PCG Biome: Forest Poplar

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  • เผยแพร่เมื่อ 17 ต.ค. 2024

ความคิดเห็น • 53

  • @Uncle_Fred
    @Uncle_Fred 3 หลายเดือนก่อน +8

    Holy crow. That's amazing! This is probably the best foliage pack ever released.

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      Thanks a lot!

  • @danmgc
    @danmgc 3 หลายเดือนก่อน +7

    Still the leader in realistic foliage motion in Unreal by a longshot!

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +2

      Thanks! I`m improving it constantly)) I`ve found a way to greatly optimize shader and working on it right now))

  • @VivekPanchal-j1s
    @VivekPanchal-j1s 3 หลายเดือนก่อน +3

    I can't say that this is created in Unreal Engine man, superb

  • @matthewwilliams3827
    @matthewwilliams3827 3 หลายเดือนก่อน +2

    0:36 wow, probably the best looking real time foliage I’ve seen.

  • @TheThebeep
    @TheThebeep 3 หลายเดือนก่อน +3

    You deserve the Oscar award!

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      Thank you)) Hope you like it))

  • @earlygamer3590
    @earlygamer3590 หลายเดือนก่อน

    Outstanding

  • @hbonin
    @hbonin 3 หลายเดือนก่อน +2

    Amazing as always ❤

  • @epkostaring
    @epkostaring 3 หลายเดือนก่อน +1

    Looks amazing!

  • @veith3dclub
    @veith3dclub 3 หลายเดือนก่อน +3

    Stop releasing good products that I want to buy

    • @veith3dclub
      @veith3dclub 3 หลายเดือนก่อน

      no jokes, thank you!!! Is there a way you can add a road spline to it?

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      @@veith3dclub LOL, I`ll start releasing twice as fast now)) Road spines are in my list, I`ll definately add them some day.

  • @AberrationTheory
    @AberrationTheory 3 หลายเดือนก่อน +1

    In this video it has the river pack for the water right? This isn't all included in the Poplar Tree pack correct?

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +2

      Yes, it sold separately. It is here for compatibility demonstration, tried my best to make it clear on marketplace

  • @yousifmajid5328
    @yousifmajid5328 3 หลายเดือนก่อน +1

    Is this combine of both assets PCG Biome: River Generator and this new one ?

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      Yes it is 🙂

  • @meuhey
    @meuhey 15 วันที่ผ่านมา

    how far can these trees render

  • @ha5hfl0w51
    @ha5hfl0w51 3 หลายเดือนก่อน +2

    Please let me know when the demo is aviable, i thing i buy it for my game :)

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +3

      It is already, hope you enjoy!

    • @ha5hfl0w51
      @ha5hfl0w51 3 หลายเดือนก่อน

      @@defect6189 awesome thank you !

  • @Glad-Joyce-film
    @Glad-Joyce-film 3 หลายเดือนก่อน +1

    awesome!

  • @Skl_One
    @Skl_One 3 หลายเดือนก่อน

    nice flora composition! reducing opacity mask value would give u less mesh disappearing :)

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +1

      Hey, thank you! I`ve experimented with masks, and i`ve found that forcing lod bias to 0 for alpha works best in my case

    • @Skl_One
      @Skl_One 3 หลายเดือนก่อน +1

      @@defect6189 that works aswell yes!

  • @ceejay1353
    @ceejay1353 3 หลายเดือนก่อน

    Is this just the underlying assets with some PCG stuff set up with them or what would we be buying if we buy this?

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      What do you mean? All assets included, river biome is sold separately, but I belive you can get the idea if you watch tutorial or play demo th-cam.com/video/ClyXTDiG8Ro/w-d-xo.html

    • @ceejay1353
      @ceejay1353 3 หลายเดือนก่อน

      @@defect6189 I mostly meant that from what you're showing I found it unclear If you're just selling the assets themselves or if you're selling them and you've also set up some PCG functionality that we can use from the get go.

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      @@ceejay1353 I see, it is both, an assets and PCG biome system, with complete poplar forest biome with presets. More to come next

  • @jhmy9838
    @jhmy9838 17 วันที่ผ่านมา

    Pc specs?

  • @IstyManame
    @IstyManame 3 หลายเดือนก่อน

    How do you manage to do this without running out of PCG points

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      I`ve created chunks system, but seems its overkill in 5.4.

    • @IstyManame
      @IstyManame 3 หลายเดือนก่อน

      @@defect6189 overkill you mean you don't need so much points or that it's too heavy on performance?

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      @@IstyManame No, I mean there are more tools in 5.4 to handle this now then in 5.3, but I started in 5.3 so...

    • @IstyManame
      @IstyManame 3 หลายเดือนก่อน

      @@defect6189 Wait there are official workarounds? Do you mind sharing some pointers? It's a pretty big issue for me, sorry for bothering

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +1

      @@IstyManame Yes, no problem. I know that they have partitioned grid now, and to my unrerstanding it is intended just for that. I didn`t touched it yet, so can`t be more helpfull, plus there is not much info about it

  • @uavisionx
    @uavisionx 3 หลายเดือนก่อน

    I was going to purchase this, sadly both of your products are only available for 5.4 which is a bummer since i cannot afford to upgrade my project to 5.4 If you make this compatible with earlier unreal 5 version, you would get a lot more sales. Just rip out the 5.4 feature set and make it more compatible please.

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +1

      Unfortunately epics wont allow sellers to release without latest engine version support. 5.3 and 5.4 is completely incompatible in my case, and maintaining two different versions is a nightmare(( I had everything ready for 5.3 but they wont let release without 5.4 support

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +1

      River is for 5.3 aswell, but I stopped support for it. It still works well there

    • @uavisionx
      @uavisionx 3 หลายเดือนก่อน

      @@defect6189 thanks for the explanation and best of luck to you, definitely some of the best foliage i have seen. I will wait a bit before i convert my projects to 5.4. Will keep an eye out and keep doing phenomenal work!

    • @uavisionx
      @uavisionx 3 หลายเดือนก่อน

      @@defect6189 Let's say this is 5.3 compatible and u start supporting 5.3 version, do you think this can be game ready, i know the required specs are higher for a game, is this somehow flexible as in you can tweak settings and make it more performant?

    • @defect6189
      @defect6189  3 หลายเดือนก่อน +1

      @@uavisionx I've squuzed max from it, its just nanite + lumen are so perfomance intensive. Realistically speaking I think it will work well for production in next gen of graphics cards. It is ok now, but most of the people don`t have even rtx 40 series yet. But you can check realtime demo anyway

  • @MarioCola
    @MarioCola 3 หลายเดือนก่อน

    I would be interested in the wind and trees/plants assets with physics interaction, but the PCG system itself is just as slow as the electric ENV demo, I'm running a 4060 and i7 10 cores with 32gb of ram and took forever to launch the demo.. once it's up and running I get 40fps at high settings with dlss performance and 60fps with frame gen that really messes up the antialiasing on that vegetation
    I made a pretty good pcg system myself, spawning a lot of actors and meshes, lights, niagaras.. and it can run at high setting on a Rog Ally 2023, all generated with a single pcg volume and runtime generation on a 7x7km map, using nanite on everything including landscape and a lil bit of world partition streaming
    In my opinion these systems are good for people that will never look into pcg or the new pcg biomes from epic, which also runs pretty badly once you really push it with lots of spawners..
    Let me know if you're going to sell the wind/vegetation system separetely and if you are going to make a faster loading demo, also the demo area is really small, I can see why but still.. not suitable for big environments which really benefit from procedural generation
    I would also lower the amount of vegetation, not just for performance but also for overall visibility and ease of gameplay, as a demo it could showcase better how it could run in a game
    About the wind itself, honestly it's cool what you did with player interaction, but you get a similar effect messing around with the wind functions and, if you want, some other implementations like UDW wind sampler, which I'm sure could be used with your asset but still, 70 dollars is not cheap for this package overall
    I would buy it for 20-30 to test the vegetation assets, not sure how those are better than mawi or other packs but you could be competitive on the pricing
    Hope my feedbacks are welcome, cheers

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      Hey, thank you! Loading times depends directly on meshes count. There is absolutely nothing I can do about it. We are selling it for $60, extra is for your taxes. If you find it expensive, we never niss a chance to take part in sales, usually 50-70%. I love mawi work, bit it`s $400, so I don`t know how can you possibly compare it. I`m going to stick to my releases plan, I would go on with PCG and so on, not planning to change anyting about it. I beleive Epics will improve it at some point

    • @MarioCola
      @MarioCola 3 หลายเดือนก่อน

      @@defect6189 it's ok, just gave my feedbacks on why I won't buy as it is 👍

    • @MarioCola
      @MarioCola 3 หลายเดือนก่อน

      Also you're doing baking and other process at the beginning for sure, like lods.
      With nanite and runtime gen you don't need to wait so it's not epic's fault, you can already improve loading times a ton.. try hierarchical with runtime and avoid lods and hlods

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      @@MarioCola Oh, could you reach me via discord an explain a bit more? I`ll really appreciate that as I was struggling with that for long time. I can add you to our secret chat, where I will annaunce, how you can get our forest for $5 (minimal price possible on marketplace) in return, thanks! romab_maswell

    • @MarioCola
      @MarioCola 3 หลายเดือนก่อน

      @@defect6189 sure, happy to help if I can, but it's pretty easy
      In the PCG volume settings in outliner turn on is partitioned and runtime generation, scale the volume always with brush settings not scale
      Then in the graph enable hierarchical instancing and add grids between the get landscape nodes and the rest (don't use input output those are deprecated)
      In the static mesh spawner change component to hierarchical instance static mesh and you're now good to go and able to play with different grid sizes
      I suggest also to add PCG gen source component to your player blueprint, you can also choose in the outliner settings of the graph how much distance and direction from the camera will affect the runtime gen
      Set higher grids for bigger meshes you want to be able to see from a distance and smaller ones for closer objects, I even spawn flocks of fishes underwater, dynamic lights etc
      If you want I can send you a link to a block-out build of my environment, on my machine it takes 16 seconds to fully load from clicking the exe to everything rendered and ready, and I don't compile shaders beforehand on this 7x7km environment
      I didn't want to hate on your asset, but it's no usable if it takes 12mins on my machine to just load a small landscape

  • @Waaben21
    @Waaben21 3 หลายเดือนก่อน

    Realtime please

    • @defect6189
      @defect6189  3 หลายเดือนก่อน

      It is, check the demo