Thank you so much for including what hot keys to use when you are making a new node. Too many other channels will just do a hotkey with no indication of which node is actually being selected.
After working through the code, this effects you have achieved are amazing, but I want to point out that the Wind node can be skipped in this case. It is not doing any work behind the scenes. The wind node is meant to be used with an upcoming wind actor, at the moment it is simply normalizing and getting the length of a Vector 4 with values (0, 1, 0, 1). I found that normalizing the MPC_Wind direction vector itself, and using that for the rotation axis achieved more accurate results. Hopefully this makes sense! Thanks :)
Apologies for the delayed response! Thank you for your insights! I appreciate your feedback on the Wind node. It’s always great to hear alternative approaches that can lead to better results. I’ll definitely consider your suggestion about normalizing the direction vector for future projects. Thanks again!
Thanks man. Such a flexible material! Using yours in all my projects from now on. Just a little question. Why does it work great on separate trees, but when I make a foliage actor - it stops or deforms geometry in a weird motion - as if the material treats the entire foliage as one object and applies wind to it? What can I do to replicate the normal wind in a foliage?
Bounds are broken with foliage, you have to delete instance and make new one, or in my cause switching maps and creating stuff on the other map then returning somehow fixed it sort of, testing it atm
Any idea why sway is not working with Foliage Type? Everything is working properly when I place the tree mesh manually but when painting foliage, it doesn't work.
Foliage is broken, you have to delete the whole instance and then paint it again. Problem is that for some reason Bounds don't work with foliage instance if you add them to an existing one. Its annoying bs
Hi, Thanks for the tutorial, really handy. Although after making all the materials for branches and leaves, works fine for a static mesh, but when i instance as foliage or another scatter system, the sway is relative to the first instance i place which means the other instances would sway based on the first placed, and they are flying over the scene. I've tried changing the Transform position node from absolute world space to instance and particle space, it kind works for the leaves to sway but not for the branches 😒 if that makes sense.
Thank you for your kind words! 😊 Issues like these can indeed be tricky, especially with instancing and transform spaces in Unreal Engine. It sounds like you’ve already explored some good troubleshooting steps. Keep experimenting, and don’t hesitate to share your progress or reach out with any further questions. Best of luck! 🚀
Hey, I ran into the same issue but here's the fix: in the sway section (origin of tree/pivot point) you have to change the Transform Position from Local Space -> Absolute World Space to Instance & Particle Space -> Absolute World Space. You'll have to increase the wind values to see the results, but sway works with instance foliage actors after that :) cheers
Thanks for sharing! You’re absolutely right, pivot painter does give a more realistic look, especially for natural animations, but it can take longer to set up. This method is faster and works well, especially for games. Appreciate your insights! 🙏And my apologies for the late reply; I hope this helps!
Thank you for the kind words, and I apologize for the delay in responding! I’ve added the download link in the video description. Feel free to check it out, and please let me know if you have any other questions. Also, don’t forget to watch the latest videos for more tutorials and tips!
Thank you for suggesting the Pivot Painter shader! While it does create more realistic animations for foliage, it requires using software like 3ds Max, which can complicate the workflow. My tutorial focused on achieving results directly within Unreal Engine to minimize software switching. Thanks again for your input, and I apologize for my delayed response!
@@MoSolei as i know blender has pivot painter plugin and unreal engine also has plugin but its paid. But it doesn't require another application - only speedtree and ue5. Anyway thank you for your tutorials and have a good day!
This is genius. Thank you so much!!!
Thank you so much for including what hot keys to use when you are making a new node. Too many other channels will just do a hotkey with no indication of which node is actually being selected.
This is the most straightforward and helpful wind tutorials for UE5 I've ever seen. Thank you for sharing your expertise!
That’s awesome to hear! Keep experimenting with different settings to create your own unique wind effects.
Awesome video, do you have a way to fix bounds not working on painted foliage, it only works if I delete foliage instance completely and add new one.
Thanks, Mohammad, great tutorial!
Glad it was helpful!
amazing tutorial!
Thanks for your support!
After working through the code, this effects you have achieved are amazing, but I want to point out that the Wind node can be skipped in this case. It is not doing any work behind the scenes. The wind node is meant to be used with an upcoming wind actor, at the moment it is simply normalizing and getting the length of a Vector 4 with values (0, 1, 0, 1). I found that normalizing the MPC_Wind direction vector itself, and using that for the rotation axis achieved more accurate results. Hopefully this makes sense! Thanks :)
Apologies for the delayed response! Thank you for your insights! I appreciate your feedback on the Wind node. It’s always great to hear alternative approaches that can lead to better results. I’ll definitely consider your suggestion about normalizing the direction vector for future projects. Thanks again!
Thank you.
I appreciate your feedback!
how work in follige?
amazing tutorial!,it really helpful.and I really want to know how to draw vertex color on the plants in maya
Great suggestion! thank you
Thanks man. Such a flexible material! Using yours in all my projects from now on. Just a little question. Why does it work great on separate trees, but when I make a foliage actor - it stops or deforms geometry in a weird motion - as if the material treats the entire foliage as one object and applies wind to it? What can I do to replicate the normal wind in a foliage?
Bounds are broken with foliage, you have to delete instance and make new one, or in my cause switching maps and creating stuff on the other map then returning somehow fixed it sort of, testing it atm
so cool~~
Glad it was helpful!
Any idea why sway is not working with Foliage Type? Everything is working properly when I place the tree mesh manually but when painting foliage, it doesn't work.
Foliage is broken, you have to delete the whole instance and then paint it again. Problem is that for some reason Bounds don't work with foliage instance if you add them to an existing one. Its annoying bs
Hi, Thanks for the tutorial, really handy. Although after making all the materials for branches and leaves, works fine for a static mesh, but when i instance as foliage or another scatter system, the sway is relative to the first instance i place which means the other instances would sway based on the first placed, and they are flying over the scene. I've tried changing the Transform position node from absolute world space to instance and particle space, it kind works for the leaves to sway but not for the branches 😒 if that makes sense.
Thank you for your kind words! 😊 Issues like these can indeed be tricky, especially with instancing and transform spaces in Unreal Engine. It sounds like you’ve already explored some good troubleshooting steps. Keep experimenting, and don’t hesitate to share your progress or reach out with any further questions. Best of luck! 🚀
Hey, I ran into the same issue but here's the fix: in the sway section (origin of tree/pivot point) you have to change the Transform Position from Local Space -> Absolute World Space to Instance & Particle Space -> Absolute World Space. You'll have to increase the wind values to see the results, but sway works with instance foliage actors after that :) cheers
@@crybabbyyyy awesome, I'll try that, thanks!
we need one for grass due all videos in youtube it looks like it’s water waves and in real life it looks so different
+1 yes
Thanks for sharing! You’re absolutely right, pivot painter does give a more realistic look, especially for natural animations, but it can take longer to set up. This method is faster and works well, especially for games. Appreciate your insights! 🙏And my apologies for the late reply; I hope this helps!
how can i find wind master material files?
Thank you for the kind words, and I apologize for the delay in responding! I’ve added the download link in the video description. Feel free to check it out, and please let me know if you have any other questions. Also, don’t forget to watch the latest videos for more tutorials and tips!
Why you don't use pivotpainter shader? Nothing looks as realistic as pivotpainter...
Thank you for suggesting the Pivot Painter shader! While it does create more realistic animations for foliage, it requires using software like 3ds Max, which can complicate the workflow. My tutorial focused on achieving results directly within Unreal Engine to minimize software switching.
Thanks again for your input, and I apologize for my delayed response!
@@MoSolei as i know blender has pivot painter plugin and unreal engine also has plugin but its paid. But it doesn't require another application - only speedtree and ue5.
Anyway thank you for your tutorials and have a good day!
Because it is slow.