Unreal Engine 5: Hierarchical Scatter Tool - Usage Demo

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  • เผยแพร่เมื่อ 20 ต.ค. 2024

ความคิดเห็น • 30

  • @dylankuzmick3122
    @dylankuzmick3122 ปีที่แล้ว +1

    Awesome, can’t wait to get this! Thanks for making it :) I do have a few suggestions:
    I think the best next feature to add would be a scale falloff according to the distance from the parent object. To me, this is what separates average procedural setups from ones that look completely natural, and I don't think that creating smaller children from parents alone is as nice of an effect as a real falloff.
    I'd love to see a way to maintain a consistent density. Like if I set a large range for distance spread, I’d also want that to proportionally change the count of objects so that the density looks the same between a large and small patch.
    It would also be nice to have a min and max value for the number of segments around each hierarchical level, just to give it some added natural effect and variation.
    Lastly, a “favor outliners” or “polarize”or something along those lines for each of the min/max options you have already could definitely be a useful feature too.

  • @3darchstuffs
    @3darchstuffs 2 ปีที่แล้ว

    Hi Nice tool. Where you belong from? Which Country? And City?

  • @ahmedshakib3883
    @ahmedshakib3883 11 หลายเดือนก่อน

    I recently bought this , its really handy and for the price its really worth it , I have a couple of suggestions , can you make the random a seed value rather than a click so that we can choose the one we like and duplicate the blueprint and move it and change another seed.
    Second , can you add a falloff , it could be linear it only spawn unto a certain distance , spherical , box , etc ,
    Third can you add a fall off , as things tend to recede from the source they tend to reduce in size.
    Fourth , can you make a kill , objects that are added to the light that will kill the spawns .
    Fifth, can you add a priority , for example a value that will allow things to be multiplied as a spawn , for instance if you select A priority 5 , b priority 2 , A will be spawned 5 times and b will be spawned twice for very 5 a.
    6th, Ca you add like a clump or group system , that means anything that is set as clumps will be clumped together , like bushes.
    This is a fantastic tool. Totally Worth it.

    • @whynotindie
      @whynotindie  11 หลายเดือนก่อน +1

      Hey! Sorry I missed reading comments. Thank you for purchasing the plugin.
      And I see you have loads of suggestions. It's better to head to discord channel and have a discussion there. You can just copy paste this there so it's easy to start a discussion.
      AFAIK, your first point is already incorporated. And let's talk about the rest on discord
      Thank you :)

  • @andrinSky
    @andrinSky 2 ปีที่แล้ว

    Can you say please, from where do you have this beautiful Plants, Flowers, Tress and Grass? And this is not included in your Content, right?

  • @florentsolut1521
    @florentsolut1521 ปีที่แล้ว +1

    Hi ! Great tool.
    You might want to fix the link to the marketplace in the description though :)

  • @OoJxCorrey
    @OoJxCorrey 2 ปีที่แล้ว

    Really good job! How would the tool work on extrem sized worlds? Cause of individual Meshes theres no foliage so no culling distance just LOD. Is there any Problem?

  • @Gordoxgrey
    @Gordoxgrey ปีที่แล้ว

    What is the advantage of this plugin vs the built in procedural foliage spawner?

  • @fearthesmeag
    @fearthesmeag ปีที่แล้ว

    can you use a mask imported from World Creator to spawn objects?

  • @talefromabove
    @talefromabove ปีที่แล้ว

    In my curent project, I am using the mesh based landscape, can I use this tool to scatter on top of the mesh?

    • @vishalranga4093
      @vishalranga4093 ปีที่แล้ว

      Anything that has collision will work. So yes, you can scatter on a mesh

  • @terrablader
    @terrablader 2 ปีที่แล้ว

    This is really good is there a way to have it only spawn on my level surfaces I am getting floating as well

  • @andrewdouglas932
    @andrewdouglas932 2 ปีที่แล้ว

    Is it possible to use actor instead of meshes? I would like to distribute actors which spawn other actors at runtime?

    • @andrewdouglas932
      @andrewdouglas932 2 ปีที่แล้ว

      @@whynotindie Thanks, or can those point be replaced with another actor after placing? Then I can just replace those meshes with actors of my choice?

  • @yantingye1677
    @yantingye1677 ปีที่แล้ว

    Can we put multiple objects into the blueprint at the same time instead of one by one ?

    • @yantingye1677
      @yantingye1677 ปีที่แล้ว

      ​@@whynotindie but when we put a lot of objects ,that will be inconvenient

    • @yantingye1677
      @yantingye1677 ปีที่แล้ว

      @@whynotindie both,static meshes for foliages,blueprints for buildings.😂

  • @heikohesse4666
    @heikohesse4666 ปีที่แล้ว

    Hi - that's a great tool - what kind of landscape material is that in your demo map in the video?

    • @heikohesse4666
      @heikohesse4666 ปีที่แล้ว

      @@whynotindie Hi, thanks for the answer. I checked out your project from artstation - fantastic work. Would you sell the landscape shader in UE Marketplace?

    • @heikohesse4666
      @heikohesse4666 ปีที่แล้ว

      @@whynotindie Hey - thanks for your answer, that's fine - I've tried almost all landscape material systems, either they are too inflexible or hardly usable with the MRQ in the UE5 (e.g. MAWI) - OpenLand works best for me at the moment, but the PLE also seems to be good, I haven't tested that yet.
      Thanks again.

  • @bolbolegypttuber
    @bolbolegypttuber ปีที่แล้ว

    what about grass on custom static mesh .. any plan to make Plugin Procedural like this only for Grass to apply it on custom static mesh ?
    I mean if i have to pick my design landscape to apply grass on it and regenerate it procedural like here !

    • @whynotindie
      @whynotindie  ปีที่แล้ว

      Sorry I didn't understand, can you explain in detail?

    • @bolbolegypttuber
      @bolbolegypttuber ปีที่แล้ว

      @@whynotindie We use for our landscape design static mesh not landscape creation in UE
      So
      All our design imported from datasmith to UE
      We have a lot of static mesh need to scatter grass, only it.. can your plugin help us to do this by pick static mesh and control grass size and number of its random
      Then execute it as static mesh.. to control Bound Number for High quality image?
      Can you understand me?

    • @bolbolegypttuber
      @bolbolegypttuber ปีที่แล้ว

      @@whynotindie I mean Pick any surface to scatter ..

    • @whynotindie
      @whynotindie  ปีที่แล้ว

      You can scatter on any surface. And add exclusion surfaces instead.

    • @whynotindie
      @whynotindie  ปีที่แล้ว

      Bounds constrain is not available in this tool but I can help you with such issue over discord if possible. Rather than using this tool to populate grass for any selected mesh, we can create a different approach that will pick points inside the bounds.

  • @fddesign
    @fddesign 2 ปีที่แล้ว +1

    great tool :)

  • @skd0074
    @skd0074 2 ปีที่แล้ว

    very nice :)