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CB3DART
United Kingdom
เข้าร่วมเมื่อ 20 ก.ค. 2021
Create Nanite Ready Snow Generator Using Geometry Script In UE5 (Part 2)
This Video series will show how to create a Nanite Ready Snow Generator Tool using Unreal Engine 5's Geometry Script.
Link To Part 1 -
th-cam.com/video/JDVENTPIf3w/w-d-xo.html
Link to Artstation Post, More "Showcase" videos here...
www.artstation.com/artwork/14k94o
Feel free to message me or see more of my artwork here...
www.artstation.com/cb3dart
cb3dart
CB3DART
Please check out Ryan Schmidt's Excellent Tutorials here...
th-cam.com/users/RyanSchmidtEpic
Chapters...
0:00 - Part 1 Recap and Intro
1:07 - Using A More Complex Test Asset
1:49 - Adding A Tool Icon
2:29 - Testing The Basic Generator
3:19 - BVH Cache/Optimisation
7:29 - Debug And Exposing Variables
11:15 - Current Raycasting Issues
12:50 - Improving Raycasting
14:36 - Creating A Grid For Raycast Origin Positions
22:56 - Snow Coverage
26:31 - Snow Coverage (Amendment)
30:30 - Detailed Remeshing
35:40 - Snow Thickness Control
38:53 - Variable Tidy Up
41:33 - Using A LOD For Raycasts
45:02 - Detailing The Snow With Displacement Textures
49:45 - Subdividing To Add Detail
52:44 - Improving The UV's
56:52 - Combine The Displaced Mesh With Normal Maps
59:07 - UV Tiling And Offset
1:07:17 - Basic Procedural Noise
1:16:02 - Quick Tidy Up
1:18:17 - Convert To Static Mesh
@UnrealEngine @quixeltools @ArtStationHQ @80lvl
Link To Part 1 -
th-cam.com/video/JDVENTPIf3w/w-d-xo.html
Link to Artstation Post, More "Showcase" videos here...
www.artstation.com/artwork/14k94o
Feel free to message me or see more of my artwork here...
www.artstation.com/cb3dart
cb3dart
CB3DART
Please check out Ryan Schmidt's Excellent Tutorials here...
th-cam.com/users/RyanSchmidtEpic
Chapters...
0:00 - Part 1 Recap and Intro
1:07 - Using A More Complex Test Asset
1:49 - Adding A Tool Icon
2:29 - Testing The Basic Generator
3:19 - BVH Cache/Optimisation
7:29 - Debug And Exposing Variables
11:15 - Current Raycasting Issues
12:50 - Improving Raycasting
14:36 - Creating A Grid For Raycast Origin Positions
22:56 - Snow Coverage
26:31 - Snow Coverage (Amendment)
30:30 - Detailed Remeshing
35:40 - Snow Thickness Control
38:53 - Variable Tidy Up
41:33 - Using A LOD For Raycasts
45:02 - Detailing The Snow With Displacement Textures
49:45 - Subdividing To Add Detail
52:44 - Improving The UV's
56:52 - Combine The Displaced Mesh With Normal Maps
59:07 - UV Tiling And Offset
1:07:17 - Basic Procedural Noise
1:16:02 - Quick Tidy Up
1:18:17 - Convert To Static Mesh
@UnrealEngine @quixeltools @ArtStationHQ @80lvl
มุมมอง: 21 077
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Exactly the tutorial I needed at this point. Thank you so much!
pleased it helped
Very easy to follow and detailed explanations, couldn't ask for a better tutorial!
Thank you! pleased you liked it
This is so cool and works so well. Awesome tutorial, thank you so much, this is exactly what my project needed!
Great pleased it was helpful
Hi CB3DART, thanks for creating such a great tutorial! I’m having a small issue right now. I have the snow working properly by following part 1, but when I test the snow on a mesh from Megascans (which is the same mesh you used in the tutorial), all the snow disappears. If I turn off the Remesh, I can still see that a lot of spheres are generated on the mesh. So I guess the Remesh function isn't working on the Megascans mesh? The snow can be generated and remeshed properly on cubes, cylinders, and planes. Do you have any idea what might be causing this issue? Thanks a lot! :)
I figured it out. I was being silly. Apparently, I need to increase the value of the sphere radius and snow thickness when applying it to a larger mesh.😂
pleased you figured it out, sorry I have been really busy with work so never seen your comment
Great tutorial, the explanation is detailed and clear. It’s strange that the longer the video, the fewer views it seems to get. Nowadays, people prefer to learn things quickly and end up with nothing substantial. I really appreciate your hard work and teaching!
Thank you
15:07 I know its stupid but it took me half hour to figure it out dont forget to set the default value in the grid spacing float > then 0 Otherwise It will Casue an error Kinda Stupid on my side tbh
yeah that is a good thing to point out, thanks
44:04 do not ever do smth like this in your game, although it's not visible and doesn't use your GPU performance, but your CPU and RAM are still processing it
The goal with this was to learn Geoscript rather than be something production ready. I would say however, as I think I show in the video (difficult to remember if I did) I always intended for this to be something you would "bake" into a asset, so the hidden mesh would not be needed anyway.
That's a really great tutorial! In your opinion, which implementation would spend less computer resources, this or using PCG?
Thank you. As for your question, I have sadly had no time to try or use PCG but my guess (and remember my knowledge of unreals PCG is close to 0) but my guess would be that PCG would be better for larger stuff. However, if you "bake" down the geometry script for individual assets then it might be reasonably performant (of course it will add to memory consumption) TBH, if I was doing this now, I would probably be looking into the new nanite tessellation stuff but again as to how much of a performance impact that would have I have no idea as not used it yet.
i accidentally put 100000 in "nb of spheres".....
the legend say that my pc is still computing those
haha
yeah, putting a limit on the slider/input box would have probably been a good idea. Oops
Thank you very much!!!
pleased it was helpful
You can roll your own displacement maps of any kind by sculpting and baking in a 3d modelling program (Blender, for one).
Not sure if anybody already mentioned this option. You can use subcategories by adding a vertical line in Category naming: Default|Snow. In this case all the exposed parameters are sorted in the Default/Subcategory menu which makes them easy to use. Also I tried to use collision of the mesh instead of LOD to speedup cache processing - in that case you can use the function "copy Collision meshes from Object" - which is faster, but in some cases will not work. ps - Great tutorial, thank you!
Thanks for the comment
wouldnt this be better done using PCG?
Possibly not looked at PCG yet but mainly, when I made this tutorial PCG did not exist in unreal.
Come back, wonderful human.
Haha, thanks very kind. I am trying to find some time in between work to do some more tuts.
at 17:50 after compile i cant see my BP_SnowGenerator i dont know whats wrong with it
never mind my variable just doesnt exist
Hello. Doesn't using this blueprint burden the environment?
Well it was made to show how Geometry script works, rather than the best way to make snow for a environment. Also it was really designed for nanite and assets (not for large landscapes, etc) Ofcourse you can use these assets in large landscapes but it was made at in the first version of UE5 (i.e. 5.0) so there where not all the features that are now in UE5. As I say it was really made to learn Geometry script, there are lots of different ways to add snow to unreal levels.
Monumentally helpful style of teaching, thank you for making these videos and deepening my understanding of geo script as well as other elements in unreal.
Thank you very much, pleased it helped!
Thank you for this tutorial. Learned a lot from it. Top quality video!
Thanks you, pleased you liked it
This is absolutely brilliant, thanks for sharing!
Thanks for taking the time to comment.
I've followed through twice now and I'm still getting an issue where once I add the Generate Mesh Cache it won't generate any snow. It keeps coming up with two errors: FindNearestRayIntersectionWithMesh: TargetMesh is Null and ApplyMeshMorphology: Morphology operation output an empty mesh I saw someone else had the null error too and they managed to fix it but didn't say how. I'm sure it's simple but any help would be hugely appreciated as I really have no idea. The mesh cache is showing up when I hit generate. Although when I try and navigate to it in the Content Browser I can't find it, don't know if that's relevant or not. Thank you
Ok third time lucky and I got it! If anyone else is struggling at about 7 minutes in that snow is not generating it is because you need to Get the Raycast Mesh Actors variable and plug it into the Get Mesh Bounding Box. When you cut the Build BVDH out you need to add in a Raycast Mesh Actor back in.
@@HollysMayaTutorials Thanx A lot I was Wondering wtf happened And Just Saw ur comment and fixed it !
Amazing, Thank you so much!
Your welcome
This was incredibly helpful! Thank you so much for posting.
Really pleased you like it! Thank you for taking the time to post!
There are so few such detailed, wonderful training videos. Thanks!
Thank you! Was a lot of work to create but comments like these make it worth it.
One way to get around the Defaults Tab Sorting itself so far down in the 'Generated Dynamic Mesh Actors' Class is to use Actor Components! And host all your Variables there! The one downside is when moving the Generate Mesh Cache to the ActorComponent I had to pas a self reference to the ActorComponent (Inside ConstructionScript) and use a Blueprint Interface to Call the Event, this probably sound overkill but I couldn't find any way of Calling an Event from the Owning Actor on the ActorComponent Might be more work than it is worth but it is a solution I prefer ! 🙂
Thanks for posting, always nice to hear about peoples work arounds, etc.
Hi there, I am struggling with "maintaining objects world position" Everything works up until this module. I follow the tutorial until you compile at 25:36 but for me the spheres disappear. This is my second attempt, the first, I continued the tutorial until the end hoping they would reappear. I cannot see where I went wrong. Sorry I am new to UE5 Edit: The rest of the tutorial works perfectly. I just cannot get it to conform to the location of the object.
did you figure this out? I have not looked at this in so long difficult to remember what I did. Also I have not tired it in a more recent version so that might cause issues, if EPIC changed the way any of the nodes work. But if you share a image of your graph, one that is a overview and others that are more detailed close ups. I will try to help when I have free time.
so we can create moss using this!
In theory yeah, It was something I had thought about while making. Honestly you could just use a moss displacement texture and/or the noise feature and use a moss material on the generated mesh and it would look half decent. However, to get the most out of it you would probably want to adapt/change it to suit moss over snow.
The thing that I always wanted but done by nobody. You are a gem for making this, thank you so much
pleased that you liked it, thanks for the comment.
One of the best tutorials I've ever watched, I've never used Blueprints before and I was able to easily follow along and learn why I was doing each step instead of just following. Thank you so much!
Pleased it was helpful, thanks for the nice comment. Good work with your own tutorials!
@@CB3DART thanks so much!
Fantastic video mate
Thank you! pleased you liked it.
Hats off bro! This is what I call a O_osom tool!
Excellent videos which transfer insight of snow into step-by-step implementaions. Look forward to the part three or the release of the tools : )
thank you tutorial ^^ Can I convert a made snow into a static mesh? I want to Nanite.
Yeah you can, if you watch part 2 of the series it shows one way at the very end. th-cam.com/video/f1-5E6j7phA/w-d-xo.html
@@CB3DART thank you very much.There was such a simple way.
very good video. 10000/10
So cool😎, we are waiting the part 3🫶🏼
Bro, that was cool, I'm subscribing
im playing around with this idea but outside unreal, make height in 3dcoat, export to mixer, make some cool materials work on a plane, export textures to blender, make displace modifier using acutal geo, then decimate back to nice render mesh, match up textures to mesh for final. marsmotion on artstation. ends up being higher poly than prev game assets but not too much for nanite i guess. all this depends on your use case.
This may be because of the update(or me), but I keep getting errors regarding a target mesh is null even though I can see it clearly. I'm right at the beginning of the video. Other than my error great tutorial!
pleased you liked it, did you manage to solve this issue? You might be able to use a isvalid node to check if its null before asking to use the target mesh
@@CB3DART Yes I did! I don't remember what the issue was but I think it was something fairly simple.
oh man, thanks a lot, very educational!
Thanks Anton! Congrats on Mortal Shell very impressive work!
@@CB3DART Haha thank you very much! :D Btw after playing with this setup and replicating it in houdini, it seems like houdini/houdini engine is able to sample meshes faster and turns those samples in geo faster too. But the fact you can do this kind of stuff i nthe engine is still mindblowing. I couldn't even imagine before you made this tutorial
Nice to hear houdini is quicker, I have only used houdini briefly but I liked what I saw. Yeah, I was pretty pleased with how fast UE Geoscript was but I know its in a "early access" type state so maybe in the future there will be more optimisations. Also the new Procedural Generation stuff is interesting, not had a chance to play around with it yet but I think it works a bit like some of the Houdini/blender scripting stuff. Think it uses points mostly and then replaces them with assets, which is very different to Geoscript but I am sure it will be really powerful!
Can i blend this snow with landscape rvt with subsurface? If its possible how i can do this?
Sorry I am not sure, I guess yes but I have not done much with the Render Target Virtual Texture stuff, so sadly I wont be able to help much, sorry.
Hey everyone. Just found a solution to that, in your texture settings go to the "Source Color Settings" and change the color space to ACES AP1 / ACEScg. This will get rid of the banding once and for all. (I found that Rec2020 works as well, I guess it has to do with them having a wider gamut)
Not tried this but thanks for posting, sounds great (will give it a go when I get a chance)
@@CB3DART Hope it works for you too!
hi. can you tell me how to look for a lesson on creating material from 1:06:42 ?
Hi, I made it myself but I guess if you search for a moss or snow shader tutorial (or try z Up shader unreal, or Z up snow shader unreal, etc) I am sure you will find a video on how to do something like this.
@@CB3DART yes i found it. Thank you
thie like the new the Witcher 4 pic ?
Haha, the Witcher promo image has very detailed close up snow, this is not of that quality but if you gave it enough polys and ray casts you could create something similarish
Great tutorial, but somehow I have the feeling that they were in a hurry. XD
Always in a hurry. :-)
CAn you make a Tutorial with Moss, or is this the same? and thank you for this great Tutorial.
You definitely could make a moss with this method, lots of different ways you could do it but one would be that you could spawn a small "moss" mesh at the location of the raycast rather than a sphere, another way would just be to use a displacement texture that was more moss like in style and a moss material (ofcourse this will not give the porous nature of moss)
Really enjoyed this and very helpful to see these techniques combined as i start to embark on playing with GS - many thanks
thanks pleased you liked it!
holes and dimples are good - that's what snow does!
:-) true, it definitely does in certain situation but I wanted a blanket of snow in this case. haha
These have been amazing! Your way of explaining is so clear yet humbly enthusiastic, it's a treat. I look forward to part 3! Also regarding the stopmotion thing at the end, I'm curious what sorcery you could do by keying some of the different parameters in Sequencer and rendering it out with Movie Render Queue. :o I just might just try that myself once I put together my own weather project with falling snow particles and the like.
Thank you! With regards to the stop motion stuff, I just did a very simply by changing a parameter and then screenshoting it (A bit like real stop motion, haha) but I have not tried doing it in sequencer, I guess if you can expose the values it might work.
This looks totally amazing. Looks like real snow from photos. Please make more fantastic and detailed tutorials like this one. Lots of people benefit from your teaching.
Thank you for the nice comment, I will do more but currently work is getting in the way, but hope to have some free time soon
Good to see the banding issue still isn't fixed -_-
:-(
i had snow until the beginning of this video, 2 minutes after starting this my snow generator won't do a thing. "Generate Snow" is nowhere in my details, nowhere.
I might have missed something, there was a bit of a time gap between me making video 1 and 2 and I might have missed something but "generate snow" is just a boolean (if I remember correctly) so all you need to do is make a boolean variable and call it "generate snow" then connect to a branch node right after "set targer mesh" node. This time stamp in this video shows how the branch node should look th-cam.com/video/f1-5E6j7phA/w-d-xo.html (at the bottom middle of the screen you will see a branch node with generate snow variable connected) Not sure if this is your problem or not though