Thanks Mike, your Halo workflow breakdown way back in the day was a huge influence in my tech art, and ultimately Polygonflow Journey :D Let me know whenever you give Dash a go, would love to hear your feedback!
For a moment I mistook this for a complete AI assisted level design toolset ..turns out its a very simplified, seamless system making use of available tools with ease..
@@Dante02d12Training data comes from somewhere. Even in nonprofit research programmers are required to get consent before utilizing other people’s data.
@@danbellian5617 When artists learn from or take inspiration from other art, its fine, but when an algorithm does it, it's stealing? How did artists learn to draw or paint? where does their inspiration come from? how can they be certain that their art is truly theirs?
This is literally a new workflow. Really excited to try it out, especially since everything is aimed towards creativity, ease-of-use and removing friction as much as possible.
Bro this reminds me of when I first started doing 3D with Cinema 4D ages ago. No nodes, not a lot of clutter, just sliders. I miss those days. Thanks for bringing them back and then some, lol.
the start of the video had me going like pls not another chat gpt thing... i had a sigh of relief when you showed the plugin. Interesting work cant wait to see more
This just got recommended to me today and this is a game changer for my workflow! You’ve earned a subscriber and I’m excited to see how you can improve in the future
INCREDIBLE! Thanks for this tool. I just discovered Dash and will be going through all your vids. To be able to create environments so quickly without using the Unreal Quixel workflow, no foliage scatter etc. is so exciting.
This looks incredible, can't wait to try it in my workflow! I thinik having this workflow for the scene composition will be best, then manually setting up the camera myself until I master the technique using Dash. I can't wait to give it a go!
More tutorials of dash.. I take it back I was bitching about renting the plugin. but Its an AMAZING plugin. .. it saves you lost of time when it comes on to creating environments and more... thumbs way up!!
For the past few years I have dabbled with blender and more seriously with C4D, still got a loooot to learn. I tried UE5 few times and went back and forth now and then in it but I always ended up shutting down the program after 1 or 2 hours of use because I never really could wrap my head around the UI, the logic behind some tools, the settings and just the whole build of UE5 in general, which is a shame because I am very much aware of how much you can do with it but for some reason I am really allergic to it. Now seeing this gives me a new perspective on UE5 for sure, definitely a more intuitive and mostly encouraging way to try it again.
That's great to hear! I worked at Quixel for quite some time, and even once we had created the Megascans library, we still noticed that most users had a hard time either being creative with them, or knowing enough about their 3D software to make cool art with it. My hope with Dash is that first, we can help remove the knowledge barrier around 3d software, and second, we can start giving users suggestions on what makes a good compositions, etc... Please give it a go and let me know what you think; you sound like the ideal user for the software, and any feedback you have for how we could make it more intuitive would be more than appreciated 🙏
@@polygonflowhello. I am wanting to sub to this badly as building worlds/lvls is my thing. Does it work in 5.3?and how does it work with nanite? Would i just setup all my meshes prior to building as usual? When they say terrain they arent landscape right? Just meshes? Do the randomized terrain bits come with a nanite/displacement setting on generate option? Works that way with foliage?
The color grading is such a cool feature. Does the color grading work with gameplay? (Ie, I make a 1st person perspective game, and the color grading works with the 1st person camera)?
Happy to hear you like it! The Dash camera is a slightly different version of the normal UE cine camera. So for the gameplay camera, it is probably easiest if you grab the grading preset you like from Dash and drag and drop it into the game camera post process grading slot :) You can find our presets in Content/Polygonflow/Assets/LUTs :)
This is probably one of the most amazing things I have seen recently. Love the fact that isn't just another AI tool. Can't wait to see more of these videos and to get my hands on Dash.
Gotta have that perpetual license. Specially if you`re going to market it for blender at some point. It’s a mod, and not a fully fledge rendering/modelling software
This is pretty sweet. Can we scatter decals? Is that a thing? EDIT: Nvm found the decal stuff at the end. oh lordy. Next Question: Can we use our own assets? Like If I want to use this with low poly assets?
Yes! Though we are currently working on the Content Library accessing all assets in your project, you can use your own assets manually. In the video above, there is a section where trees are placed in the scene, this is done as a custom asset since Megascan Trees are not available through Bridge. If you follow those steps with your own assets, it should work exactly the same!
This plugin looks pretty good and practical for building simple scenes for rendering stills, but it looks like it is not practical for creating environments for games or archviz. Therefore, I would like to know, is it working on world partitioning? can we create a landscape with different biomes and painting layers ? what about optimization, can we access the scattered assets by selecting the foliage for example to control their view distance as well as other rendering options ?
Hi! Dash lends itself to environment artists making scenes for various purposes, from archviz to film and other cinematic purposes, or even just game environment showcases. But the software is a toolset, and not just scattering or content browsing. Yes you can scatter with Dash, but you also have a state of the art content browser, a decal placer that's unmatched. A physics placement system that's extremely easy and fast. A tool that allows you to convert any atlas texture to 3D mesh cards ready to be scattered. A tool that gives a plethora of amazing color grading presets, etc... I think there's two types of users for Dash: the first are those who see the whole ecosystem as something that fits their needs, and the second are those who may not be able to use say scattering for example, but can leverage the physics placement or whatever specific system that they think is worth the sub. Over time, we'll add enough features and upgrade the existing ones, enough for both users to find the subscription worth it.
This is brilliant, had already streamlined workflow quite a bit with keyboard shortcuts, but this takes it to the next level. If you can add voice prompts (voice to text), that would sweeten the deal.
Looks like procedural content creation with manual modification wins once again over AI which mostly catapults us 50 years back in terms of control over computer generated content. Good solution, love it!
This looks very useful indeed (!) I am just starting out learning UE5 so a tool like this looks super handy and makes me more keen to get trained up >> looking forward to future updates 👌💯👀🎥😎🌟
There's no immediate plans to provide a perpetual license, but it's definitely something we're actively considering :) Just gotta make it make sense for us economically.
as a professional myself I am both excited and reluctant to start working with these tools. If we want custom shaders can we hook them into our Dash workflow ? For this demo, you show how to apply a material to a terrain. How do we add another layer and height blend it ? can we set a custom heightblend function etc. ? Can the Scattering be localized to certain areas and re-used so multiple artists can freely re-use scattered presets ? how does it compare to Unreal's native PCG ?
In this first version of Dash, our content browser either uses the default materials that ship with Megascans, or our custom ones. We're working on expanding it to support any kind of asset, and therefore any type of material as well. You should be able to decide to use our materials, the material that's on the asset by default, or any other custom material of your choosing. This is a massive undertaking, and we'll slowly roll out the features over the next few weeks/months until it becomes future-proof. Regarding terrain, our current terrain workflow definitely doesn ot lend itself to a smooth experience when dealing with blend materials. What we want to do here is give you a proper interface with procedural controls over your blending workflows, vs just asking you to go learn Unreal's solution. Our scatter system is custom built, and much easier to use than PCG. Yes you can constrain it to specific areas. In PCG, you can draw a curve and use it as a bounding area in which to do your scattering. Dash is no different: you can feed a curve as a mask, and it'll ensure that you only scatter what's "inside" that curve. Ofc, you're not constrained to just curves; you can mask by static meshes, level instances, other instances, etc... Every scatter setup you do can be "duplicated" and adjusted subsequently. There's no "save as preset" interface for just that atm, as it's much harder in practice to ship such presets without bringing in all the assets and whatnot. But that's something on our todo list, and should be a fairly low hanging fruit as well :)
@@polygonflow thank you for the clear answer. Unfortunately due to these functions lacking it does mean we cannot use it in production just yet but we are eagerly awaiting further development
Not bad but I think people are perceiving it too expensive because Dash doesn't not provide any assets and we all know how restrictive the Megascan collection is, so $20 a month for a scattering tool and I still have to provide with the content seems not that appealing for many.
It's embarrassing how everybody wants to sell services nowadays, instead of a product. This should be a product. Imagine this company going bankrupt, then you no longer have access to your tool.....
@@lacehuyou can buy a lifetime license. And the output is frozen into conventional assets. They could be hit by an ICBM and you would still have your project, unchanged.
Awesome 👍 I just wonder how does the system know where to do what? And can it be used on an already created terrain? And how does the mask work, can I mask out the water so not any grass goes there ? I couldn't see it went so fast when you created the road , I have tons of roads.. will this be a problem when my terrain is 32x32 km ? And does your system support landscape materials from other authors? And world partition? Thanks! More tutorials coming?
How easy is it to make adjustments to the procedurally generated content? Like, if there was one tree that it had placed that you wanted to remove would it be easy to do that? Also, let's say you added a landscape material as shown in the video and you wanted to replace it with one that had layer blend materials and RVT, could you easily swap it out? My concern is that if you had a very specific outline for a scene that had to be created, how much control do you have over it? In this case would it just make things more complicated?
Hi! All the scenes we've showcased in this video have been made with Dash from A to Z, and there's quite a bit of variety in how we approached them, vs just a very set of scenes. Yes, you can dictate where you want or don't want to scatter stuff. You can use the proximity masking to cull out one or any specific amount of trees away from an area, and it's basically just 2-3 clicks away. The material workflow is definitely an area where we've yet to polish the experience just yet. We'll work on a solid material blending workflow interface that makes it easier for users (pros and newcomers) to blend various materials. Back to the instance editing, we're also working on giving you the ability to remove specific instances from your scatter, without using proximity based removal. So you could select that tree, and just delete it.
This is great. What are the specs on the player's machine to run something like this is real time? Might make me take the leap from Unity to Unreal if it won't need a 3090 from player's side
This is incredible! Are you guys planning to release the version for Mac as well? I know Mac users in Unreal are a minority. But its definitely worth paying for, considering the amount of accessibility and speed. 🤞
Dash is the sickest UE plugin So far.Drag and drop from bridge was really fineee..I was familiar with polygonflow's previous scatter plugin..but this time the added a whole new dimension.. A small suggestion: Make a local asset browser..Like you can assign an asset from a project and that will be saved a asset in the local browser..then easily dragndrop into another project... It will be really nice to have something like this
Nice! I'm suddenly more enthusiastic about building some environments!!
Thanks Mike, your Halo workflow breakdown way back in the day was a huge influence in my tech art, and ultimately Polygonflow Journey :D
Let me know whenever you give Dash a go, would love to hear your feedback!
all hail the king
For a moment I mistook this for a complete AI assisted level design toolset ..turns out its a very simplified, seamless system making use of available tools with ease..
Correct. No artist or programmer had their work stolen for the creation of this toolset ;)
Me too...I was getting excited
@@FlewdaAI doesn't steal anything. Get informed.
@@Dante02d12Training data comes from somewhere. Even in nonprofit research programmers are required to get consent before utilizing other people’s data.
@@danbellian5617 When artists learn from or take inspiration from other art, its fine, but when an algorithm does it, it's stealing? How did artists learn to draw or paint? where does their inspiration come from? how can they be certain that their art is truly theirs?
This is literally a new workflow. Really excited to try it out, especially since everything is aimed towards creativity, ease-of-use and removing friction as much as possible.
Thanks, we really tried making it easy to use! :)
This is perfect time for Kids to start Creating Games and 3D Animation. Thanks to Polygonflow Team!!!
Bro this reminds me of when I first started doing 3D with Cinema 4D ages ago. No nodes, not a lot of clutter, just sliders. I miss those days. Thanks for bringing them back and then some, lol.
You are very welcome!
This is like Twinmotion functionality inside Unreal. The world has come a full circle. Excellent.
😄
the start of the video had me going like pls not another chat gpt thing... i had a sigh of relief when you showed the plugin. Interesting work cant wait to see more
Thanks!
Great, this is THE gateway drug to get me into 3d art. lol
Haha, you should give it a chance for sure! Quite fun with the right set of tools! /The 3D newbie in the team
This just got recommended to me today and this is a game changer for my workflow! You’ve earned a subscriber and I’m excited to see how you can improve in the future
Happy to hear it! We are excited to seeing your results. Feel free to send suggestions/feedback!
What a time to be in the 3D industry! thanks for this
THE best tool I’ve seen for Unreal 🤯 🙏🏽💎
ooohyeha, nice
Amazing tool!! Please keep expanding this as it's so very much needed for cinematics in Unreal Engine.
I was just about paint grass on my terrain for an hour but now you guys saved me an hour of work.
This is great. Awesome work! I’ll start the trial tonight and start using this from now on. Thanks for making it!
Awesome to hear that! Best of luck!
My mind was blown by this
It's an amazing work and it seems to be just the beginning I can't wait to see more
INCREDIBLE! Thanks for this tool. I just discovered Dash and will be going through all your vids. To be able to create environments so quickly without using the Unreal Quixel workflow, no foliage scatter etc. is so exciting.
You are very welcome! Happy to hear you are excited!
now this is what i was talking about,, love it,, keep it up!
Thank you very much!
This looks incredible, can't wait to try it in my workflow! I thinik having this workflow for the scene composition will be best, then manually setting up the camera myself until I master the technique using Dash. I can't wait to give it a go!
Amazing showcase Josh!
Hey Juan, long time no see! :D /adnan
Have truly been looking forward to this ever since hearing about it! Love it already! Yeah I know what I will be doing today 😆
We hope it will live up to your wildest dreams! (Tack för en trevlig lunch sist :) )
More tutorials of dash.. I take it back I was bitching about renting the plugin. but Its an AMAZING plugin. .. it saves you lost of time when it comes on to creating environments and more... thumbs way up!!
More is coming! Just uploaded a short timelapse actually, and more actual tutorials are coming! Happy to hear you like it!
I'm laser focused on using this tool!
Well done!
This looks like the tool for a project that I have ongoing. Will definitely give it a go. Thanks for sharing.
Happy to hear it! Our Discord is a great resource 👍
I am loving this! been going nuts with it the last few days
Happy to hear it! Feel free to share something you have made in our Discord 👏
I just saw the future of Environment creation. Incredible!
For the past few years I have dabbled with blender and more seriously with C4D, still got a loooot to learn. I tried UE5 few times and went back and forth now and then in it but I always ended up shutting down the program after 1 or 2 hours of use because I never really could wrap my head around the UI, the logic behind some tools, the settings and just the whole build of UE5 in general, which is a shame because I am very much aware of how much you can do with it but for some reason I am really allergic to it. Now seeing this gives me a new perspective on UE5 for sure, definitely a more intuitive and mostly encouraging way to try it again.
That's great to hear!
I worked at Quixel for quite some time, and even once we had created the Megascans library, we still noticed that most users had a hard time either being creative with them, or knowing enough about their 3D software to make cool art with it. My hope with Dash is that first, we can help remove the knowledge barrier around 3d software, and second, we can start giving users suggestions on what makes a good compositions, etc...
Please give it a go and let me know what you think; you sound like the ideal user for the software, and any feedback you have for how we could make it more intuitive would be more than appreciated 🙏
Blender feels way harder to me. Maybe i just dont have the right addons to make it easier. Unsure.
@@polygonflowhello. I am wanting to sub to this badly as building worlds/lvls is my thing. Does it work in 5.3?and how does it work with nanite? Would i just setup all my meshes prior to building as usual?
When they say terrain they arent landscape right? Just meshes? Do the randomized terrain bits come with a nanite/displacement setting on generate option? Works that way with foliage?
Great work guys! Excited to git it a spin.
We are excited to seeing your results!
Wow, this is insane! I feel like this would be very useful to get ideas down quickly.
Wow! Amazing! Would love how far this tool can go.
Thanks! Give it a try and see what you think :) Free 14 day trial :)
This is awesome.
This is amazing!!! Watching closely, going to sign up soon.
this is amazing!
Thanks! Looking forward to seeing your results! What you have been creating so far with GraphN is pretty cool :)
this is awesome, can't wait to try it out.
Another useful tool that I will surely use! Thank you guys!
🤟🤟❤❤❤
Thanks! Give it a try and see what you think :)
Now this is a game changer 😮♥️
That is the reaction we are looking for🤟
Wow, this looks actually very interesting
Happy to hear it!
The color grading is such a cool feature. Does the color grading work with gameplay? (Ie, I make a 1st person perspective game, and the color grading works with the 1st person camera)?
Happy to hear you like it! The Dash camera is a slightly different version of the normal UE cine camera. So for the gameplay camera, it is probably easiest if you grab the grading preset you like from Dash and drag and drop it into the game camera post process grading slot :)
You can find our presets in Content/Polygonflow/Assets/LUTs :)
This is probably one of the most amazing things I have seen recently. Love the fact that isn't just another AI tool. Can't wait to see more of these videos and to get my hands on Dash.
Love to hear it! Just grab a free 14 trial and give it a go! Download is available on our website :)
Very Usefull, Thank you
Yes we really believe most people in UE will find this very useful! :) Glad to hear you agree :)
what an amazing tool i will definitely be checking out just wow
Sounds good, good luck!
wow! Buying now. How soon will more detailed tutorials be rolled out?
The video above is a solid starting point. But we'll be having a steady stream of video--both formal and more informal--tutorials very shortly.
@@polygonflow terrific! Looking forward to it.
Damn, this is really sick, I am excited for all of this to bring our world to life with such details :)
We are excited to seeing your results!
this is soooo good! I am definitely paying for this
Damn this look amazing, I'll be willing to give this a try to see how it can help me :)
Thanks, sounds good, feel free to share feedback afterwards! Here or on Discord :)
Oh man, I might actually be able to use this over the tool clutter with Unreal
finally
a reason to open up a project in UE 😩
This is quite amazing!
Amazing!
Thanks! Give it a try and see what you think :) Free 14 day trial :)
very cool thing. I speak as a level developer, it speeds up the process of creating a game environment by 10 times
Happy to hear that! Exactly what we are trying to achieve 👋 Make sure to try Dash 1.5 if you haven't already 👋
Gotta have that perpetual license. Specially if you`re going to market it for blender at some point. It’s a mod, and not a fully fledge rendering/modelling software
Thanks for the feedback, maybe at some point!
Hey, not sure if you have seen but we are now offering a perpetual license on our website, polygonflow.io :)
This is a life changer!
This is pretty sweet. Can we scatter decals? Is that a thing?
EDIT: Nvm found the decal stuff at the end. oh lordy.
Next Question: Can we use our own assets? Like If I want to use this with low poly assets?
Yes! Though we are currently working on the Content Library accessing all assets in your project, you can use your own assets manually. In the video above, there is a section where trees are placed in the scene, this is done as a custom asset since Megascan Trees are not available through Bridge. If you follow those steps with your own assets, it should work exactly the same!
@@polygonflow bees knees
whoa whoa i can feel my eyes vomiting heart emojis. this is exciting!
haha, love the reaction!
Wow. As a team of one, this looks like a fantastic way to accelerate my World building and allow me to focus on gameplay. Can’t wait to try it out.
Happy to hear you think so! Let us know what you think in our Discord after your free trial 👏
Just simply wow
This plugin looks pretty good and practical for building simple scenes for rendering stills, but it looks like it is not practical for creating environments for games or archviz. Therefore, I would like to know, is it working on world partitioning? can we create a landscape with different biomes and painting layers ? what about optimization, can we access the scattered assets by selecting the foliage for example to control their view distance as well as other rendering options ?
Hi!
Dash lends itself to environment artists making scenes for various purposes, from archviz to film and other cinematic purposes, or even just game environment showcases.
But the software is a toolset, and not just scattering or content browsing. Yes you can scatter with Dash, but you also have a state of the art content browser, a decal placer that's unmatched. A physics placement system that's extremely easy and fast. A tool that allows you to convert any atlas texture to 3D mesh cards ready to be scattered. A tool that gives a plethora of amazing color grading presets, etc...
I think there's two types of users for Dash: the first are those who see the whole ecosystem as something that fits their needs, and the second are those who may not be able to use say scattering for example, but can leverage the physics placement or whatever specific system that they think is worth the sub. Over time, we'll add enough features and upgrade the existing ones, enough for both users to find the subscription worth it.
With Reverie you can build any biome in the world and game ready.
Incredible! I dream with this in a long time, when AI was going to make processes interactable, instead of brute-forced. Well done!!❤❤❤
Wow this is a great tool, makes it look so easy :)
It is just as easy! Give it a try and see if you agree :)
wow!!.It's amazing.
Pretty cool.
This is brilliant, had already streamlined workflow quite a bit with keyboard shortcuts, but this takes it to the next level. If you can add voice prompts (voice to text), that would sweeten the deal.
Happy to hear you like it! That's a cool idea, maybe at some point!
Looks like procedural content creation with manual modification wins once again over AI which mostly catapults us 50 years back in terms of control over computer generated content. Good solution, love it!
YESSSS this is what we all needed
Epic will do everything to acquire your company lol you guys are incredible
This is so much powerful
This looks very useful indeed (!) I am just starting out learning UE5 so a tool like this looks super handy and makes me more keen to get trained up >> looking forward to future updates 👌💯👀🎥😎🌟
Awesome! Let us know how it goes in our Discord! :)
This is Iiterally a game changer
the instant scattering is nice. not sure if i want to be locked into another monthly SaaS pricing model, I already have so many.
Sorcery! 🧙🏽♂
We know 😁
Can you update(sculpt) the terrain and have the assets(grass,rocks,etc) update also?
Yes you can! :)
@@theadnart1 Okay I think that is a killer feature. I will sub to it!
This is crazy! I love it! Will you guys be doing perpetual licenses at all?
There's no immediate plans to provide a perpetual license, but it's definitely something we're actively considering :)
Just gotta make it make sense for us economically.
@@polygonflow sounds good to me! thank you for the response!
Hey, not sure if you have seen but we are now offering a perpetual license on our website, polygonflow.io :)
this is awesome❤🎉
This looks very promising. Im going to try the free version and if i get a hold of it i might get the freelance subscription.
If you run into anything that is unclear just send a message on Discord and we will assist you :)
This is a dream tool 😮
Grab yourself a free trial and tell us what you thought about it!
Incredible!
Thank you!
Soooo sooo sooo gooood❤️
Insane
Very impressive! I am a believer
Thank you!
DAMN THIS IS COOL!
as a professional myself I am both excited and reluctant to start working with these tools. If we want custom shaders can we hook them into our Dash workflow ?
For this demo, you show how to apply a material to a terrain. How do we add another layer and height blend it ? can we set a custom heightblend function etc. ?
Can the Scattering be localized to certain areas and re-used so multiple artists can freely re-use scattered presets ? how does it compare to Unreal's native PCG ?
In this first version of Dash, our content browser either uses the default materials that ship with Megascans, or our custom ones. We're working on expanding it to support any kind of asset, and therefore any type of material as well. You should be able to decide to use our materials, the material that's on the asset by default, or any other custom material of your choosing. This is a massive undertaking, and we'll slowly roll out the features over the next few weeks/months until it becomes future-proof.
Regarding terrain, our current terrain workflow definitely doesn ot lend itself to a smooth experience when dealing with blend materials. What we want to do here is give you a proper interface with procedural controls over your blending workflows, vs just asking you to go learn Unreal's solution.
Our scatter system is custom built, and much easier to use than PCG. Yes you can constrain it to specific areas. In PCG, you can draw a curve and use it as a bounding area in which to do your scattering. Dash is no different: you can feed a curve as a mask, and it'll ensure that you only scatter what's "inside" that curve. Ofc, you're not constrained to just curves; you can mask by static meshes, level instances, other instances, etc...
Every scatter setup you do can be "duplicated" and adjusted subsequently. There's no "save as preset" interface for just that atm, as it's much harder in practice to ship such presets without bringing in all the assets and whatnot. But that's something on our todo list, and should be a fairly low hanging fruit as well :)
@@polygonflow thank you for the clear answer. Unfortunately due to these functions lacking it does mean we cannot use it in production just yet but we are eagerly awaiting further development
This is amazing. I am looking to learn UE 5 so I can start creating mods for Ark :)
Very nice. This will help a lot
Not bad but I think people are perceiving it too expensive because Dash doesn't not provide any assets and we all know how restrictive the Megascan collection is, so $20 a month for a scattering tool and I still have to provide with the content seems not that appealing for many.
It's embarrassing how everybody wants to sell services nowadays, instead of a product. This should be a product. Imagine this company going bankrupt, then you no longer have access to your tool.....
@@lacehuyou can buy a lifetime license. And the output is frozen into conventional assets. They could be hit by an ICBM and you would still have your project, unchanged.
If this saves hours it's a no-brainer in a professional setting.
there are a bajillion free assets online
wow amazing!!
Just What I wanted.
Can you make it to tutorial for an interior and the exterior scene? For a small house for example?
Thanks for the suggestion, will try to do it in the future :)
Awesome 👍 I just wonder how does the system know where to do what? And can it be used on an already created terrain? And how does the mask work, can I mask out the water so not any grass goes there ? I couldn't see it went so fast when you created the road , I have tons of roads.. will this be a problem when my terrain is 32x32 km ? And does your system support landscape materials from other authors? And world partition? Thanks! More tutorials coming?
Cool plugin, thank you for your work)!!! And will there be a procedural creation of a planet by one click)? It would be cool at all !!!!!
How easy is it to make adjustments to the procedurally generated content? Like, if there was one tree that it had placed that you wanted to remove would it be easy to do that? Also, let's say you added a landscape material as shown in the video and you wanted to replace it with one that had layer blend materials and RVT, could you easily swap it out? My concern is that if you had a very specific outline for a scene that had to be created, how much control do you have over it? In this case would it just make things more complicated?
Hi!
All the scenes we've showcased in this video have been made with Dash from A to Z, and there's quite a bit of variety in how we approached them, vs just a very set of scenes.
Yes, you can dictate where you want or don't want to scatter stuff. You can use the proximity masking to cull out one or any specific amount of trees away from an area, and it's basically just 2-3 clicks away.
The material workflow is definitely an area where we've yet to polish the experience just yet. We'll work on a solid material blending workflow interface that makes it easier for users (pros and newcomers) to blend various materials.
Back to the instance editing, we're also working on giving you the ability to remove specific instances from your scatter, without using proximity based removal. So you could select that tree, and just delete it.
Is the physical placement tool that shows in your website is already available ? game changer for environment credibility
Yep it's available! :)
Where to download?
Just head to our website, polygonflow.io :) There you find a free trial download :)
This is great. What are the specs on the player's machine to run something like this is real time? Might make me take the leap from Unity to Unreal if it won't need a 3090 from player's side
I answered you in Discord :)
Combine this with speech recognition! We're so close to a very intuitive game making workflow...
Totally Awesome!
This is incredible! Are you guys planning to release the version for Mac as well? I know Mac users in Unreal are a minority. But its definitely worth paying for, considering the amount of accessibility and speed. 🤞
At some point, hopefully, but sadly not in the near future I would say :(
Definitely seeing a big future with this if it can be integrated with a natural language AI.
amazing!!
Thanks! Have you tried it yet or did you just see the video? 😄 Would love getting some feedback after you tried it ✌️
Dash is the sickest UE plugin So far.Drag and drop from bridge was really fineee..I was familiar with polygonflow's previous scatter plugin..but this time the added a whole new dimension..
A small suggestion: Make a local asset browser..Like you can assign an asset from a project and that will be saved a asset in the local browser..then easily dragndrop into another project... It will be really nice to have something like this
That feature will be available soon! :) We're looking into also tagging all your assets for you, just to make it easier to browse.
This is insane!!! Will it be coming to Mac anytime soon?
Thanks! Not anytime soon, but maybe in the future!