshes? I'm in your discord community as well. I always end up at a dead end when searching on the net.
@@hristozafirov7110the electric dreams demo project under samples more the likely has an example to look at.
"Spawn Actor" node@@hristozafirov7110
Charles is most epic
18:47 The mysterious encoding error charlie
SCP number 42069
Make a detailed 1 material chracter tutorial.plsss
So, this is how blender does Shrinkwrap modifier? Sometimes I wish there was a synthesis of blender and unreal
Ooh, possibly! It might generate a distance field and do it that way. Or it might be doing "traces" along the normals of the original mesh. But it's essentially the same thought process
my modern Bob Ross
They call me Rob Boss
Hi, great stuff as always! I have a question tho. Did You use this kind of techniques with nanite meshes? How is this performance-wise?
Cheers!
Hey hey! I haven't used Nanite before, but I imagine it wouldn't affect performance much. Maybe if the meshes are 100k+ triangles then you could see a dip from using WPO, but I'd need to test it out
We need a landscape & foilage deformation reboot with the ue 5.3
As the tessellation got removed in back ue5
But what about collisions? WPO doesn't work with them
Correct, that’s why this is only useful for ground cover and things that can “borrow” the collision of the ground underneath them
When doing the world aligned nornal, why arent you using the world aligned texture node? This looks like a really elegant way to world align a texture
Also does the mesh need a higher subdivision or would this also work with a plane?
do you need rvt setup for this to work ?
If you want to use a heightmap, then yes. Otherwise you can use Distance Fields although the shadows will be kinda funky
Beard Looking Good, don't shave 2024
Why not just use decals?
Decals can't be instanced/batched, and they get "painted" on to things so they don't have their own geometry
@PrismaticaDev that makes total sense, thx for the explanation!
wild
Explane wpo dithered blending sometime
who up sticking they wpo
HELL YEAH
4802 Jared Ranch
Notis!!
sticks are sticky
whats wrong with your hair
It was wet! I shower occasionally