Ghislain Girardot
Ghislain Girardot
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How I create in-game dev tools for UE! Custom interface, inputs, shortcuts...
Files are available as a Tier 3 reward on my Patreon: www.patreon.com/GhislainGir
X: x.com/GhislainGir
Mastodon: @GhislainGir@mastodon.gamedev.place
Links:
Ben's grid shader: bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8
0:00 Intro
2:13 Demo - Overview
3:00 Demo - Setup
4:11 Demo - Controls
4:52 Demo - Data Asset & Texture
7:42 Demo - CPU Sampling
9:55 Breakdown - Inputs
11:32 Breakdown - Pawn
12:32 Breakdown - Widgets
13:47 Breakdown - Brush Parameters
14:40 Breakdown - Post Process
15:54 Breakdown - Shortcuts
18:00 Breakdown - 2D Grids
19:30 Breakdown - Brush Position
22:47 Breakdown - Brush Cell Intersection
25:00 Breakdown - Paint Cell
26:18 Breakdown - Grid Blueprints
27:15 In-Game Tool Considerations
28:28 Breakdown - Grid Visualization
30:40 Breakdown - Grid Export & Load
33:13 Niagara Array Issue
33:51 Breakdown - CPU Sampling
35:50 In-Game Tool Pros & Cons
36:42 Breakdown - Color Picker Widget
38:22 Outro
I'm back with another weird blueprint frankenstein thing! Hope you'll like this experiment of mine :) Cheers!
zhlédnutí: 2 160

Video

How to sample a Spline Component in Niagara
zhlédnutí 1,2KPřed 12 hodinami
Files are available as a Tier 1 reward on my Patreon: www.patreon.com/GhislainGir Twitter: x.com/GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:22 Blueprint 1:30 Niagara Base Setup 2:16 Spline Sampling 05:34 Outro Cheers!
Adding features to UE with Scriptable Tools: let's paint some FLOW MAPS!
zhlédnutí 2,9KPřed 14 dny
Files are available as a Tier 2 reward on my Patreon: www.patreon.com/GhislainGir Twitter: x.com/GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place Links: dev.epicgames.com/community/learning/tutorials/7BKd/unreal-engine-scriptable-tools-editor-mode-reference 0:00 Intro 1:00 Flow Map?! 9:08 Tools Demo 10:05 Demo - Paint UV 11:15 Demo - Paint World 12:09 Demo - Clear & Resize 12:32 Script...
Dripping Water Droplets VFXs with Niagara - Part 2 - GPU Emitter
zhlédnutí 1,9KPřed 21 dnem
Files are available as a Tier 3 reward on my Patreon: www.patreon.com/GhislainGir Twitter: x.com/GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:00 Intro 2:19 GPU System 1 - Basics 2:57 GPU System 1 - Initialization 5:02 GPU System 1 - Sticky State 10:25 GPU System 1 - FreeFall State 12:15 GPU System 1 - Splash State 12:53 GPU System 1 - Dynamic Material Param 13:26 GPU System 1 - O...
Dripping Water Droplets VFXs with Niagara - Part 1 - CPU Emitters
zhlédnutí 2KPřed měsícem
Files are available as a Tier 3 reward on my Patreon: www.patreon.com/GhislainGir Twitter: x.com/GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:00 Intro 1:30 System 1 - Introduction 2:28 System 1 - Base Setup 3:00 System 1 - Line Traces & Collisions 4:53 System 1 - Precomputed Fall Duration 5:10 System 1 - State Machine 5:48 System 1 - Sticky State 8:08 System 1 - Fall State 12:15 ...
How I implemented a Radar System in UE
zhlédnutí 1,8KPřed měsícem
Files are available as a Tier 3 reward on my Patreon: www.patreon.com/GhislainGir Twitter: x.com/GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:00 Intro 0:30 Demo 4:23 Documentation 8:23 Breakdown - Overview 10:39 Breakdown - Activation/Deactivation 13:08 Breakdown - Update Function 15:25 Breakdown - Summary 16:28 Breakdown - Start Track 17:34 Breakdown - Stop Track 19:00 Breakdown...
How to interact with Foliage using Physics, Rigid Bodies & Skeletal Meshes in UE
zhlédnutí 4KPřed měsícem
Files are available as a Tier 2 reward on my Patreon: www.patreon.com/GhislainGir Twitter: x.com/GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:00 Intro 0:56 Physics Asset Setup - Bodies 3:20 Physics Asset Setup - Constraints 4:20 Physics Asset Issues 4:58 Foliage Instances 5:30 Blueprints - Swap In 6:34 Blueprints - Swap Out 7:24 Technical Notes 9:35 Lightweight Instances 13:02 Sk...
My first step in Strand-based Foliage Simulation
zhlédnutí 7KPřed 2 měsíci
Files are available as a Tier 2 reward on my Patreon: www.patreon.com/GhislainGir Twitter: x.com/GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:00 Intro 0:32 Previous Experiments 08:48 Hierarchy - Strand From Bones? 13:13 Hierarchy - Strand From Custom Data! 14:24 Hierarchy - CSV File 16:10 Simulation - Structure 18:28 Hierarchy - Construction 19:06 Simulation - Algorithm 27:10 Sim...
Fog of War CPU/GPU implementation using Niagara & JFA
zhlédnutí 2,5KPřed 2 měsíci
Files are available as a Tier 2 reward on my Patreon (UE 5.4!): www.patreon.com/GhislainGir Twitter: GhislainGir 0:00 Intro 01:43 Legacy System 02:34 Why Niagara? 3:34 Blueprints 7:53 Niagara & JFA 13:05 Post Process Material 14:49 GPU-CPU Readback 17:52 Limitations 18:43 Extras 19:22 Outro Hey, I'm back with another SKETCHY experiment! It's just that, an experiment! But I thought i...
From Beginner to Expert: Niagara's NeighborGrid3D
zhlédnutí 6KPřed 3 měsíci
Files are available as a Tier 1 reward on my Patreon (BOIDS not included!): www.patreon.com/GhislainGir Twitter: GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:00 Intro 0:47 NeighborGrid3D Interface: What For? 3:28 System/Emitter Base Setup 4:51 NeighborGrid3D Initialization 6:00 MaxNeighborsPerCell 9:13 Module Input 12:53 Fill Grid Sim Stage 13:27 Particle Index Random...
Naughty Dog's sky flow map technique
zhlédnutí 5KPřed 3 měsíci
Files are available as a Tier 1 reward on my Patreon: www.patreon.com/GhislainGir Twitter : GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place Links: Naughty Dog GDC talk: czcams.com/video/o66p1QDH7aI/video.html 0:00 Intro 1:00 Shader 1:30 Limitations 1:50 Fixing Pole Issue 2:20 Extras 3:00 Outro Super short video for once :) Cheers!
An unusual technique to create cheap fluid VFXs...
zhlédnutí 6KPřed 3 měsíci
Files are available as a Tier 2 reward on my Patreon: www.patreon.com/GhislainGir Twitter: GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place 0:00 Intro 0:55 Base Mesh 1:47 Ballistic Trajectory 6:33 Instances 9:00 Time Loop & Queue System 13:22 Actor's Transform 14:32 Bounds 17:09 Tiling Splash Mesh 20:48 Improving from there 25:00 Particle System 27:18 What Next & Conclusion...
How I built a realistic grass shader in UE5! Shader driven bend, clump, tilt, wind and more!
zhlédnutí 18KPřed 4 měsíci
Files available as a Tier 3 reward on my Patreon: www.patreon.com/GhislainGir Twitter: GhislainGir Mastodon: @GhislainGir@mastodon.gamedev.place Links: Ghost of Tsushima Tech Talk: czcams.com/video/Ibe1JBF5i5Y/video.html Tech Art Aid - Shader Optimization: czcams.com/video/y0QASid1v8w/video.htmlsi=4JUNQjHFk6793Ua0 0:00 Intro 1:00 Context 2:28 WPO - Base Setup 4:37 WPO - Cards Rotati...
Demo of my new BOIDS particle system in UE5!
zhlédnutí 4,6KPřed 5 měsíci
Files available as a Tier 2 reward on my Patreon: www.patreon.com/GhislainGir Twitter: GhislainGir Mastodon: GhislainGir@mastodon.gamedev.place 0:00 Patreon Update 01:05 Boids Bug 4:08 Blueprint Actor 5:13 Spawn & Position Constraint 6:10 Boids Weight 6:47 Direction - Bounds Constraint 7:15 Direction - Erratic Behavior 7:35 Direction - Noise 7:47 Direction - Z & Altitude Constraint ...
Experimenting with a novel technique to create 2D wind in UE5
zhlédnutí 12KPřed 5 měsíci
Wind system project is available as a Tier 2 reward on my Patreon (DOESN'T INCLUDE THE REALISTIC GRASS ASSETS): www.patreon.com/GhislainGir Twitter: GhislainGir Mastodon: GhislainGir@mastodon.gamedev.place Links: God of War GDC Tech Talk: czcams.com/video/MKX45_riWQA/video.html Creating Wind in Ghost of Tsushima GDC Tech Talk: czcams.com/video/d61_o4CGQd8/video.html Alan Wake 2 Blog...
Per-Instance Foliage Interaction using Custom Physics in UE
zhlédnutí 4,3KPřed 7 měsíci
Per-Instance Foliage Interaction using Custom Physics in UE
Procedural Waterfall Generation Tool! Demo & Technical Breakdown
zhlédnutí 14KPřed 7 měsíci
Procedural Waterfall Generation Tool! Demo & Technical Breakdown
Experimental volume texture baking tool in UE5: demo & technical breakdown
zhlédnutí 4,2KPřed 10 měsíci
Experimental volume texture baking tool in UE5: demo & technical breakdown
Control Rig quick start guide! Basics, IK/FK spine, IK/FK arm & in-game leg IK!
zhlédnutí 8KPřed 10 měsíci
Control Rig quick start guide! Basics, IK/FK spine, IK/FK arm & in-game leg IK!
The Jump Flood Algorithm explained! UE implementations using Blueprint and Niagara
zhlédnutí 4,6KPřed 10 měsíci
The Jump Flood Algorithm explained! UE implementations using Blueprint and Niagara
Techniques to build grid-based systems: 3D location to grid index!
zhlédnutí 2,8KPřed 11 měsíci
Techniques to build grid-based systems: 3D location to grid index!
Advanced Scan Effect PART 3 - See-Through 3D Grid FX with Niagara
zhlédnutí 3,8KPřed 11 měsíci
Advanced Scan Effect PART 3 - See-Through 3D Grid FX with Niagara
Advanced Scan Effect PART 2 - Post Process Material
zhlédnutí 4,5KPřed 11 měsíci
Advanced Scan Effect PART 2 - Post Process Material
Advanced Scan Effect PART 1 - Inputs, Blueprints & MPC
zhlédnutí 5KPřed rokem
Advanced Scan Effect PART 1 - Inputs, Blueprints & MPC
Advanced Boat Simulation PART 4 - Inputs, Water Shader, Boat Cap Mask & Wave Propagation System...
zhlédnutí 4,6KPřed rokem
Advanced Boat Simulation PART 4 - Inputs, Water Shader, Boat Cap Mask & Wave Propagation System...
Advanced Boat Simulation PART 3 - Breakdown of my complex Niagara splash system in UE5!
zhlédnutí 7KPřed rokem
Advanced Boat Simulation PART 3 - Breakdown of my complex Niagara splash system in UE5!
Advanced Boat Simulation PART 2 - Building a complex diffusing foam system in UE5!
zhlédnutí 7KPřed rokem
Advanced Boat Simulation PART 2 - Building a complex diffusing foam system in UE5!
Advanced Boat Simulation PART 1 - Building a buoyancy system using Niagara in UE5!
zhlédnutí 39KPřed rokem
Advanced Boat Simulation PART 1 - Building a buoyancy system using Niagara in UE5!
Best Fitting Bezier Curve & Gradient Descent in UE
zhlédnutí 2KPřed rokem
Best Fitting Bezier Curve & Gradient Descent in UE
Thorough demo & breakdown of my custom Water Flipbook Tool I built in UE!
zhlédnutí 4,8KPřed rokem
Thorough demo & breakdown of my custom Water Flipbook Tool I built in UE!

Komentáře

  • @username9426
    @username9426 Před dnem

    Very helpful video, thank you!

  • @rafyriad99
    @rafyriad99 Před 2 dny

    Cool tutorial! Quick question about the grid visualization, do you have antialiasing on in your project if so which kind. I used the same article to build my grid but it seems to be creating lots of ghosting with translucent materials when AA is on. Thanks!

    • @ghislaingirardot
      @ghislaingirardot Před dnem

      TAA is on, default settings. You may tweak the material's translucency pass settign to render it after motion blur. Helps with ghosting.

  • @prototypega8257
    @prototypega8257 Před 2 dny

    We are currently runningig the Same road Topic wise. I feel like building my engine into the engine to create , games efficient and not due to men Power. But that needs lot of men Power.

  • @user-hn2xr5rc6n
    @user-hn2xr5rc6n Před 2 dny

    hi, you tutorials are very pro!!! congrats, regards

  • @gameworkerty
    @gameworkerty Před 2 dny

    I have an increasingly goofy python script to do a lot of things in blender and maybe I should start using your blender addon instead

    • @ghislaingirardot
      @ghislaingirardot Před 2 dny

      I'm currently rebuilding it from scratch. Lots of new features to be expected :)

  • @fran.fndz.techart
    @fran.fndz.techart Před 3 dny

    i will like to add some tips, I use to make the same tools but i don't like to make my tools in "play mode", all those functions can work in editor mode (not play mode), using Utility Widget you can get keyboard, mouse events and editor camera as well. I don't like the "play mode, simulation mode" tools because sometimes i want the tool to run in a game map not overriding the game mode , or zero setup from the end user, just run the Widget and work. czcams.com/video/m3AUhYpwI8A/video.html

    • @ghislaingirardot
      @ghislaingirardot Před 2 dny

      Yup, utility widgets are cool and I agree with you. Using a game mode to build tools is not the greatest experience and certainly has its limits, features wise, especially if you stick with blueprints. I prefer Scriptable Tools to Uility Widgets though. Anyway, I just wanted to show that it's still possible to create tools in-game :)

    • @fran.fndz.techart
      @fran.fndz.techart Před dnem

      @@ghislaingirardot yes, actually play mode do give some more options and is easier to check mouse position, editor mode have to make all the offset of screen calculation. Is very limited working with teams. I enjoy your videos, please keep making them!

  • @akshaydharmadhikari393

    While you published the interactive VAT foliage video, I had a similar idea to take it further to make a VAT ragdoll for high volume kinda inaccurate results. Mostly using for a mobile project so can't have physics sim or Anim_RigidBodyNode for entities. Not much of niagara wizard like you, but have posted the results on my linkedin. (Not sure if anyone will be able to find it as I wasn't without going to notifications :P)

  • @feraly7506
    @feraly7506 Před 4 dny

    I was JUST looking to do something like this and your video popped up! Thank you!! Also the Get Component Bounds function returns an Origin and Extent in World Space. Since setting the fixed bounds requires Local Space, first transform them to local space (Inverse Transform Location node). Then simply subtract the Extent from the Origin for the Min and add the Extent to the Origin for Max, which is required for the Make Box function. This worked for me, anyways!

    • @ghislaingirardot
      @ghislaingirardot Před dnem

      There seems to be a bug in engine, at least in 5.3.2. The spline component bounds do work in-game but are not updated in engine (construction script etc.) when tweaking the spline, so it's a bit annoying to work with.

  • @RV-bc9yi
    @RV-bc9yi Před 4 dny

    Top vidéo ! Is it possible to create a similar effect for a Breadcrumb / Objective Trail?

    • @ghislaingirardot
      @ghislaingirardot Před 4 dny

      Totally. You may for instance use a NavMesh to find a path to a target, create spline points from it and create a vfx that indicates the path to follow

    • @RV-bc9yi
      @RV-bc9yi Před 4 dny

      ​@@ghislaingirardot Thanks! I thought nav mesh was used for AI. It's hard to imagine but I'll give it a try! I found the breadcrumb trail in Hogwarts legacy really impressive, did they use C++?

    • @ghislaingirardot
      @ghislaingirardot Před 4 dny

      @@RV-bc9yi navmesh is used for AI to find paths and move actors through the world. But you can use navmesh to just generate a path and do what you want with that data; like build a literal path to draw a vfx along

    • @RV-bc9yi
      @RV-bc9yi Před 4 dny

      @@ghislaingirardot Ok thanks that gives me some leads !

  • @TomKendry
    @TomKendry Před 4 dny

    I originally followed the popular Overdraw tutorial to get this working when it initially came out and spent the past 6 months or so experimenting and getting creative with the results but I frankly had no idea how many holes there were in my knowledge both about how it worked and how to better control and understand it. Thank you so much for this - it's so helpful.

  • @now_ever
    @now_ever Před 4 dny

    Hey. You're the first who comes to my mind, when I'm thinking about this, so mb you know: is it possible to made destruction system similar to what their have in Battlefield without C++? I'm relatively new to gamedev, so my first thought was to use some WOP but I didn't know how to use it specifically. Then I found all those tricks with render targets to displace water surface. But again, I wasn't sure how to use it properly with landscapes. And on top of that I realised that there are another level of complexity, because after each new crater added on the map we also should update our collision, maybe distance fields etc. (I definitely should learn more about it, because I'm pretty sure Unreal out of the box wouldn't update such things, because usually the Landscape is static throughout all play-session) I'm not asking to build me such system and send me files with documentation😅. Just interesting if it's possible without C++ and where you would start if so. P. S. Maybe I should mention it earlier: I'm interested in runtime landscape displacement mostly. Would be cool if it's would be replicated for multiplayer, but not necessarily. As for now it's not a must have feature for my game or so. It's just an idea for a project to learn more).

  • @martinberge9237
    @martinberge9237 Před 4 dny

    Amazing video! Just worked with this myself to make particles follow a river spline

  • @DavidWKimber
    @DavidWKimber Před 5 dny

    Love it!

  • @naufaldihilmi8507
    @naufaldihilmi8507 Před 5 dny

    hi, is this optimize for a game or for film production only?

  • @3jsjeosn
    @3jsjeosn Před 5 dny

    For the Spline bounds, I faced this problem before, a quick trick is converting the spline to a polygon (geoscript) even at low sampline, then get the polygon bounds (geoscript as well). Cheers and keep it up🎉

    • @ghislaingirardot
      @ghislaingirardot Před 5 dny

      A good solution indeed! Geometry Scripting is sick. Thanks for pointing it out :)

  • @michaelpiper8198
    @michaelpiper8198 Před 5 dny

    How many separate splines can be runtime at once without issues? Can this be optimized by having the particles not visible but still function? Wondering cause you gave me an idea but not really sure how realistic it is right now 😂

    • @3jsjeosn
      @3jsjeosn Před 5 dny

      I guess you can handle a very large amount of splines at runtime, I remember once doing a simple test spawning a very large amount. Also Niagara is handled through the GPU, so it can handle a very large amount of particles, think of all the effects people do, rain, snow... you actually have millions of particles with ease

    • @ghislaingirardot
      @ghislaingirardot Před 5 dny

      @@3jsjeosn Some truth to that, but lots of inacurracies as well. Niagara isn't necessarily handled on the GPU. 1) An emitter can run on CPU or GPU 2) The emitter update function is always run on the CPU, regardless of the system using CPU or GPU!. So, yes, a GPU Niagara system can handle millions of particles. But a Niagara system comes with lots of overhead and using many many smaller particle systems to sample one spline at a time may cause severe issues. That's why Epic's working on lightweight Niagara systems that has a much more restricted set of features but a way cheaper tick cost. To answer @michaelpiper8198 : it's hard to tell. A spline component comes with the usual component class overhead so there's that. A spline is merely just data though, except when drawn in the viewport, so it should be a negligible memory cost. Sampling a spline shouldn't be too costly either, the math behind it doesn't rely on complex operations. My answer is as usual: do a bruteforce test and see how it performs in worst case scenario. Splines can be efficiently baked into textures though, so you could store many many splines in a small texture, sample each spline using a simple integer ID system so each particle is assigned its own spline, and thus bypass all the spline components and do everything in one unified particle system. If that makes sense. Regarding visibility/function, this is mostly related to occlusion and setting up the emitter's bounds so the CPU can guess if the GPU system should be rendered or not. But I'm almost certain particles are no longer ticked as soon as the system is occluded. This may be an unecessary optimization though. You can may try expanding the bounds by a large amount so particles are always ticked. Unvisible particles will just waste vertex processing afaik, which may or may not be a big deal.

  • @zeon3d755
    @zeon3d755 Před 5 dny

    where can we download he project

  • @soseiqueNadasei-lh9ln

    How do you learn all this? Do you have previous experience in something? The gap in knowledge is too big haha

    • @ghislaingirardot
      @ghislaingirardot Před 5 dny

      Gotta be curious & willing to learn. Things start to snowball at one point, if you keep pushing.

    • @soseiqueNadasei-lh9ln
      @soseiqueNadasei-lh9ln Před 5 dny

      @@ghislaingirardot i got really impressed with the strand-based foliage simulation video, I also share the dream goal of realistic foliage interaction, I hope to get there someday

  • @StudioVacant
    @StudioVacant Před 7 dny

    Thank you man! :D

  • @topraktunca1829
    @topraktunca1829 Před 8 dny

    Hi it was a really great video I followed it and made a similar system. However I have a strange problem. Ballistic offset world position I apply to my splash droplets work correctly in material editor but inside the actual game it doesn't work. I checked the meshes bounds to be sure that seems fine other than that I couldn't find what caused it maybe I missed some stuff because I am not super experienced in materials idk.I would really appreciate if you could help thanks

  • @patty4449
    @patty4449 Před 9 dny

    Sad that this is for UE... Worst engine...

    • @ghislaingirardot
      @ghislaingirardot Před 5 dny

      No, shader tricks are not specific to any game engine. There is actually *nothing* specific to UE here, as long as you can read in-between the lines. Most game engines offer a graph editor to write shaders, so a similar shader and similar tricks can be applied in Unity, Godot etc. Just got to be willing to do the hard-work and think on your own to recreate a similar effect in another engine. But then your comment makes me think that you have pretty much zero experience in the video-game industry. Most of us are software agnostic, as you should learn to be. Each engine has its pros and cons. UE isn't the greatest but most definitely not the worst.

  • @jimmycheng7997
    @jimmycheng7997 Před 9 dny

    Hi, I was wondering how did you change the water system at 9:08? The built-In Buoyancy component does not have access to setting. Thank you!

    • @ghislaingirardot
      @ghislaingirardot Před 5 dny

      This is a custom system I'm describing. The built-in water/buoyancy system is something else entirely.

  • @yashicaputhraan5785
    @yashicaputhraan5785 Před 12 dny

    which plugin is this and is it free

  • @naufaldihilmi8507
    @naufaldihilmi8507 Před 15 dny

    Hi can you make a small boat version of it, the one where you needs character to paddle. I'm looking at your collection for tier 2 sub, def loving it

  • @mopozuJIko
    @mopozuJIko Před 15 dny

    It took me 3 whole days to follow this tutorial in combination with some techniques from the stylized grass one. But, man, is the result worth it. The grass looks incredible now! Huge thank you for such an amazing breakdown! It was quite difficult to follow sometimes, but in the end I've managed to implement most of the things. FYI I've built an easy geonodes setup to bake all kinds of information into UVs.

    • @ghislaingirardot
      @ghislaingirardot Před 13 dny

      Props for replicating the setup! It's a complicated one and I know the breakdown format doesn't make it easy to follow along. I did my best :D Geonodes is great!

    • @mopozuJIko
      @mopozuJIko Před 12 dny

      @@ghislaingirardot the only thing that I didn't implement is your wind/gusts simulation technique from another tutorial. I've decided to settle with a custom wind map from Designer. Though I struggle to understand how to rotate the wind direction properly. Should the coordinates be rotated, or the output of the panning texture?

    • @ghislaingirardot
      @ghislaingirardot Před 9 dny

      @mopozuJIko it's precisely something I explained in my wind simulation video. It's not as straightforward as it sounds and my system solves this technical challenge efficiently and effectively

    • @mopozuJIko
      @mopozuJIko Před 9 dny

      @@ghislaingirardot but isn't your system quite expensive? You mentioned that the capture component costs several ms which is not acceptable in many cases. But then you show an improved solution where you calculate the tiling texture based on the position of particles - is it cheaper?🤔

  • @draftspace
    @draftspace Před 15 dny

    fantastic work! thank you very much for sharing not only workflows and specific techniques, but also an incredibly practical way of thinking

  • @user-ir9oe9qx2l
    @user-ir9oe9qx2l Před 15 dny

    how you deform the mesh at 24:18,I'm dying to know!

  • @nindyatisa2759
    @nindyatisa2759 Před 16 dny

    how i make variation plant interact foliage?

  • @swrcPATCH
    @swrcPATCH Před 17 dny

    How does this look like when used on a spline mesh for making rivers? Would it create any kind of issues since one mesh gets duplicated along the spline with the same texture?

    • @ghislaingirardot
      @ghislaingirardot Před 17 dny

      uh. I didn't think of spline mesh components :D Yes, likely troublesome. Also, not sure Geometry Scripting supports spline mesh component when copying a primitive component. Hm. I'll have to try.

    • @swrcPATCH
      @swrcPATCH Před dnem

      @@ghislaingirardot Wouldn't that be a general usecase? Like 'painting' flowmaps onto some splinemash that is supposed to act like a river? So you have a flowing river. I would really like to see this working tbh ^^

    • @ghislaingirardot
      @ghislaingirardot Před dnem

      @@swrcPATCH afaik, no, using spline meshes is not the general use case. They come with extra cost, have limited support when it comes to Nanite etc (afaik) and you need an annoying setup to create one component for each spline segment, which results in one draw call per segment. You may use spline meshes in editor to create a river mesh but it should eventually be converted to a static mesh. Or, better, rely on geometry scripting etc to dynamically generate a mesh based on a spline. You shouldn't work with spline meshes imho.

    • @swrcPATCH
      @swrcPATCH Před dnem

      @@ghislaingirardot hm good to know. What if I made a river using a splinemesh and lets assume I knew how to convert it to a static mesh, would your tool be able to paint flowmaps onto it or would I have some UV or other kind of issues? Creating rivers using spline meshes is just very fast and flexable. I do not know a better workflow, its not like I really need the splinemesh but I need the flexability

    • @ghislaingirardot
      @ghislaingirardot Před dnem

      @@swrcPATCH Yes my tool works on static mesh, as demonstrated in the video. No issue to expect, unless your mesh's UVs are messed up to begin with. Consider using geometry scripting to generate geometry along a spline instead of using spline meshes. Same benefit but you have much more control and it's easy to convert to a static mesh. Plus, my tool *should* allow you to paint directly onto the dynamically generated mesh, I think...

  • @mopozuJIko
    @mopozuJIko Před 17 dny

    Even though a lot of math goes over my head, it's still incredibly clear and I'll do my best to follow this approach! Thank you!

  • @username9426
    @username9426 Před 17 dny

    Yes! Thank you Ghislain!

  • @Hellishcaos
    @Hellishcaos Před 18 dny

    Love your content! Would love to know if you keep or share repositories for the stuff you do in Unreal Engine. I particularly loved your execution of the Fog of War system using Niagara and would be overjoyed to learn more about the nitty gritty details

    • @ghislaingirardot
      @ghislaingirardot Před 18 dny

      Ty! Everything's available to download on my Patreon

    • @Hellishcaos
      @Hellishcaos Před 18 dny

      @@ghislaingirardot awesome! I'll check it out right away!

  • @AuthenticAfricanAdventures

    This is super interesting. I loved the overview of how it achieves the scroll effect. Makes it much easier to visualize and understand. Thank you for simplifying it enough, but not losing the important technical details.

  • @CyberWolf755
    @CyberWolf755 Před 18 dny

    For the UV transition issue, could you not: 1. store the previous triangle information, 2. find if the triangles are connected and if they are, find the edge connecting the two triangles 3. and convert the prior position that was in the old triangle to be relative to the new triangle? Primitive example on how I might do 3rd step: A1, B1 = old triangle edge vertecies A2, B2 = new triangle edge vertecies C = old point (on old triangle) D = new point (on new triangle) 1. Find the delta rotation of vector A1->B1 to A2->B2 2. Find the delta offset from A1 to A2 3. Rotate point C around vertex A1 by that delta rotation and add delta offset 4. Find vector from C to D and use that for the flow direction There might be better, more elegant solution, e.g. using a bit of geometric algebra or something else, but this should also work in theory :)

    • @ghislaingirardot
      @ghislaingirardot Před 18 dny

      Yep, absolutely! Or if you're lazy and don't mind a far-from perfect solution, just use an arbitrary max UV travel distance for the brush. If it exceeds it, assume brush has jumped across an UV seam and cancel paint that tick.

  • @andreik8885
    @andreik8885 Před 18 dny

    For me being now part time vfx artist for my team this is actually very useful. Where have you been before? :) Thanks

    • @ghislaingirardot
      @ghislaingirardot Před 5 dny

      Glad you found it useful! Where have I been? Meaning? I used to work primilarly as an Environment Artist. I also did a few gigs on character modeling, handpainted texturing, rigging & animation (way back in the days).

    • @andreik8885
      @andreik8885 Před dnem

      @@ghislaingirardot I just meant that I was missing you making your content back in a days :)

    • @ghislaingirardot
      @ghislaingirardot Před dnem

      @@andreik8885 Ah, oops :p

  • @romangromov7430
    @romangromov7430 Před 18 dny

    Thanks a ton! This kind of content is super rare, please do more about scriptable tools and editor scripting.

  • @seapickels9087
    @seapickels9087 Před 18 dny

    god thats so useful

  • @perfectionist724
    @perfectionist724 Před 18 dny

    Could you tell me how you setup the root? I set mine to kinematic. No collision. No gravity. I always get an error from ue. Saying physics is not enabled. But it is. Thanks if you can help

    • @ghislaingirardot
      @ghislaingirardot Před 18 dny

      That's likely unrelated to the bones/physics bodies. I'm sure it has to do with your skeletal component's collision settings

    • @perfectionist724
      @perfectionist724 Před 18 dny

      @ghislaingirardot ok thanks

  • @Fleroshi_SE
    @Fleroshi_SE Před 19 dny

    legend

  • @enixious
    @enixious Před 21 dnem

    for the splashes; why did you choose to prebake the splash locations instead of relying on physics for the falling particles + DF collision, and then using the SpawnFromOtherEmitter module to spawn splashes? Did you notice a big performance cost when going the "easy way"?

    • @ghislaingirardot
      @ghislaingirardot Před 21 dnem

      No reasons. Just showcasing different ways to do things. Pick the solution you prefer. DF sampling has a cost, but it's probably not measurable for a few dozens particles

    • @ghislaingirardot
      @ghislaingirardot Před 21 dnem

      DF sampling is also not as reliable as prebaked positions from complex line traced for reasons I explained (poor DF resolution, DF samples the ceiling surface at first so you need to reject false positive). It's just two different ways of doing things and pros & cons are not just about performance here. Plus, got to think outside the box and see what kind of things you could do with prebaked data. Water drips isn't the most exciting choice.

  • @enixious
    @enixious Před 21 dnem

    I like that you went the extra mile to make a scriptable tool for the system to make it nicer to use and more user friendly!

  • @enixious
    @enixious Před 21 dnem

    nooice! Not sure if you have covered it, but if you place the system in the world and rely on Global Distance fields, then the system won't inti properly if the player camera is to far away. Since global distance fields only works at a certain distance from the camera?

    • @ghislaingirardot
      @ghislaingirardot Před 21 dnem

      yup, that's another limitation with DF and the pros of prebaking data. DF is view dependent and breaks at a distance. I don't think I mentionned it in the video though, I should have.

  • @redtroll80
    @redtroll80 Před 21 dnem

    Wow this channel is gold. Imagine epic hiring this guy to make tutorials..

  • @thebutterflyking
    @thebutterflyking Před 22 dny

    Thank you for sharing so much of your high-level work with us so we can learn more about Unreal and graphics. I'm amazed by what is possible with a high level of mathematics in the engine!

  • @sociofall
    @sociofall Před 23 dny

    wonderful work, thank you

  • @RohanCreation5
    @RohanCreation5 Před 23 dny

    I know there is a Tool on the Unreal marketplace similar to this but I'm hungry to learn this thing you made can you please make a Tutorial on this?

    • @ghislaingirardot
      @ghislaingirardot Před 23 dny

      I will revisit this and make a breakdown at some point.

  • @hyunseungkim538
    @hyunseungkim538 Před 24 dny

    it is great to see on details and all the great features. I wonder if there is any consideration on this spine rig with backward solve to baking process? if any suggestions, it would be awesome to hear!

  • @curiouspers
    @curiouspers Před 24 dny

    This is awesome!

  • @Emi-ok3ec
    @Emi-ok3ec Před 24 dny

    Genius as always!

  • @juhltube
    @juhltube Před 24 dny

    Great job ! But, no obstacle support yet?

    • @ghislaingirardot
      @ghislaingirardot Před 24 dny

      Ty! RTS-like FoW most often don't support obstacle. It's doable though