Oh yeah? Then drop a video explaining why and with definitive proof why this method cant be used in game development or its just a false inaccurate opinion attempting to dis knowledge and let someone's expectations down.
@@JunkztrGaming Well akadz isn't wrong, but not entirely right either. Game development is a complex topic especially when it comes to optimization and performance. Unreal Engine is heavily single threaded, which they are trying to address in the coming updates. A few things to consider when optimizing games, is entity / actor count, size of the triangles (which is ingeniously solved with nanite), and overdraw just to name a few. It just depends on the type of game that you're making. Why it's bad to use such techniques for an open world, especially if you use it absolutely everywhere for everything, causing a large spike in the amount of entities / actors. Of course, excluding any smart hardware instancing optimizations in the background, it can work if you set it up correctly. Level based games wise, it's definitely more viable to a certain extent. Since the number of entities / actors will cause higher CPU load, since all of them need to be loaded / sorted. What akadz meant by reediting, is probably taking the results from the physics placed asset and combining them as 1 large mesh instead of leaving them as many smaller entities/actors, which will still give you the same visuals, but also converting a potential 100+ entities / actors to 1. Either way, combining the meshes will be more performant than leaving it as separate entities / instances. William also mentions merging the mesh. Anyway better performance in games is a always good thing to have (:
@@JunkztrGaming I don't need to make a 20 minutes long video to explain why physics is fucked on Unreal Engine lmao. I just told someone who talked about "Dream Feature" to not be disappointed in some case since it's laggy asf. For exemple creating a system in my situation to simply play a cue when an object is hitting the ground is absolutely garbage even with the best collision box possible. Because yeah, unreal is fantastic because of everything it have built-in, the problem is that since it's a MASSIVE software, there is nothing perfect and yes, you need to recreate system that are working better in your cases in games.
@@JunkztrGaming Just like Lumen & Nanite, features are insane, good luck with the game stability & optimisation. Lumen will divide by half your FPS in certain condition and overall it'll make you lose 20% in average of true perf. I'm not talking about the weird lightning glitches it create. You just need to use Unreal at least for 1 project to understand where unreal is good and where it's not. Which mean that it's not simply, click & dragging. That was my point. That's the reason why i said, for cinematic Unreal is killing it, but you need to recreate systems & re-code stuff when it's games.
The content is good, but I love this clip for the production quality. Lighting, audio, background, composition, everything is first class. A pleasure to watch.
This looks like the perfect tool for creating cascading rocks from a cliffside, or maybe making a cool eruption. Added to my wishlist, thank you for the video.
It's absolutely amazing! Watching the video for the first time has piqued my curiosity about these tools. I find myself waking up in the middle of the night just to give a try. Thank you for sharing. 🔥
Dude, I subscribed within the first minute of watching this video. I can tell you're going to help me A LOT on my long adventure in Unreal. Thank you, you have got me excited!!
For large static open meshes with Nanite support enabled in Unreal Engine 5 (shader model 6 is enabled), the "Use Complex Collision As Simple" option may not always provide the most accurate collision representation, especially for intricate or complex geometry. In such cases, it's often beneficial to customize the collision mesh further to ensure accurate collision detection in your game or simulation. When you enable the "Customize Collision" option and adjust the settings in the Convex Decomposition settings dialog, you have more control over the creation of collision hulls for your mesh. This allows you to fine-tune the collision representation based on your specific needs, potentially improving accuracy and performance. At 9:59: To use the high-resolution mesh as the collision mesh for a large Static Open Mesh with the 'Enable Nanite Support' option set to True, in Collision Complexity, after selecting 'Use Complex Collision As Simple,' do you recommend enabling the 'Customize Collision' option (then applying it in Convex Decomposition - with Hull Count = 4, Max Hull Verts = 16, Hull Precision = 100000), or do you suggest leaving the 'Customize Collision' option set to False? I've found that with a large Static Open Mesh and the 'Enable Nanite Support' option set to True, the 'Use Complex Collision As Simple' method isn't accurate enough. Enabling the "Customize Collision" option allows you to manually adjust the collision settings, such as the number of hulls, maximum vertices per hull, and hull precision. By customizing the collision, you can create a more accurate representation of your mesh's geometry for collision detection. So my question is: Which collision settings do you recommend with the "Customize Collision" for a collision mesh better than the "Use Complex Collision As Simple" method that maintains the best balance between accuracy and performance? I think a video tutorial from you covering the different types of collisions would be super welcome! Thank you for reading. I await your response eagerly.
Oh yeah one of my favorite tools in my arsenal. William not sure if you knew. But once you setup all your meshes you want to paint with the plugin gives you an option to save a preset. So when you come back to the plugin, you just load the preset and it will load up all your meshes again. Also you can set the weight of each mesh. Let's say you don't want to see that red rock too often you can lower the weight so it won't spawn as often when you paint with gravity. really awesome.
I have been using the Physical Layout Tool for months now for my survival game project, Dismal Survival: A Father's Journey. Even though it can be buggy at times, I must agree that this tool is a massive time saver. I'm glad I settled on the exact same preferred settings months ago! I am considering creating some tutorial videos myself in the near future. I really enjoy watching your videos. Thanks for sharing your knowledge.
AMAZING video, honestly I watched a lot and your style, your explanations are good, thank you, maybe the title isn't impacting enough and we don't know what is the topic, but IT CHANGE MY GAME, definitly
Wow this exactly what I needed for my current environment piece! I have fire pits and I made a few variations of coal in zbrush and baked to low res. I was gunna place them by hand in the fire pits but this is gunna save so much time! 😁 thanks!
first few seconds of this vid, my mind couldn't comprehend that that's a editor.... looks more like real video footage with someone just magicking objects into existence :D
Nice tutorial bro. Always learning something new which makes work easier and better. But can you please tell how the scene at 1:16 is made with thayt street and building behind it. As wanted to know how can I make such scene on quite low specs pc.
I just made the same tool months ago lol. With undo, gravity , baking to ISM , moving and cleaning already spawned assets and others, it also clean the assets with bad collision that fall in strange places, it’s very simple. If I guys need a tutorial just hit me up!
Just remember to not overuse complex collisions since they are very unoptimized. Great tip is to choose complex collisions, do your physics stuff, bake it and then bring back auto convex / simple collision
you can also place your rocks or other objects in the air yourself, apply collision and then hit 'simulate' and then if you hit 'k' before stopping the simulations, it will save the transform of the rocks and you'll have generated your physically placed rocks without a plugin. Dont get me wrong, it's more work than the plugin, but in case anyone wants to do something similar but with just the default editor tools that's how you'd do it
PS. it will keep all your objects as separate objects this way. if you want to convert it to 1 mesh for simplicity or copy-paste-ability, just select all the dropped objects, go to the actor menu, and merge actor
Thanks as always for your fantastic video ! Have you planned to do a video about RVT textures ? Especially blending meshes/terrain ? It would be a fantastic addition. Thanks in advance !
Thank you! I haven’t really planned to make a video about RVT because there are already PLENTY of videos on that topic, and it is extremely long and tedious to talk about, it’s a fantastic feature, but I find it extremely dull to talk about
wonderful! I was just looking for this plugin thank you I would like to ask you Images of objects occurring and Is there a way to render the weightless state around 8:26 as a video?
Thanks a lot! It is very useful plugin, always avoid it before foe crushing reason, but I see how it is simply solved by you now Also, it is possible to add thickness collision without export/import. We can add Box simple collision, and set scalle and position for it directly in the static mesh editor
Awesome tut! They only thing I would add for the complex collision mesh from Zbrush part is maybe, as an additional step, do a decimated version and export that geo as the custom high res collision. Save ya a few million polys. Even a quick remesh/dynamesh version might work. (I haven't tried this so I'm just spitballing)
I hardly see anyone talks about these tips tricks. You're best. I am want to Soo you explain about clothing, dress, collisions at different situations for example in shockwave, collision with metal, water etc. please make a video on it if you're available. Also Include about simulations related to non cloth yet dress eg: chainmail, hanging grenades/guns etc. Love your content
Dude you're a life saver, thank you! Also wondering if I bring that rock mesh into blender and cut down the geometry using decimate or something, would that make the collision less heavy? I feel like I could likely cut the geometry at least in half. Assuming it would work. Picking up easy mapper now, you're the man William!
When you said "little bit buggy" I did not expect that buggy :D But it is not your fault and developers fixed it at 5.4, at least they say. Thank you anyway for another great tutorial, keep going and happy rendering to you too! :)
Bring in multiple items into a scene(with collision same as here) -> place them a meter or so above the surface you want them to scatter -> press simulate -> wait a bit -> end simulation -> select the items and press K (K as in Keep) no plugin needed functionality inside the engine.
Amazing video. Please how can we animate the spawn or scatter in a sequencer? I'm in particular, looking to simulate an hourglass type of animation. Thanks.
Hi William! Thank you very much for this great video, so well explained. We have some questions that we would like you to explain. 1. To create a cinematics that includes, for example, the detachment of some rocks, how would you proceed? 2.- in game mode, what would be the blueprints to use necessary for the event (of the rocks falling) to start at a certain moment? Thank you very much
1. This isn't the tool I would use for that. You're going to want to look into Chaos physics. 2. As for the blueprints, you'll need to make your own custom blueprints to trigger events like this
Been using this plugin for a year now and it's incredible, I hope It gets updated to be more polished. it doesn't seem like much has been changed, I just want those bugs squashed.
Looks awesome, what happens later though if you want to remove a single rock after they've been baked into a single mesh? I see you were still able to select each one, can they be moved, scaled or removed?
@@jawbone1218 UCX is the prefix needed for handmade colliders in your DCC of choice, and made child objects of the LOD0 visual mesh. The UE static mesh pipeline documentation details it.
Great tool and walkthrough, however ever time i bake the selected to instant mesh and then click on selection mode at top or landscape it crashes every time. Not sure how to use as of this. Using 5.4.4 :)
Thank you William, and yes I am the developer of this tool!
Your work is incredible. How long have you been using unreal for?
@@Theunrealblender as a hobby, well, quite some time, but in real production since 4.2 if I remember correctly!
thank you for this tool!!
Hahaha, was going to message you on our work Teams about this. Happy to see your tool get recognized!
What an amazing tool you've made!!!
Feels like every feature I dream about eventually becomes a reality in Unreal Engine. I love this incredible tool. Thanks for sharing, William.
It's killing it for cinematic. If you're planning to use theses tools without re editing them for games, then you'll be really disappointed..
Oh yeah? Then drop a video explaining why and with definitive proof why this method cant be used in game development or its just a false inaccurate opinion attempting to dis knowledge and let someone's expectations down.
@@JunkztrGaming
Well akadz isn't wrong, but not entirely right either. Game development is a complex topic especially when it comes to optimization and performance.
Unreal Engine is heavily single threaded, which they are trying to address in the coming updates.
A few things to consider when optimizing games, is entity / actor count, size of the triangles (which is ingeniously solved with nanite), and overdraw just to name a few.
It just depends on the type of game that you're making.
Why it's bad to use such techniques for an open world, especially if you use it absolutely everywhere for everything, causing a large spike in the amount of entities / actors. Of course, excluding any smart hardware instancing optimizations in the background, it can work if you set it up correctly.
Level based games wise, it's definitely more viable to a certain extent. Since the number of entities / actors will cause higher CPU load, since all of them need to be loaded / sorted.
What akadz meant by reediting, is probably taking the results from the physics placed asset and combining them as 1 large mesh instead of leaving them as many smaller entities/actors, which will still give you the same visuals, but also converting a potential 100+ entities / actors to 1.
Either way, combining the meshes will be more performant than leaving it as separate entities / instances. William also mentions merging the mesh. Anyway better performance in games is a always good thing to have (:
@@JunkztrGaming I don't need to make a 20 minutes long video to explain why physics is fucked on Unreal Engine lmao. I just told someone who talked about "Dream Feature" to not be disappointed in some case since it's laggy asf. For exemple creating a system in my situation to simply play a cue when an object is hitting the ground is absolutely garbage even with the best collision box possible. Because yeah, unreal is fantastic because of everything it have built-in, the problem is that since it's a MASSIVE software, there is nothing perfect and yes, you need to recreate system that are working better in your cases in games.
@@JunkztrGaming Just like Lumen & Nanite, features are insane, good luck with the game stability & optimisation. Lumen will divide by half your FPS in certain condition and overall it'll make you lose 20% in average of true perf. I'm not talking about the weird lightning glitches it create. You just need to use Unreal at least for 1 project to understand where unreal is good and where it's not. Which mean that it's not simply, click & dragging. That was my point. That's the reason why i said, for cinematic Unreal is killing it, but you need to recreate systems & re-code stuff when it's games.
This guy and his channel is pure gold!!! Please, release a full course in UE!
Every minute spent watching your tutorials is priceless. Please keep them coming!
oh man, the stuff I'm learning by William is pure gold. Thank you so much :)
Got it, Avoid selection mode until baked. Complex collision to simple. Excellent.
The content is good, but I love this clip for the production quality. Lighting, audio, background, composition, everything is first class. A pleasure to watch.
Super cool. Very concise explanation, as usual. Thanks William!
you look younger in every new video. really
Hahah thank you! Better mental health, and a haircut does wonders!
Because he is a free soul
Oh fuck, he really does
That's the power of unreal engine 👀🕺
Something like, every time he restarts the Unreal Engine for the plugin, he also restarts the living 😍
Great tutorial William!
Thanks!
If I were a kid and my school asked me to write an essay on the best teacher, I would definitely choose William Faucher.
Thanks again William, you are an absolute legend! A stable factor in my previs work!
Great job once again. This is so helpful for not only cinematics, but game making too!
Thank you! Hope it helps!
This looks like the perfect tool for creating cascading rocks from a cliffside, or maybe making a cool eruption. Added to my wishlist, thank you for the video.
Great this plugin thanks William for tutorial and the easy mapper is really fantastic tool ❤❤
Thank you!
Cool intro to the tool, and a great straightforward primer on setting up collisions too!
Absolute legend for this . UE TH-cam needs more people this helpful
We can also simply use Alt + C to see collision on viewport 3:13
Thanks for the Tutorial ✨
its really useful discovering new tools like this one. thank you.
It's absolutely amazing! Watching the video for the first time has piqued my curiosity about these tools. I find myself waking up in the middle of the night just to give a try. Thank you for sharing. 🔥
Dude, I subscribed within the first minute of watching this video. I can tell you're going to help me A LOT on my long adventure in Unreal. Thank you, you have got me excited!!
Nice, i've added this immediately to my workflow and in my templates! Thanks for the great video, as always ;)
you always giving the best tips!!!
Bought easymapper without discount and that was already a steal! Going to add this one to my toolbox. Thanks for the great tutorials!
my workflow already includes recovering and repairing my projects every 3-7 days due to engine crashes or buggy plugins so honestly you had me at free
really great plung in to add to the pipeline! thanks to bring us it
Another video gem. In good time. Thank you very much for all the knowledge you share and for inspiring us to be better artists every day.
Super helpful! I've been looking for a tool like that for a while. You've provided some very handy and clear explanations!
I would've NEVER found this tool if it werent for YOU. THANK YOU!
For large static open meshes with Nanite support enabled in Unreal Engine 5 (shader model 6 is enabled), the "Use Complex Collision As Simple" option may not always provide the most accurate collision representation, especially for intricate or complex geometry. In such cases, it's often beneficial to customize the collision mesh further to ensure accurate collision detection in your game or simulation.
When you enable the "Customize Collision" option and adjust the settings in the Convex Decomposition settings dialog, you have more control over the creation of collision hulls for your mesh. This allows you to fine-tune the collision representation based on your specific needs, potentially improving accuracy and performance.
At 9:59: To use the high-resolution mesh as the collision mesh for a large Static Open Mesh with the 'Enable Nanite Support' option set to True, in Collision Complexity, after selecting 'Use Complex Collision As Simple,' do you recommend enabling the 'Customize Collision' option (then applying it in Convex Decomposition - with Hull Count = 4, Max Hull Verts = 16, Hull Precision = 100000), or do you suggest leaving the 'Customize Collision' option set to False? I've found that with a large Static Open Mesh and the 'Enable Nanite Support' option set to True, the 'Use Complex Collision As Simple' method isn't accurate enough.
Enabling the "Customize Collision" option allows you to manually adjust the collision settings, such as the number of hulls, maximum vertices per hull, and hull precision. By customizing the collision, you can create a more accurate representation of your mesh's geometry for collision detection. So my question is: Which collision settings do you recommend with the "Customize Collision" for a collision mesh better than the "Use Complex Collision As Simple" method that maintains the best balance between accuracy and performance? I think a video tutorial from you covering the different types of collisions would be super welcome! Thank you for reading. I await your response eagerly.
And once again, an excellent tutorial by William! Thank you so much, it is really helpful.
You rock with every new tutorial !! No pun intended :)
Thanks!
Oh yeah one of my favorite tools in my arsenal. William not sure if you knew. But once you setup all your meshes you want to paint with the plugin gives you an option to save a preset. So when you come back to the plugin, you just load the preset and it will load up all your meshes again. Also you can set the weight of each mesh. Let's say you don't want to see that red rock too often you can lower the weight so it won't spawn as often when you paint with gravity. really awesome.
Thanks!
This is so cool! Thanks for showing this to us! Very useful.
I have been using the Physical Layout Tool for months now for my survival game project, Dismal Survival: A Father's Journey. Even though it can be buggy at times, I must agree that this tool is a massive time saver. I'm glad I settled on the exact same preferred settings months ago! I am considering creating some tutorial videos myself in the near future. I really enjoy watching your videos. Thanks for sharing your knowledge.
Does it crash when you press select all actors? Do you have a workaround?
Thank you for always making Unreal more welcoming
Thank you!
THANK YOU !!!as always simple and on the point best tutorials I ever used!
Simple yet very effective. I really liked it. Thank you👍
AMAZING video, honestly I watched a lot and your style, your explanations are good, thank you, maybe the title isn't impacting enough and we don't know what is the topic, but IT CHANGE MY GAME, definitly
such a time saver, incredible. Thanks William!!
Always The best informations comes from our good and dear senpai, William, Thank you so much !
Ooooh! Definitely going to check this out for my next project!
You sir are great and always enjoy the new content you make.
William you legend this is the video I didn't know I needed but love
Great video! Do the physics actor meshes keep nanite capabilities? I can see this method getting pretty heavy.
Yeah once it is baked, you can just enable nanite on them, not a problem.
Amazing video William. Thanks for sharing.
Thank you for another great tutorial. Your tutorials have helped shaped my career thank you so much.
Wow this exactly what I needed for my current environment piece! I have fire pits and I made a few variations of coal in zbrush and baked to low res. I was gunna place them by hand in the fire pits but this is gunna save so much time! 😁 thanks!
Wow, thank you so much for the tutorial! Very helpful, keep up the good work!
This is so useful, even for me doing ArchViz. Thank you, William
first few seconds of this vid, my mind couldn't comprehend that that's a editor.... looks more like real video footage with someone just magicking objects into existence :D
Nice tutorial bro.
Always learning something new which makes work easier and better.
But can you please tell how the scene at 1:16 is made with thayt street and building behind it.
As wanted to know how can I make such scene on quite low specs pc.
Hi! Thanks! It's made using the City Demo provided by epic. Not sure it's designed for low spec pc's though
Really cool feature! I just test it out, thanks for sharing man!
Really useful to know, thanks William!
the legend strikes again
Thank you William. This is gold!
Thankyou so much for making this tutorial. you doing very well
I just made the same tool months ago lol. With undo, gravity , baking to ISM , moving and cleaning already spawned assets and others, it also clean the assets with bad collision that fall in strange places, it’s very simple. If I guys need a tutorial just hit me up!
you are great man, your tutorials are amazing.Thanks a lot 😍
Just remember to not overuse complex collisions since they are very unoptimized. Great tip is to choose complex collisions, do your physics stuff, bake it and then bring back auto convex / simple collision
Absolutely incredible Faucher
you can also place your rocks or other objects in the air yourself, apply collision and then hit 'simulate' and then if you hit 'k' before stopping the simulations, it will save the transform of the rocks and you'll have generated your physically placed rocks without a plugin.
Dont get me wrong, it's more work than the plugin, but in case anyone wants to do something similar but with just the default editor tools that's how you'd do it
PS. it will keep all your objects as separate objects this way. if you want to convert it to 1 mesh for simplicity or copy-paste-ability, just select all the dropped objects, go to the actor menu, and merge actor
Damn, this is pretty cool! Thank you William!
Amazing! Thank you a keep up the good work with the videos, we all learn a lot with them 👌
Thanks as always for your fantastic video !
Have you planned to do a video about RVT textures ? Especially blending meshes/terrain ? It would be a fantastic addition.
Thanks in advance !
Thank you!
I haven’t really planned to make a video about RVT because there are already PLENTY of videos on that topic, and it is extremely long and tedious to talk about, it’s a fantastic feature, but I find it extremely dull to talk about
wonderful!
I was just looking for this plugin
thank you
I would like to ask you
Images of objects occurring and
Is there a way to render the weightless state around 8:26 as a video?
Yep! Just bake the selected items as an instanced mesh and you'll have them weightless like that.
@@WilliamFaucher
thank you! I will try. your tutorial is the best
This looks really interesting. A real time saver
Brother you are a gem, you really should create a course with UE5 basics for beginners
Awesome! Please dont stop making content
Thanks a lot! It is very useful plugin, always avoid it before foe crushing reason, but I see how it is simply solved by you now
Also, it is possible to add thickness collision without export/import. We can add Box simple collision, and set scalle and position for it directly in the static mesh editor
Awesome tut! They only thing I would add for the complex collision mesh from Zbrush part is maybe, as an additional step, do a decimated version and export that geo as the custom high res collision. Save ya a few million polys. Even a quick remesh/dynamesh version might work. (I haven't tried this so I'm just spitballing)
I hardly see anyone talks about these tips tricks. You're best. I am want to Soo you explain about clothing, dress, collisions at different situations for example in shockwave, collision with metal, water etc. please make a video on it if you're available. Also Include about simulations related to non cloth yet dress eg: chainmail, hanging grenades/guns etc. Love your content
You are a Legend sir, Thank you for all the work u do teaching us
William and plugin Creator thank you gyus!
Dude you're a life saver, thank you! Also wondering if I bring that rock mesh into blender and cut down the geometry using decimate or something, would that make the collision less heavy? I feel like I could likely cut the geometry at least in half. Assuming it would work.
Picking up easy mapper now, you're the man William!
Looks amazing! Would there be a way to implement this at run time? I was interested in making a game that has these same functions.
Then you're going to need to look into chaos. This is purely for level design
When you said "little bit buggy" I did not expect that buggy :D But it is not your fault and developers fixed it at 5.4, at least they say. Thank you anyway for another great tutorial, keep going and happy rendering to you too! :)
Bring in multiple items into a scene(with collision same as here) -> place them a meter or so above the surface you want them to scatter -> press simulate -> wait a bit -> end simulation -> select the items and press K (K as in Keep) no plugin needed functionality inside the engine.
Thank you for sharing nolleg. Great job bro your are my inspiration to learn unreal engine love you bro ❤❤❤
Amazing video. Please how can we animate the spawn or scatter in a sequencer?
I'm in particular, looking to simulate an hourglass type of animation.
Thanks.
You can't really, you'll need to simulate the assets themselves with something like the take recorder.
Incredible tool. Thank you for this. You are awesome!
Don’t know from where you get this ideas, but THANK YOU 🙏 ❤🎉
thank you for the tutorial! how would create a video from this? i mean, how would you record the simulation while the rocks are falling down?
Fantastic tutorial! Thanks!
that's cool!! very inspiring! thanks so much ❤
Great tips, thank you! I assume this plugin will work with nanite meshes as well?
So helpful!!! Thanks William 🎉😊
Hi William! Thank you very much for this great video, so well explained. We have some questions that we would like you to explain.
1. To create a cinematics that includes, for example, the detachment of some rocks, how would you proceed?
2.- in game mode, what would be the blueprints to use necessary for the event (of the rocks falling) to start at a certain moment? Thank you very much
1. This isn't the tool I would use for that. You're going to want to look into Chaos physics.
2. As for the blueprints, you'll need to make your own custom blueprints to trigger events like this
Been using this plugin for a year now and it's incredible, I hope It gets updated to be more polished. it doesn't seem like much has been changed, I just want those bugs squashed.
Looks awesome, what happens later though if you want to remove a single rock after they've been baked into a single mesh? I see you were still able to select each one, can they be moved, scaled or removed?
You can select individual ones and move, rotate, scale, or delete :) Give it a try and see
That's great, thank you@@WilliamFaucher
I loved the video, this is definitely a tool I will be using. Also, could you let me know what environments you used in the opening
I made the environments myself with megacans assets ☺️
@@WilliamFaucher
It looks photoreal. Would it be possible for me to access it to see how it was assembled.
It's nice to see custom colliders as easy as drag and drop into a slot. I am still using the UCX pipeline D:
What's that please? Looking for a crash-proof method to animate like an hourglass type visual.
@@jawbone1218 UCX is the prefix needed for handmade colliders in your DCC of choice, and made child objects of the LOD0 visual mesh. The UE static mesh pipeline documentation details it.
EasyMapper question. In addition to vert blending, does EasyMapper have support for world aligned mask blending between texture sets?
I really wanna see one video yours about unreal engine compositing for chroma. You are the best
What a great tool. thanks for letting us to know.
EasyMapper purchased! 😊
Thank you!
Really useful tutorial. Thank you !
Q: Can you please tell me where can I find similar HDRI like the one you used? with background buildings.
Great tool and walkthrough, however ever time i bake the selected to instant mesh and then click on selection mode at top or landscape it crashes every time. Not sure how to use as of this. Using 5.4.4 :)
@WilliamFaucher is it possible to record or capture the scattering procedure and add it to the sequencer to create a custom animation?