I am having issues in the 'Eldectric Dreams' environment from Epic. The back, behind the leaves are black, how ever: 1- It is fine when sun is hitting the vegetation directly. The issue arises when the plants are lit via GI (the skylight). When they are in shades I mean. 2- I can not apply the plant's texture to the created Subsurface section like @4:35 3- Increasing or decreasing the Subsurface Tint doesn't do anything at all. Do you have any idea what might be this sudden issue that spawned on me out of nowehere?
thanks, good work, i have the same problem with nanite and quixel's materials, when the camera is close to the plants... not when they are far away, i think your solution solves the problem too, i have that already done, took me a lot of time... your videos are one of the best, thanks...google translate... i'm german...
If anybody sees this, I'm using UDS and this solution only works for me with the standard lighting setup, not with UDS sadly. Thank you author for your contribution to the community!
Talking of USD maybe someone knows a fix. I got this problem that I'm using an animated camera in my USD and the stage is working fine with the sequence and the animated camera BUT how to save changes in the sequence e.g. after I added a Mediaplate and an animated Metahuman and saved the level to restart the Unreal Engine all my changes weren't saved and the sequence reset. So Saving the USD does not work with Metahuman etc?
Hey, thanks again to share your knowledge, do you know if is there a way to change a material instance parameter, for example tint color, of a mesh generated inside the PCG random mesh set node? I added a color variable in the S_PCGMesh structure and I tried the "Create dynamic material instance" with "Set vector parameter value" but with no success
when using foliage it takes a toll on my FPS, especially trees (It drops from 60fps without trees down to 12 fps with about 10 trees). I deleted the World Position Offset connector in the nodes to get ride of the tree movements but didnt do anything, I tried altering the virtual shadow and shadow maps under rendering in project settings, also didnt do anything. I tried altering lumen but wasn't able to improve anything. I do have Nanite enabled. Note: My GPU time is running at 96 milliseconds (ms), Frame 8ms. Under GPU visualizer 1. PrePass DDM_AllOpaue (Forced by Nanite) runs at 16.50ms 2. BasePass runs at 21.24ms 3. PostProcessing runs at 27.39, followed by EditorSelectionOutlines, OutlineDepth 1358x848, and EditorSelection runs at 24.11ms
@@arturrosa3166 Because UE5 tutorials don't explain anything. I was struggling with this for months until i figured out UE5 does not take your hand in any means, you need to fine tune EVERYTHING for it to work properly. Theres no easy mode, its still a huge engine with tickboxes and drag and drop, but the setting up and tweaking still needs to be done otherwise your games or scenes are UNPLAYABLE! So heres how to fix that problem (warning its universal to all assets, no matter if megascans or bought from store/free) : You need to google and watch individual videos, theres no quick way to explain this, its super complex. A) Look up what Culling means (its in the foliage settings), and set it a lot lower, so only as high as it needs to be, around 8000 is okay, rest is done with blending the grass with your ground material which should have the same color, trust me you won't see any difference at all if you are not looking for it) B) World Position Offset also has a culling setting, its just named different. Its also in the foliage settings, set it also really really low, like 5m away from the grass = off C) LOD (Level of Detail maps), look up what it means and how it works. In short you won't know how to use them so you need to look at some explanation ans tutorials. If you figured it out, use the UE5 Auto generation for lods, make like 4 LODs, the nearest one (you can change it with screen size) is LOD0 and should either not used at all because its wayyy to complex and will lag even the highest end PCs with just 5 trees in the scene. You can see how bad it will perform with the triangle and vertex count in the window on the left in the asset menu when you open the asset. 400.00 IS GIGANTOUS amount. So you set : Number of LODs = 4. Now look up how to reduce LODs in UE5. Change the reduction type to any instead of Vertex/Polys and type in the desired amount you want. You do this for Lod 1-3. So LOD 0 either keep it, or reduce to 1/3rd amount, LOD 1 = again 1/3rd, LOD 2 = again 1/3rd and Lod 3 = something ABSOLUTELY really low, like 1000. Change the screen size accordingly for each one. Ideally it goes like this : 2m in front of object = full quality, 5m = LOD 1, 25m LOD 2, 50m Lod 3, 70m LOD4. Like i said its really complex, but its how its done IN EVERY DAMN SINGLE GAME, those tutorial makes just don't teach it.
Nice. Off topic.. what do you know about Blurry textures when using RVT even if the ppol size is high? Mostly the slow loading of mip 0
Another video which will save many people a lot of pain!
Really Helpful fix, thank you! :)
I am having issues in the 'Eldectric Dreams' environment from Epic. The back, behind the leaves are black, how ever:
1- It is fine when sun is hitting the vegetation directly. The issue arises when the plants are lit via GI (the skylight). When they are in shades I mean.
2- I can not apply the plant's texture to the created Subsurface section like @4:35
3- Increasing or decreasing the Subsurface Tint doesn't do anything at all.
Do you have any idea what might be this sudden issue that spawned on me out of nowehere?
Excellent! Thanks for the tip!
thanks, good work, i have the same problem with nanite and quixel's materials, when the camera is close to the plants... not when they are far away, i think your solution solves the problem too, i have that already done, took me a lot of time... your videos are one of the best, thanks...google translate... i'm german...
Thanks, really helpful and work 100% 👍
If anybody sees this, I'm using UDS and this solution only works for me with the standard lighting setup, not with UDS sadly. Thank you author for your contribution to the community!
for me it works with UDS as well
Talking of USD maybe someone knows a fix. I got this problem that I'm using an animated camera in my USD and the stage is working fine with the sequence and the animated camera BUT how to save changes in the sequence e.g. after I added a Mediaplate and an animated Metahuman and saved the level to restart the Unreal Engine all my changes weren't saved and the sequence reset. So Saving the USD does not work with Metahuman etc?
beautiful!!!
Does this work with mega scan tree leaves as well? I find the translucency of leaves also lacks.. thanks for the tutorial!
Hey, thanks again to share your knowledge, do you know if is there a way to change a material instance parameter, for example tint color, of a mesh generated inside the PCG random mesh set node? I added a color variable in the S_PCGMesh structure and I tried the "Create dynamic material instance" with "Set vector parameter value" but with no success
I haven't tried that myself yet but it sounds like a good challenge
when using foliage it takes a toll on my FPS, especially trees (It drops from 60fps without trees down to 12 fps with about 10 trees). I deleted the World Position Offset connector in the nodes to get ride of the tree movements but didnt do anything, I tried altering the virtual shadow and shadow maps under rendering in project settings, also didnt do anything. I tried altering lumen but wasn't able to improve anything. I do have Nanite enabled.
Note: My GPU time is running at 96 milliseconds (ms), Frame 8ms.
Under GPU visualizer
1. PrePass DDM_AllOpaue (Forced by Nanite) runs at 16.50ms
2. BasePass runs at 21.24ms
3. PostProcessing runs at 27.39, followed by EditorSelectionOutlines, OutlineDepth 1358x848, and EditorSelection runs at 24.11ms
I have the same problem. I gave up using foliage altogether and only use PCG now, with static meshes.
@@arturrosa3166 It still applies using PCG for me 😮💨
@@arturrosa3166 Because UE5 tutorials don't explain anything. I was struggling with this for months until i figured out UE5 does not take your hand in any means, you need to fine tune EVERYTHING for it to work properly. Theres no easy mode, its still a huge engine with tickboxes and drag and drop, but the setting up and tweaking still needs to be done otherwise your games or scenes are UNPLAYABLE!
So heres how to fix that problem (warning its universal to all assets, no matter if megascans or bought from store/free) :
You need to google and watch individual videos, theres no quick way to explain this, its super complex.
A) Look up what Culling means (its in the foliage settings), and set it a lot lower, so only as high as it needs to be, around 8000 is okay, rest is done with blending the grass with your ground material which should have the same color, trust me you won't see any difference at all if you are not looking for it)
B) World Position Offset also has a culling setting, its just named different. Its also in the foliage settings, set it also really really low, like 5m away from the grass = off
C) LOD (Level of Detail maps), look up what it means and how it works. In short you won't know how to use them so you need to look at some explanation ans tutorials. If you figured it out, use the UE5 Auto generation for lods, make like 4 LODs, the nearest one (you can change it with screen size) is LOD0 and should either not used at all because its wayyy to complex and will lag even the highest end PCs with just 5 trees in the scene. You can see how bad it will perform with the triangle and vertex count in the window on the left in the asset menu when you open the asset. 400.00 IS GIGANTOUS amount. So you set : Number of LODs = 4. Now look up how to reduce LODs in UE5. Change the reduction type to any instead of Vertex/Polys and type in the desired amount you want. You do this for Lod 1-3. So LOD 0 either keep it, or reduce to 1/3rd amount, LOD 1 = again 1/3rd, LOD 2 = again 1/3rd and Lod 3 = something ABSOLUTELY really low, like 1000. Change the screen size accordingly for each one.
Ideally it goes like this : 2m in front of object = full quality, 5m = LOD 1, 25m LOD 2, 50m Lod 3, 70m LOD4.
Like i said its really complex, but its how its done IN EVERY DAMN SINGLE GAME, those tutorial makes just don't teach it.
great solution. but for some reason it gives a lot more flickering