This is a very good question. I did not cover that in my video. Since the light is coming from the Directional light, you can use the Source Angle and/or Source Soft Angle to soften the shadow. Let me know how it goes? Good luck!!
Thank you for the great tutorial! There's a lot of good information here! I just wanted to clarify that a shadow catcher is actually something used to capture and render cast shadows in a scene onto a translucent surface for compositing. What you created here is actually what would traditionally be called a Gobo (Goes Before Optics) - a plane used to create interesting shadows in the scene.
Hi thank you, game override ensures the rendering is set to the highest settings. More info here dev.epicgames.com/documentation/en-us/unreal-engine/cinematic-rendering-image-quality-settings-in-unreal-engine?application_version=5.3#gameoverrides
Great tutorial.... I am an unreal newbie and was wondering why my effector does not cause the flowers to pop like yours do? Mine effects the position a little but that's all? hoping you will help please
@@HussinKhan sorry... I appreciate you responding.... I kept playing around with it and figured it out. But again I appreciate the tutorial and you trying to help...
Nice tutorial! i'm facing an issue with the Cloner Actor. All the parameters on the Cloner Component are blocked and it shows the folowing message below the components in Details pane: "native components are editable when declared as a property in c++ " Do you have any idea on how to fix this? tks
I was using the preview version when I created this. Epic might have changed certain things. Try removing the Cloner and adding it again. Other than that I have no clue. If you find a solution, let me know. HK 😅
Thank you for the excellent tutorial. I would like to ask if there is anything need to pay attention to the texture used as the texture constraint of cloner actor cause it do not work in my test.
Sorry for my foolish question, I just used transparent instead the white part of the png😅, btw, is there any good way to make some thin lines more easily to be seen?
The video is amazing!! But I have a question about the logo. Can we use our own logo instead of the Unreal logo? If so, what file formats are accepted? How do I convert my logo and add it to the project?
@buzzwhitebeardyes for this example it had to be b/w. For a reverse effect it can be the other way around. UE only recognises raster files when importing so png is probably the best here coz it comes with an alpha channel but pls experiment with other formats.
Hi, great tutorial, thanks!! Keep having one issue, when rendering cam2 it looks to go on endlessly, far beyond the number of frames to render. it has someting to do with time dillitation, even with file name format {sequence_name}.{frame_number_rel}. everything else works fine.
I think it’s a bug of some sort, I have the same issue sometimes. Just let it run. Another thing you can do is lessen the MRQ spatial count. Experiment with that. Hopefully Epic will sort this out in the next update.
I love your content, thank you sir. Yet I have a problem, my materials don't appear when I add an asset to the cloner, and offseting the Z axis 0.001 doesn't help, anyone?
There have been some recent changes to the Megascan assets it could be a FAB issue, I'm not entirely sure. Try re-importing the flowers and give it another shot. If not try with a diff megascan asset. Good luck!
Hello Sir this really Helpful tutorial with great explanation, waiting for more knowledge to gain from you, Sir i want know how to put 2 different set of flower color in logo (like upper half different color flower and lower half of logo with other color flowers), can you help us
yhanx for this tutorial, helps me a lot, but i m wondering if it's possible to clone animated geometry and drive the frame index of the clones animation with a effector?
@@HussinKhan Thank you for the reply :-) i have a animation of umbrella opening, i exported the animation to ue5.4 (alembic file or a fbx with a 'vertex animation texture' (VAT)). now i want to make a array of umbrella's where the position of a effector controls the animation of the umbrella's so that the umbrellas closest to the effector are open, and gradually close based on how far they are from the effector.
@@pantov that is a very interesting idea. I'm thinking of using 2 effectors, one to open/close the umbrella the other as a proximity effector, but I'm not sure if it will work. Need to give this some thoughts. 🤔
@@HussinKhan cool! lemme know if i can help, i use 3dsmax, more than happy to set something up to test with. i made similar setups in 3dsmax, i simply link the 'animation offset parameter' (frame index) in the 'pointcache-modifier' in the mesh object's modifier-stack to a distanceToObject-Value, and convert float to int. but i got idea how to in ue5 :-)
I've followed this and it first worked. but now every plant I download from bridge and put into the cloner looses its materials. Just goes black. Any idea why this would be?
Hey John, that's interesting. I suspect the original materials have been modified, you can delete the downloaded megascans files (they are in your drive somewhere) and re-download them. Hope this helps.
Can we rely on it to produce a complete music video consisting of a number of different scenes, and we get several sensors, cameras, and scenes and assemble them based on motion design, or just for product advertisements?
There is no RotationMin or RotationMax. I'm on 5.4.1, they must have removed it or renamed it. EDIT - nevermind, I was met with a load of other problems too (ie, "The object bound to this track is missing"). Looks like UE's motion design capabilities isn't ready yet. Back to C4D I go...
I have the same issue, the problem Is not with the render, because when I explored de texture looks good with de saturarion, but appears a message when I dropped the flowers into the cloner the issue Is with the particle cloner or maybe related to" usage flag" I dont really understand how yo fix, I'm new with unreal, and quixel b Is not working ,I had to use the new "Fab pluging" ,if someone know how yo solve this pelease tell me😅
There are many bugs in motion design at present. The animator's effect is unstable and the rendering output cannot work. Text strokes cannot be saved and the rendering output cannot be saved. The material designer's multi-effect overlay cannot be saved. The SVG model generation axis is automatically offset and many effects fail. . . Most bugs are related to material designer animator SVG. . .
Yes agreed, that is expected though. It is an experimental feature at the moment. I'm sure Epic Games is collecting the feedback and will fix the short comings. Thank you.
Great tutorial. Can you tell a bit about shadow catcher plane like how did you make the shadows soft/feather as mine are hard. Much appreciated 🔥
This is a very good question. I did not cover that in my video. Since the light is coming from the Directional light, you can use the Source Angle and/or Source Soft Angle to soften the shadow. Let me know how it goes? Good luck!!
@@HussinKhan Loved it! Thank you very much :)
This was the easiest Unreal Engine 5 tutorial video I've ever seen. Thank you!
Wow, thanks! Glad you liked it. ❤
Great tutorial. Please make more tutorial on motion graphics and thank you so much for the amazing teaching.
Thank you! more tuts on the way
Thank you for the great tutorial! There's a lot of good information here!
I just wanted to clarify that a shadow catcher is actually something used to capture and render cast shadows in a scene onto a translucent surface for compositing. What you created here is actually what would traditionally be called a Gobo (Goes Before Optics) - a plane used to create interesting shadows in the scene.
@@lummi_vfx you’re absolutely right. I got the 2 mixed up. Thanks for the kind clarification. ☺️
Amazing content! I created a version of my own and I learned a lot about how to work with Unreal. I love it because it renders so fast!
Well done! UE is amazing!
This is amazing! Any idea why I don't seem to have the same layout and menus as you after selecting motion design mode?
This was the preview version so the UI might have changed but you can move panels around.
If you don`t tick Enabled on range, you will not be seeing the option to set Rotation Max, just found out and wanted to share
Thank you
Cool. Please make more as a sequence tutorial?
Planning to, pls stay tuned! 😀
Thank you💚
Thank you so much ...
You're welcome!
Great tutorial and I have a question. What is the purpose of selecting GameOverrides in MRQ? I have never selected it before.
Hi thank you, game override ensures the rendering is set to the highest settings. More info here dev.epicgames.com/documentation/en-us/unreal-engine/cinematic-rendering-image-quality-settings-in-unreal-engine?application_version=5.3#gameoverrides
Great work. Really well done enjoyed it very much. Very inspiring too.
Glad you enjoyed it!
hey, Hussin! Is it possible to start a motion design sequence using blujeprints? Apparently it is different comparing to normal level sequencer...
I think it’s possible but I haven’t had the chance to try it yet. Let me know if you found a way?
This is amazing! Thanks!!!
Thanks! You’re welcome 😀
Very nice explanation..
Helpful.
Thank you!
amazing cotent bro, thanks so much.
Thanks!
Thank you very much for the tutorial. Is there a way to change the plant type in cloner? I can't delete and then re-drag new mesh.
You're welcome! I'm guessing 'coz the cloner is "tied-up' to the Effector, try releasing it and add the new mesh. Let me know if it works?
Great tutorial.... I am an unreal newbie and was wondering why my effector does not cause the flowers to pop like yours do? Mine effects the position a little but that's all? hoping you will help please
@@kyletorain6153 did you add some rotation on the effector, try upping the number, you’ll just need to play with them. Let me know how it goes
@@HussinKhan sorry... I appreciate you responding.... I kept playing around with it and figured it out. But again I appreciate the tutorial and you trying to help...
Great! Well done. With UE that’s the best to do.
Juan is the best of Minas Gerais
It cool!👍💪🫶🏻
Thank you!
nice explanation ❤
Thank you!
Nice tutorial!
i'm facing an issue with the Cloner Actor. All the parameters on the Cloner Component are blocked and it shows the folowing message below the components in Details pane:
"native components are editable when declared as a property in c++ "
Do you have any idea on how to fix this?
tks
I was using the preview version when I created this. Epic might have changed certain things. Try removing the Cloner and adding it again. Other than that I have no clue. If you find a solution, let me know. HK 😅
as always another fantastic one Hussin
That’s very kind of you Shaun.
Thank you for the excellent tutorial. I would like to ask if there is anything need to pay attention to the texture used as the texture constraint of cloner actor cause it do not work in my test.
And it works with default UE engine logo. 0_o
Sorry for my foolish question, I just used transparent instead the white part of the png😅, btw, is there any good way to make some thin lines more easily to be seen?
@@ccid2404 Yeah thin lines are a nightmare, I tried and it doesn't look good 😅
The video is amazing!! But I have a question about the logo. Can we use our own logo instead of the Unreal logo? If so, what file formats are accepted? How do I convert my logo and add it to the project?
Hi, yes you can. Make a black and white PNG logo and drag into the content browser. Good luck!
@buzzwhitebeardyes for this example it had to be b/w. For a reverse effect it can be the other way around. UE only recognises raster files when importing so png is probably the best here coz it comes with an alpha channel but pls experiment with other formats.
Hi, great tutorial, thanks!! Keep having one issue, when rendering cam2 it looks to go on endlessly, far beyond the number of frames to render. it has someting to do with time dillitation, even with file name format {sequence_name}.{frame_number_rel}. everything else works fine.
I think it’s a bug of some sort, I have the same issue sometimes. Just let it run. Another thing you can do is lessen the MRQ spatial count. Experiment with that. Hopefully Epic will sort this out in the next update.
@@HussinKhan lowering spatial count helps! thanks again!
I love your content, thank you sir.
Yet I have a problem, my materials don't appear when I add an asset to the cloner, and offseting the Z axis 0.001 doesn't help, anyone?
There have been some recent changes to the Megascan assets it could be a FAB issue, I'm not entirely sure. Try re-importing the flowers and give it another shot. If not try with a diff megascan asset. Good luck!
@@Chiuhao0880 thanks for the response, I'll try it
Thank You so much ....
Hello Sir this really Helpful tutorial with great explanation, waiting for more knowledge to gain from you, Sir i want know how to put 2 different set of flower color in logo (like upper half different color flower and lower half of logo with other color flowers), can you
help us
Thank you Sanket! You can, download a different flower from Quixel then add into the cloner, lower the diff flower a bit if you need to. Good luck!
yhanx for this tutorial, helps me a lot, but i m wondering if it's possible to clone animated geometry and drive the frame index of the clones animation with a effector?
Hi, I don't really understand the questions. What are you trying to achieve?
@@HussinKhan Thank you for the reply :-) i have a animation of umbrella opening, i exported the animation to ue5.4 (alembic file or a fbx with a 'vertex animation texture' (VAT)). now i want to make a array of umbrella's where the position of a effector controls the animation of the umbrella's so that the umbrellas closest to the effector are open, and gradually close based on how far they are from the effector.
im happy to provide some assets if you want to experiment
@@pantov that is a very interesting idea. I'm thinking of using 2 effectors, one to open/close the umbrella the other as a proximity effector, but I'm not sure if it will work. Need to give this some thoughts. 🤔
@@HussinKhan cool! lemme know if i can help, i use 3dsmax, more than happy to set something up to test with. i made similar setups in 3dsmax, i simply link the 'animation offset parameter' (frame index) in the 'pointcache-modifier' in the mesh object's modifier-stack to a distanceToObject-Value, and convert float to int. but i got idea how to in ue5 :-)
proper cheers
for some reason after it crashed after saving half way through. i can now only make cloner adjustments via the sequencer
try restarting UE, it sometimes helps 😀
My RotationMax/etc only show up under Cloner Component and are greyed out. How might I enable these?
I was using the preview version when I made this. They might have changed things around. Pls keep trying.
Range was disabled by default.
I've followed this and it first worked. but now every plant I download from bridge and put into the cloner looses its materials. Just goes black.
Any idea why this would be?
Hey John, that's interesting. I suspect the original materials have been modified, you can delete the downloaded megascans files (they are in your drive somewhere) and re-download them. Hope this helps.
@@HussinKhan thanks for the reply. I found it was having an issue with the "speed tree" node in the default material so I just bypassed it for now.
@@JohnDBenson good one!
8:34 not able to move to default cloner in UE 5.4..please help
@@Swag24-j7s make sure all static meshes are in moveable mode
Can we rely on it to produce a complete music video consisting of a number of different scenes, and we get several sensors, cameras, and scenes and assemble them based on motion design, or just for product advertisements?
When i try to drag and drop the plants on cloner, its not working.
ensure the plants are in moveable mode, not static
@@HussinKhan got it! Thanks❤
my flowers looks very dry and plastic like apperance it does not seems like flower when came closer please someone help me out
There is part of the video I spoke of how to saturate the flowers.
@@HussinKhan yeah i did that saturation that is not the problem my flowers looks like texture added to plane it looks like flat plane
It could be issues w your texture memory. Increase the streaming poolsize to a higher number
There is no RotationMin or RotationMax. I'm on 5.4.1, they must have removed it or renamed it.
EDIT - nevermind, I was met with a load of other problems too (ie, "The object bound to this track is missing"). Looks like UE's motion design capabilities isn't ready yet. Back to C4D I go...
Hi, the Cloner Rotation Min/Max is under the Range section. Yes the MD is still experimental, will probably improve with time.
My flowers are not showing any texturessss😢 please help
Did you change their colors @12:59
No, when i place my flowers in cloner they have no texture they look grey.btw thanks for replying
@@devindersingh7155you need to change their color as I mentioned in the video.
@@devindersingh7155 Pathtracer & Lumen ✔ ?
I have the same issue, the problem Is not with the render, because when I explored de texture looks good with de saturarion, but appears a message when I dropped the flowers into the cloner the issue Is with the particle cloner or maybe related to" usage flag" I dont really understand how yo fix, I'm new with unreal, and quixel b Is not working ,I had to use the new "Fab pluging" ,if someone know how yo solve this pelease tell me😅
There are many bugs in motion design at present. The animator's effect is unstable and the rendering output cannot work. Text strokes cannot be saved and the rendering output cannot be saved. The material designer's multi-effect overlay cannot be saved. The SVG model generation axis is automatically offset and many effects fail. . . Most bugs are related to material designer animator SVG. . .
Yes agreed, that is expected though. It is an experimental feature at the moment. I'm sure Epic Games is collecting the feedback and will fix the short comings. Thank you.