How to Create Procedural Foliage in Unreal Engine 5 Tutorial

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  • เผยแพร่เมื่อ 19 พ.ค. 2024
  • In this UE5 Tutorial, We'll learn all about Procedural Foliage & Manual Foliage in Unreal Engine 5.
    We can create foliage procedurally with foliage spawner, manual paint it or tweak the procedural placed foliage manually. With this tutorial, we'll do a in-depth discussion on several foliage settings, properties and learn a few techniques to get the result that we desire.
    Foliage used in the tutorial is from the newly integrated Quixel Bridge and the trees are from the Megascans Trees that you can get free from Unreal Engine Marketplace.
    Support what I do?/ Exclusive Content
    / crowbiomes
    Join the Discord: / discord
    New to Gaea?
    Learn how to create your first landscape in Gaea with the beginner tutorial series - • Gaea 1.3 Beginner Tuto...
    -----------------------------
    CHAPTERS:
    0:00 Turn on Procedural Foliage
    0:52 Static Mesh Foliage
    1:20 Importing Quixel Bridge Asset
    2:20 Simulating Procedural Foliage Spawner
    3:08 Clustering Settings
    7:34 Collision Settings
    8:23 Growth Settings
    11:55 Instance Settings
    13:06 Placement Settings
    15:43 Advanced Layer Settings
    16:53 Procedural Foliage Spawner Settings
    18:13 Manual Foliage
    21:47 Tweaking Procedural Foliage Manually
    23:03 Weightmap/Heatmap based Foliage

ความคิดเห็น • 159

  • @CrowBiomes
    @CrowBiomes  ปีที่แล้ว +4

    Hey Guys! I've created a Patreon page for extra content and support.
    Support What I do? / Exclusive Content : www.patreon.com/klauslyf

  • @dubjason3689
    @dubjason3689 หลายเดือนก่อน +4

    OMG you would have to be one of the best devs that has actually explained everything in detail and then some, kudos to you mate.

  • @rickfuzzy
    @rickfuzzy ปีที่แล้ว +15

    I must have watched a thousand tutorials over the past few months and this is the best, without any competition. Absolutely incredible work! This will completely transform my experience.

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว +2

      Thank you for the kind words!

  • @kingwrightdev
    @kingwrightdev ปีที่แล้ว +1

    Amazing video! I love how detailed you get into how each of the settings function and show it.

  • @MukulSahu25
    @MukulSahu25 2 ปีที่แล้ว +3

    This is the best tutorial i have found till now, Knowledge packed video. Thank you so much.

  • @ike0418
    @ike0418 2 ปีที่แล้ว +4

    The picture and explanation are detailed. It's easy to understand. Thank you!

  • @josiahmarsh9453
    @josiahmarsh9453 ปีที่แล้ว +3

    11/10 tutorial, thank you for showing everything, explaining everything, and even having extra illustrations!

    • @josiahmarsh9453
      @josiahmarsh9453 ปีที่แล้ว

      Also, you caught me offguard with the "you can also set the z offset to positive, and wingardium leviosa they are floating" in the middle of an otherwise serious presentation lol

  • @maxleveladventures
    @maxleveladventures ปีที่แล้ว +1

    Wow. Wowowowowow. Absolutely perfect tutorial. You cover so much, but it's timestamped and easy to follow. You explain why you do everything, so it's not just instructive but actually educational! This is very much my jam and was more than I hoped for when I started my search. I hope this channel blows up. Also, that random Harry Potter joke caught me so off guard 😂
    S-tier content. You've certainly earned a sub!

  • @marcelogonzalez9565
    @marcelogonzalez9565 2 ปีที่แล้ว +3

    Cool! I was looking for a detailed tutorial about Procedural Spawning and it has been hard to find. Great tutorial master.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      Thank you Marcelo!

  • @ButtercupVisuals
    @ButtercupVisuals ปีที่แล้ว +1

    this is the best tutorial out there for procedural foliage in ue. Thank you so much!

  • @pohsianghsu9302
    @pohsianghsu9302 ปีที่แล้ว +2

    Extremely awesome tutorial! Well explained and easy to understand! Thank you for sharing knowledges, sir!

  • @hakeemadam955
    @hakeemadam955 2 ปีที่แล้ว +1

    Amaxing and superhelpful. I wish i had found this a year ago. Good job!

  • @RattleSnake2028
    @RattleSnake2028 6 หลายเดือนก่อน

    Best tutorial on the subject, you are digging every possibilities and that is what I like. Thank you so much

  • @svendtang5432
    @svendtang5432 ปีที่แล้ว +1

    this actually tougth me procedural foliage genration... Great work - your are Grand Master

  • @caduwuzah1719
    @caduwuzah1719 ปีที่แล้ว

    Hey man thanks a lot. I was really overwheld and confused but now it all makes sense. Thank you.

  • @costachemarius
    @costachemarius ปีที่แล้ว +1

    You are the master. Great tutorial, you know how to explain things. Subscribed.

  • @Kiran.KillStreak
    @Kiran.KillStreak ปีที่แล้ว

    That harry potter magic is great .wanted to stop in middle , couldn’t do it because of your each and every parameter explanation. Great work . 👍

  • @EMNM66
    @EMNM66 2 หลายเดือนก่อน

    You have a very clear way of teaching. Where have you been?

  • @marcusjohnston3138
    @marcusjohnston3138 ปีที่แล้ว

    Wingardium Leviosa got me out of the blue. Great tutorial, succint and packed with info!

  • @benellis3909
    @benellis3909 18 วันที่ผ่านมา

    Great Video, was struggling with this feature, you solved my issue. Thank you

  • @raghavsharma1973
    @raghavsharma1973 ปีที่แล้ว +2

    OMG the tutorial was soo great! such dense information thrown into youtube at absolute 0 price. MUCH MUCH Appreciated!! also "wingardium leviosa, they are floating" made me crack up like a crazy person!

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว +3

      Thank you!
      I can assure you, I have upgraded the spell quite a bit from then..

    • @RaghavSharma-hi8wk
      @RaghavSharma-hi8wk ปีที่แล้ว +1

      @@CrowBiomes hahaha great job man! thanks a lot for sharing soo much with the community

  • @MURRAYMAN16
    @MURRAYMAN16 ปีที่แล้ว +1

    This was exactly what I needed! Thanks!

  • @roniebivens6694
    @roniebivens6694 ปีที่แล้ว +1

    Lovely one with an complete details to get it easily !!

  • @kaziobaydollah
    @kaziobaydollah ปีที่แล้ว

    The perfect tutorial !!! Great work! Thanks, MAN

  • @thecarl1013
    @thecarl1013 2 ปีที่แล้ว +13

    Great work! I didn't expect UE5 is that automated! So in the near future, even simple games might look realistic and amazing, like current AAA games.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว +1

      haha I wish it was that easy. While it's come a long way, Procedural foliage is around ever since 2015.
      The last bit is quite true, with all the new stuff in UE5, mix 5.1 in it and We'll have wonders for World building.

  • @aleksvitek798
    @aleksvitek798 ปีที่แล้ว +2

    You are an absolute master! Thank you!

  • @te0
    @te0 ปีที่แล้ว +1

    Thanks a lot! Exactly what is needed!

  • @hackehack4278
    @hackehack4278 ปีที่แล้ว

    Woah, great video mate!

  • @monster6236
    @monster6236 ปีที่แล้ว

    dude, great video, very helpful. Thank you.

  • @muhammadabdullahjalil1903
    @muhammadabdullahjalil1903 9 หลายเดือนก่อน

    the best Tutorial about Procedural Foliage Spawning

  • @TMZStreetWorkout
    @TMZStreetWorkout 2 ปีที่แล้ว +1

    Brilliant video, thanks a lot for usefull information

  • @omegakenshin
    @omegakenshin 24 วันที่ผ่านมา

    great video, thank you so much for this!

  • @rumenkostoff
    @rumenkostoff ปีที่แล้ว +1

    Thank you, very helpful tutorial.

  • @mackenro1512
    @mackenro1512 ปีที่แล้ว +1

    seriously helped thank you!!

  • @treebeard7121
    @treebeard7121 ปีที่แล้ว

    Outstanding tutorial! You filled in 2 big holes in my understanding of Procedural landscapes. How to assign foliage to specific Layers (Inclusion/exclusion Landscape layer setting in the Static Mesh Foliage, and Bringing in Weight Maps from 3rd party landscape program (Gaia or World Machine), basically height maps, where an independent layer is defined and can be used to spread foliage all over the map separate from the traditional landscape layers, and be assigned to receive certain SMF foliage.
    Another aspect of this tutorial I like is that you cover a lot of info quickly. I could handle it, but a warning for any novists, the info comes at you quickly.

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      Thank you!! I appreciate the feedback. Slowing down and trying not to overedit stuff has been pretty challenging😅

  • @khaled7034
    @khaled7034 ปีที่แล้ว

    You are amazing bro. Thank you!

  • @Ramon_asekas
    @Ramon_asekas ปีที่แล้ว

    your videos, change my life, my dreams are posible!

  • @AchillesMele
    @AchillesMele ปีที่แล้ว +1

    Gained a sub and I haven't even watched the first minute, but I know it's going to be educational and helpful!

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว +1

      You should XD. Is this a Jedi mind trick?

  • @hit4615
    @hit4615 8 หลายเดือนก่อน

    legend tutorial

  • @RAYS1911
    @RAYS1911 ปีที่แล้ว

    great video bro thanks :)

  • @unrealdevop
    @unrealdevop ปีที่แล้ว

    Great video man.

  • @Udaykumar-xq8gb
    @Udaykumar-xq8gb ปีที่แล้ว +1

    very helpful, thanks

  • @GorkaGames
    @GorkaGames ปีที่แล้ว +2

    awesome tutorial man! very detailed explanation, btw what are the tree assets you are using??

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว +2

      Those are Megascan Trees

  • @federicojurjo4475
    @federicojurjo4475 ปีที่แล้ว

    HI, great video. I am trying use procedural foliage to implement high amounts of grass but even if I increase the values you showed in the video several holes are visible

  • @fahad90
    @fahad90 2 ปีที่แล้ว

    👏 good job keep it up.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      Thank you Fahad!

  • @avistryfe4534
    @avistryfe4534 ปีที่แล้ว

    Thank you master.

  • @HOLOGRAMYOUTUBE
    @HOLOGRAMYOUTUBE 2 ปีที่แล้ว

    nice video, dont stop you will be successful very soon.

  • @FizzyPianoRU
    @FizzyPianoRU ปีที่แล้ว

    Hi! Thanks for a great tutorial! But what about of spawning trees and grass in spline mesh roads? how to remove them?

  • @salihsendil
    @salihsendil ปีที่แล้ว

    Great video :)

  • @harshbarondiya
    @harshbarondiya 2 หลายเดือนก่อน

    the best tutorial

  • @esk6a
    @esk6a ปีที่แล้ว

    thank you!

  • @LaikaBossGames
    @LaikaBossGames 2 ปีที่แล้ว +1

    Hello ! great tutorial, thank you ! Is it possible to have paint layers (vertex color or maps) on a static mesh (not landscape) and then spawn foliage based on that maps ? Thank you !

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว +1

      Several ways to do this. You could blueprint it or use vertex paint as a mask and the final one that makes it as easier as landscape is use landscape to spawn the foliage, put static mesh in place and turn off rendering for landscape. That way you'll get all the benefits of landscape.

  • @smcgrath86
    @smcgrath86 11 หลายเดือนก่อน

    13:34 "You can also go positive on the z and 'Wingardium Leviosa', they're floating." 😆😂🤣

  • @lostmonkvfx
    @lostmonkvfx ปีที่แล้ว

    Thank u bro. simple and essential tweaks really helped me out. 😊

  • @Alecs240
    @Alecs240 ปีที่แล้ว

    In The setup hey bro i wanted to know how do u load your Sample guide into the packs in the browser?

  • @aleksvitek798
    @aleksvitek798 11 หลายเดือนก่อน

    Hello! Do these trees have collision or can your character go right through them?

  • @booo-live7624
    @booo-live7624 ปีที่แล้ว

    Nice tutorial

  • @GhostElitesOfficial
    @GhostElitesOfficial ปีที่แล้ว

    @13:34 The bro went Harry Potter on us lol @Wingardium Leviosa

  • @davetronious
    @davetronious ปีที่แล้ว

    This one saved my ass! thank you!

  • @smcgrath86
    @smcgrath86 11 หลายเดือนก่อน

    Just as you did at 16:00, I created 2 array elements for my layers "B_Rock" and "C_Sand" but my trees are still generating where those layers are painted on my landscape. I haven't been able to figure out why. 🤔

  • @Elmarath
    @Elmarath ปีที่แล้ว

    is it possible to use foliage block volume inside of a blueprint? If so how I couldn't figure it out. ıt doesn't work when I make blueprint from the scene even.

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 ปีที่แล้ว

    Hi! When using megascan grass Kikuyu Grass, I have gap between lod 0 and billboard, how do I fix that?

  • @ancelinmorvan9310
    @ancelinmorvan9310 ปีที่แล้ว

    GOD!!!My broo

  • @What-How-And-Why
    @What-How-And-Why ปีที่แล้ว

    Great , job

  • @vfxwarriors
    @vfxwarriors 2 ปีที่แล้ว +1

    println("very_nice_detail_explination");
    println("THANK YOU");

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว +1

      UE_LOG(LogTemp, Error, TEXT("Your Welcome"));

  • @outtoplay
    @outtoplay 2 ปีที่แล้ว +1

    If you are developing a scene for render (animation not gamin), how might one turn off the LODs so they don't pop? Great lecture! Subbed.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว +2

      I wouldn't recommend completely disabling them(instead decrease LODs/limit them). Complex meshes(like the trees here) can put quite a load to the performance even for animation.
      Inside the static mesh asset, Under "LOD Settings" there is "Number of LODs", change the amount to how many LODs you want and 'Apply Changes' . Reduce it down to 1 if you want to turn LODs off.
      You can also permanently remove all the LODs for Static Mesh. (Not Recommended)
      Under 'LOD picker' (ensuring Custom is turned off) You should see a drop down where you can choose different LODs and when selecting any of the LOD level you will get additional settings, there under 'Reduction settings' you should see a "Remove LOD" button.

    • @outtoplay
      @outtoplay 2 ปีที่แล้ว

      Thanks for your input. Appreciate your help.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      ​@@outtoplay no problem. Have fun creating!

  • @agatak.6692
    @agatak.6692 ปีที่แล้ว

    !!! Thanks a lot ...☺️☺️

  • @saemon3534
    @saemon3534 13 วันที่ผ่านมา

    NICE VIDEO

  • @BROCKSGAMING
    @BROCKSGAMING ปีที่แล้ว

    osum tut i was finding this for many days

  • @AFSdljga
    @AFSdljga ปีที่แล้ว

    Hello, I have a problem. Even after resimulating I cannot manually edit procedural foliage.
    It appears the foliage actors are part of an InstancedFoliageActor. How can I edit foliage that belongs to this instanced foliage actor?

  • @magnetvfx
    @magnetvfx ปีที่แล้ว

    Please tell me your pc configuration?

  • @fallenangell15
    @fallenangell15 ปีที่แล้ว

    Hello, Thanks for the great tut, I have a question in minde now in UE5 I am using open world, and when using the foliage tool in large scale or far away the trees dont show up untill you come to a distance, Is there a way to increase this distance or a way to bake the whole thing?

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      Either you have LOD turned on or you set a cull amount for that distance. If using Procedural foliage search for cull distance in static mesh foliage, If using landscape grass then search for cull distance in landscape grass type.

    • @fallenangell15
      @fallenangell15 ปีที่แล้ว

      @@CrowBiomes Thank you I will check

    • @fallenangell15
      @fallenangell15 ปีที่แล้ว

      @@CrowBiomes it worked Thank you so much :)

  • @Project_Erasmus
    @Project_Erasmus 2 ปีที่แล้ว

    Brilliant! Now at last I can use procedural foliage. Thumbs up and subscribed. If i may add a request, please take a little more time clicking left and right in all the menu's. I have to use the pause button a lot. You, sir, have helped me big time!!

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      Thank you! Great suggestion. I'll slow down in the future vids so you can follow along nicely.

  • @AlessandroSchiassi
    @AlessandroSchiassi 2 ปีที่แล้ว

    Amazing tutorial! I still don't understand the advantage of adding a Static Mesh Foliage instead of a simple Static Mesh. I already added several foliage as Static Mesh and I was wondering if I can swap them for Static Mesh Foliage.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      Static Mesh Foliage basically put several instances of the same static mesh which is performant than putting static mesh everywhere.

    • @AlessandroSchiassi
      @AlessandroSchiassi 2 ปีที่แล้ว

      @@CrowBiomes Isn't what the foliage tools does anyway once you import a static mesh? Also, is there a way to swap the meshes I already added?

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      @@AlessandroSchiassi yes and yes. We can swap the mesh in static mesh foliage.

  • @ShyMan1725
    @ShyMan1725 ปีที่แล้ว

    Thank Youuuuuuuuuuuuu!!!!!!!!!!!!

  • @5_muhammed_can682
    @5_muhammed_can682 ปีที่แล้ว

    Thx

  • @ajitteshballoria4852
    @ajitteshballoria4852 ปีที่แล้ว

    from where r u leaning unreal engine i want to know

  • @seansopata5121
    @seansopata5121 ปีที่แล้ว

    does inclusion and exclusion work with auto materials? used to be an issue, but I haven't tested it in ue5

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      inclusion exclusion only limits the vegetation to layers, when auto material swaps the texture on slopes, it's still the same layer.

    • @seansopata5121
      @seansopata5121 ปีที่แล้ว

      @@CrowBiomes I was asking because it was a backlogged feature (along with physical mats for auto materials) since 4.21. Wasn't sure if they snuck it in to ue5.

  • @ShyMan1725
    @ShyMan1725 ปีที่แล้ว

    Please help. from 23:45. I get this error.
    The import size (4,097×4,097) does not match the current Landscape extent (0×0), if you continue it will be padded/clipped to fit when i try to import the mask from gaea.

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      th-cam.com/video/ej2b-zWoYiM/w-d-xo.html
      Here's the solution,
      Skip to 37:10

  • @silvera_tv3900
    @silvera_tv3900 2 ปีที่แล้ว +2

    HAHAHA "and wingardium leviosa, they are floating" SUBBED

  • @arjungowda6452
    @arjungowda6452 2 ปีที่แล้ว

    Thank y❤️ u

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      Glad you found it useful!

  • @Preirin
    @Preirin 2 ปีที่แล้ว

    How did you get full trees? All I can find are tree stumps, etc.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      These are Megascans trees

    • @cinemyscope6630
      @cinemyscope6630 2 ปีที่แล้ว

      They are not in bridge yet. Look for them in Marketplace in the Megascans section.

  • @SvenRopertz
    @SvenRopertz 2 ปีที่แล้ว

    Hi, I got the error "Unable to spawn instances. Ensure a large enough surface exists within the volume". Any idea what to do? I think is has somethhing to do with the terrain I made with gaea imported before.

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      There should be a good part of landscape within the volume. Try scaling it up in x, y and z.

    • @SvenRopertz
      @SvenRopertz 2 ปีที่แล้ว

      @@CrowBiomes I did, I scaled it up to 10000 so the complete Landsape is in the volume, tried different sizes after pressing Resimulate its rendering but no Foliage is spawning

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      ​@@SvenRopertz check the slope, height or landscape inclusion/exclusion layer. If it doesn' t work, try with a fresh PFS volume

  • @wilfriedassoua7165
    @wilfriedassoua7165 ปีที่แล้ว

    any of them even if they all are bit similar. But I can tell few tNice tutorialngs changed and also I forgot almost everytNice tutorialng so I guess Im gonna start

  • @jlawson1172
    @jlawson1172 ปีที่แล้ว

    How did you populate the map with the mannequins? I cant get one to load in the spawner.

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      you need a static mesh for that

    • @jlawson1172
      @jlawson1172 ปีที่แล้ว

      @@CrowBiomes Took me 30 seconds to make one once I knew. Thank you.

    • @jlawson1172
      @jlawson1172 ปีที่แล้ว

      not enough surface exist in the volumn???????? Know how to fix that?

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      @@jlawson1172 That can mean conditions for the simulation are not met. You either set it to a layer that doesn't exist in the selected volume or it's a small volume. Maybe scale it in Z and remove any inclusion layer.

    • @jlawson1172
      @jlawson1172 ปีที่แล้ว

      @@CrowBiomes It was 16500 in each direction. I deleted the spawner and the other thing and made new ones and it worked fine. I think there is a bug in the spawner. I have Mannys and Quinn's everywhere now.

  • @letras3075
    @letras3075 ปีที่แล้ว

    Crossed!

  • @fahimshahriar01955
    @fahimshahriar01955 ปีที่แล้ว

    is this feature available in ue4?

  • @caution5862
    @caution5862 11 หลายเดือนก่อน

    how to make a material similar to this its just so realistic my material does have multiple layers but they aren't as realistic looking as this

  • @DJOwT
    @DJOwT ปีที่แล้ว

    Good vidio

  • @nicholasnovello485
    @nicholasnovello485 ปีที่แล้ว

    Awesome vid! Thank you for sharing,,, if possible could you please tell me to animate the foliage? I see your Static Mesh that you used is swaying in the wind, the grass etc too. Please help haha

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      All the wind and interaction is using world offset. I might do a video later explaining it all

    • @nicholasnovello485
      @nicholasnovello485 ปีที่แล้ว

      @@CrowBiomes Thanks for the reply bro, I managed to figure it out, only for Megascan assets though. Would be cool to know how to add wind to imported assets.

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      @@nicholasnovello485 it's more or less the same

  • @WolverineMKD
    @WolverineMKD ปีที่แล้ว

    Hi my grass becomes white in disctance why is that and how can i fix it?

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      I'm guessing it has something to do with the LODs, Check the grass LOD for that distance.
      Also, go to Unlit mode and see if it's still white. If it is, that's a lighting issue.

    • @WolverineMKD
      @WolverineMKD ปีที่แล้ว

      @@CrowBiomes Thanks dude! You got a new sub!

  • @lidializethgonzalezalatorr4218
    @lidializethgonzalezalatorr4218 ปีที่แล้ว

    everything is loading well

  • @cynobihanzo2678
    @cynobihanzo2678 ปีที่แล้ว

    has anyone experience a freeze when hitting resimulate and than what seems to be a large memory leak??

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      Depending on the settings of PFS, it can have a dramatic impact. Ex- If you use 10 steps(Num of Step in foliage settings) then the simulation will take longer than for say 2 steps.

    • @cynobihanzo2678
      @cynobihanzo2678 ปีที่แล้ว

      @@CrowBiomes well i tried dropping the steps back down to 3 and it still freezes no matter what foliage meshes i use if i add more than 3 meshes to the pfs it leaks bad...

  • @Aethelvlad
    @Aethelvlad ปีที่แล้ว

    Each foliage object I add spawn in groups of only that tree variation. I have 3 pine tree variations i want to grow all together as one cluster, but each cluster is all only one of 3 types. How can we get multiple foliage objects to grow together in the same cluster? Pine1 for instance should be able to drop seeds which can grow into Pine2 or Pine3.

  • @nomantariq9672
    @nomantariq9672 ปีที่แล้ว

    I did all of tNice tutorials for years in Protools but watcNice tutorialng tNice tutorials for soft soft I feel like a stroke victim in a hospital bed learning to speak

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว

      Solve this Captcha first

  • @NicoloVol
    @NicoloVol ปีที่แล้ว

    Whelp

  • @ROSALIEIK
    @ROSALIEIK ปีที่แล้ว

    why does it crash so much....

    • @CrowBiomes
      @CrowBiomes  ปีที่แล้ว +1

      Bottleneck when simulating a large area with PFS?

    • @ROSALIEIK
      @ROSALIEIK ปีที่แล้ว

      @@CrowBiomes oh oops

  • @scalz420
    @scalz420 2 ปีที่แล้ว

    i just order a pc 12600k cpu and 32gb ram and im gonna re-use my gtx1080 and 1tb NVME

  • @fervo1991
    @fervo1991 2 ปีที่แล้ว

    7:50 was that a peacock ?

    • @CrowBiomes
      @CrowBiomes  2 ปีที่แล้ว

      Indeed it is xD. We have a pride here and most of the time they are lovely.

  • @cetinsahin2996
    @cetinsahin2996 ปีที่แล้ว

    Finn Seeger just right click and it’ll appear again