Getting Started with Unreal Engine 5 Geometry Scripting (Displacements, Nanite Baking, Collisions)

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  • เผยแพร่เมื่อ 15 พ.ย. 2024

ความคิดเห็น • 21

  • @microbounce2009
    @microbounce2009 ปีที่แล้ว +1

    It's great, but do you have to do the same thing every time for each material to activate a displacement?
    I think UE5 urgently needs something native.
    In offline engines it's 1 click and that's it.

  • @mrnevermind
    @mrnevermind 2 ปีที่แล้ว

    Subbed I couldn’t get what I wanted with dynamic mesh!thisis awesome

  • @darktaco1238
    @darktaco1238 ปีที่แล้ว

    I would love to know more about that lime cut. are you ever going to revisit this topic?

  • @brunocandia9671
    @brunocandia9671 2 ปีที่แล้ว

    Awesome.. ! This is what I was looking for, thanks for taking the time and for the work, thanks

  • @ChengwuWang-zh1zm
    @ChengwuWang-zh1zm ปีที่แล้ว

    Thanks for your tutorials! It inspired me alot. I didn't find your video for lime slicing demo, would you like to make a video for it? That will be helpful!

  • @bradicalmusic
    @bradicalmusic 2 ปีที่แล้ว +1

    Very cool video! Is it possible to make changes to the dynamic meshes in sequencer? Like change steps/size/number/etc on a timeline. I tried key-framing some of the procedural objects from Lyra project but it does not seem possible

  • @Fafmagic
    @Fafmagic 2 ปีที่แล้ว +1

    Awesome knowledge sharing as usual!

  • @supremebeme
    @supremebeme 2 ปีที่แล้ว

    Super interesting, thanks from new zealand

  • @alxleiva
    @alxleiva 2 ปีที่แล้ว +1

    Could this be a solution for landscape materials? Can we bake displacement on landscapes?

    • @GDi4K
      @GDi4K  2 ปีที่แล้ว

      We may try to create Nanite meshes on the fly based on height textures and etc. that’s what I after here.

  • @salihsendil
    @salihsendil 2 ปีที่แล้ว

    Hello, I have not apply displacement in UE5 0:24 do you have a plugin for?

    • @GDi4K
      @GDi4K  2 ปีที่แล้ว

      Check the video. It's some mesh based workflow. Not dynamic displacements.

  • @dr_j0nes
    @dr_j0nes ปีที่แล้ว +1

    How do you specifiy the material used for the cut holes? For me it just always uses the first material Slot. Also when I package the project the holes are empty and not filled anymore. Anybody any tips?
    Also collisions seem to switch to use complex for physics (wtf) on the packaged built. That's so strange because it shouldn't even work with complex collisions, even if intended.

    • @PippinValo
      @PippinValo 10 หลายเดือนก่อน

      Hi did you find out more about the physics? Im so lost right now I don't know how my physics are working and doubt they'll actually work when packaging the project.

    • @dr_j0nes
      @dr_j0nes 10 หลายเดือนก่อน +1

      @@PippinValo I put anything in terms of geometry Scripting on hold until it's working as intended on a packaged build. :( so we have to wait a few versions I guess

  • @Loki-qo2kb
    @Loki-qo2kb 2 ปีที่แล้ว +1

    would this work in a packaged project?

    • @GDi4K
      @GDi4K  2 ปีที่แล้ว

      Yeah! It will work just fine.

    • @Loki-qo2kb
      @Loki-qo2kb 2 ปีที่แล้ว

      @@GDi4K thats awesome, thanks

    • @HaloDude557
      @HaloDude557 2 ปีที่แล้ว

      GDi4K it doesn’t. The dynamic messages disappear

  • @carlosrivadulla8903
    @carlosrivadulla8903 2 ปีที่แล้ว

    it seems as if houdini and unreald had a child

    • @GDi4K
      @GDi4K  2 ปีที่แล้ว +1

      Yeah! They lack quite a lot of useful nodes like Mountain SOP and so on. I am planning to add them as a plugin.