I just found your channel and i've been going through some of your content. Your work and guides are so amazingly good! A lot of the specific things i've being trying to learn you have a video for and I can't thank you enough for the stuff you're providing!
Awesome! lots of upgrades since last time I look at my landscape and its a really smart and interesting use of a lot of features, you never fail to surprise us and thanks a lot for sharing all this :D
@@PrismaticaDev idk but even without the tesselation is a very cool detail to have in pretty much almost any game I believe even if it does not look "good" from certain angles
I just wanna mention that if you are having issues / not getting custom stencil values. Just make sure in the project settings - post processing - custom depth pass, make that enabled with stencil. I couldn't get the stencil part working, it was just not enabled :D
Cool! It’s good to get people away from the mindset of using tick and tesselation. Both can kneecap performance pretty bad and for some reason it’s hard to get people to stop focusing on them. Ue5 supposedly removed tesselation even, though they might add it back because of the uproar.
Yup yup - the reason I decided to delve into this method further is because it's completely passive - it doesn't care how many actors are affecting the landscape/foliage, it's just capturing a depth comparison over X distance either way. More expensive that a single actor spawning footprints/particles on tick, but much less expensive than 100 actors spawning footprints on tick haha
@@PrismaticaDev yeah it’s pretty clever! I still don’t quite understand how the blood works. I’m working on a mod that’s multiplayer and I think I could use this for the footprints. It would be nice to use it for craters but I’m not sure how that will work.
@@nicholasbrown5013 This should work perfectly in Multiplayer since each Client will have their own scene capture/render target that only they need to see - no need to replicate anything from this system. The blood works by setting the Blood particles to have Custom Depth and stencil value 1, which only draws to the R channel of the whole effect (on my landscape material, the R channel is used as a lerp between the landscape colour and the colour of blood) which is why the inclusion of Stencils is so powerful for this!
@@PrismaticaDev ah ok. I can rewatch that video after I do the original web tutorial you linked. I’m sure it’ll come together. Yeah I wanted to leverage that it’s all client side for a no replication solution as well as the scale. Thanks again for all these great tutorials. Looking forward to finding out more about your game!
Charlie is the new meta when it comes to ue4 💪. Also this metod wouldn't work if there isn't any light source right?. Like at night for example. If there isn't any moon shine but just sky light. Would that work🤔
Okay, i did the set timer by function name as you did, and added the draw material to render target in my "draw to persistent" function, now i see that my scene capture is capturing with 30fps but it started to "shake!" And when i move my scene capture is shaking a little bit, but only when i move.
Heyy, I think it was fixed after implementing the rest of this tutorial, including alpha channel textures. I also had some scene capture flags left on that I forgot to disable. So, not sure what fixed it. But do everything in this tutorial and go from there to find out what the problem is if you need! :)
I just found your channel and i've been going through some of your content. Your work and guides are so amazingly good! A lot of the specific things i've being trying to learn you have a video for and I can't thank you enough for the stuff you're providing!
Perfect! I'm glad I can fill in the gaps :)
Awesome! lots of upgrades since last time I look at my landscape and its a really smart and interesting use of a lot of features, you never fail to surprise us and thanks a lot for sharing all this :D
Haha what else we could do with this... HMMMM
@@PrismaticaDev idk but even without the tesselation is a very cool detail to have in pretty much almost any game I believe even if it does not look "good" from certain angles
Charlie brings quality
Quality AND quantity haha
Rolling pebbles down on one of those hills would be very satisfying 😌 Amazing work!
Sometimes on stream we make giant beachballs with my face on them and kick them around... Very satisfying to see the trails! hahaha
I just wanna mention that if you are having issues / not getting custom stencil values. Just make sure in the project settings - post processing - custom depth pass, make that enabled with stencil. I couldn't get the stencil part working, it was just not enabled :D
Cool! It’s good to get people away from the mindset of using tick and tesselation. Both can kneecap performance pretty bad and for some reason it’s hard to get people to stop focusing on them. Ue5 supposedly removed tesselation even, though they might add it back because of the uproar.
Yup yup - the reason I decided to delve into this method further is because it's completely passive - it doesn't care how many actors are affecting the landscape/foliage, it's just capturing a depth comparison over X distance either way. More expensive that a single actor spawning footprints/particles on tick, but much less expensive than 100 actors spawning footprints on tick haha
@@PrismaticaDev yeah it’s pretty clever! I still don’t quite understand how the blood works. I’m working on a mod that’s multiplayer and I think I could use this for the footprints. It would be nice to use it for craters but I’m not sure how that will work.
@@nicholasbrown5013 This should work perfectly in Multiplayer since each Client will have their own scene capture/render target that only they need to see - no need to replicate anything from this system. The blood works by setting the Blood particles to have Custom Depth and stencil value 1, which only draws to the R channel of the whole effect (on my landscape material, the R channel is used as a lerp between the landscape colour and the colour of blood) which is why the inclusion of Stencils is so powerful for this!
@@PrismaticaDev ah ok. I can rewatch that video after I do the original web tutorial you linked. I’m sure it’ll come together. Yeah I wanted to leverage that it’s all client side for a no replication solution as well as the scale. Thanks again for all these great tutorials. Looking forward to finding out more about your game!
Legit best unreal tutorials out there
Muito interessante o conteúdo! Já vi todo ele!
te desejo muita sorte com o seu canal!
Thanks so much Guga :) Hope to see you in the future videos!
Charlie is the new meta when it comes to ue4 💪.
Also this metod wouldn't work if there isn't any light source right?. Like at night for example. If there isn't any moon shine but just sky light. Would that work🤔
Yup, it would work perfectly fine since the PostProcess is just measuring the Depth of what it's seeing :)
Landscape & Foliage Deformation Trilogy is completed.....yet
The holy trinity of Landscapes and Foliage
The renderreduction is possible because of unseeing a normal map? Sry I started recently with unreal engine. Thank you for all these videos
Fucking magic sand, awesome video my ue guru
Haha magic indeed :P Thanks Dragkhar!
Epic!!!
You're epic, my dude :)
PogChamp !
Poggerinos!
Okay, i did the set timer by function name as you did, and added the draw material to render target in my "draw to persistent" function, now i see that my scene capture is capturing with 30fps but it started to "shake!" And when i move my scene capture is shaking a little bit, but only when i move.
Have you found a way to fix this?
I have the exact same problem, did any of you find any solution to this?
Heyy, I think it was fixed after implementing the rest of this tutorial, including alpha channel textures. I also had some scene capture flags left on that I forgot to disable. So, not sure what fixed it. But do everything in this tutorial and go from there to find out what the problem is if you need! :)
yeeeeeeeeeeeeeeees yyeeeeeeeeeees yeeeeeeeeeeeeeeeeeeeees
Sounds like you liked this video! :P
how long you learn ue4?
About 10 months in total now, I started a few months into the pandemic last year
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