My plugin is OUT NOW! [UE5] - Prismatiscape Interaction Plugin Feature Overview
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- čas přidán 14. 01. 2024
- Get Prismatiscape for $34 bucks HERE:
Gumroad: prismaticadev.gumroad.com/l/a...
Epic Marketplace: www.unrealengine.com/marketpl...
Full Docs Playlist here: • Prismatiscape Interact...
Tech support and updates: / discord
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Well, it's finally released! If you've ever wanted foliage, water, wind, and surface interaction that exceeds the standards of AAA games then you've come to the right place. Combining the power of Blueprints and Niagara in Unreal Engine 5, Prismatiscape is easy to modify and tweak to suit your project.
Thanks for everyone's support over the past few months - this was a lot of fun to create and I'm looking forward to adding more features in the future!
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Patreon: / prismaticadev
Twitch: / prismaticadev
Discord: / discord
CZcams: / prismaticadev
Twitter: / prismaticadev
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine - (Game Dev)
Blender - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (The best game)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :) - Věda a technologie
So you're telling me, with this plugin I can finally make a game about a character whose farts are so powerful they can literally blow you away?
SOLD
This man is slowly making a real-life simulation system and we're all here for it
imagine unironically using 'and we're all here for it'
@@brycegeurts3345 Imagine spending your energy trying to make fun of people and still sucking at it
imagine commenting something toxic for no reason@@brycegeurts3345
@@brycegeurts3345 imagine getting annoyed at it
$29?! Brother this should be $50, fantastic work, looking forward to studying all of this!
Been following this plugin since the beginning. And after trying to implementing a massively inferior system myself for like 5 months, I was amazed the price point you have this at (considering that Charlie optimization work). I’ll be buying this the second I get home. Well done man, hopefully this will print you plenty of bucks for Prismatica development!
Prismatica man this is nuts some of the most realistic interaction in any game
Congratulations on finishing and releasing it!!
Let's go!! Congratulations on getting it wrapped up 🎉. Can't wait to try it!
As soon as it makes its way to the epic market place I am getting this for sure! I just like to have all my plugins in a central location as well as updates done without me needing to deal with downloading, extracting removing to old etc etc.
Super great job pris!
Definitely going to grab this when it gets to the UE Marketplace (nice to have all the plugins managed from one place).
That's a lovely looking plugin, great job!
Congratulations on the plugin release!
Everything shown here is pure art! Its all perfect! Great work man!
very nice to see you have done this, been watching for years. Hope it helps fund your projects!
Oh, I've been waiting for this moment!) Congratulations !!)
Such an awesome accomplishment! it is so inspiring and cool to see someone really living out the indie dev dream in real time.
I was there to see how hard you suffered making this.
Good work
👍
The Illusionist returns! truly astonishing stuff as always, love your creations! keep up the amazing work my friend ^^
I recently binge watched your entire devlog series for prismatica. It's fascinating to see your (skill) development arc over a few years. Your attitude and energy always seemed better when you focused on graphics systems in those early videos - and now here you are prioritizing & monetizing a graphical plug-in.
It's so cool to see your skills build and become focused like this. I'm an ABSOLUTE noob about 2 weeks into watching UE tutorials and it gives me some hope. Not sure which specialty or focus I'll end up with.
Love the "Activate Windows" touch. Classic.
Congrats ma dude! The effort in this plugin, is something one day i can reply. I whish you the best!
Great video, great plugin, great price. I'll be looking for a reason to use this in my game asap so that I can support you. Great work man!
This is fantastic! So cool to see you create this into a full plugin, I'm definitely going to buy it at some point for some personal project work!
Incredible work!! Really Loving... well, Everything you put into this! So much creative problem solving in one package.
I really love your content man. Keep up an awesome work!
EVERYBODY NEEDS THIS!!!! Great starting point to any games environment
good luck with the sales, anything from u is def worth buying if i would need it, such an amazing an complete plugin anyway!!
Congratulations! Looks great 👍
that's some awesome stuff!! and honestly, surprisingly cheap too! i'm certainly going to note that down as a definite "to buy" to add to my toolbelt!
It's beautiful, congratulations
This is crazy dude, is the ultimate interaction solver for so many scenarios, thanks so much for developing this!!!
Buying this asap! Fantastic work mate.
Thank you for making this! I bought it 2 days ago and have been enjoying working with the effects on Quixel assets. I'm really wanting to make a global wind actor that affects everything and I have an idea or two to test eventually when I have time.
Looks cool man! Well done :)
That is soooo cool man, great job
Beautiful work.
So dam pretty and innovative! High quality and performant at the same time, genius! Can imagine this in a beautiful anime game, maybe my fighting game down the line
- Deygere
Looks great! 🎉
They're an amazing deal for any devs out there.
this is dope, great job!
Awesome work ! Looks great👍
cheers for the useful videos mate
amazing work!
Damn this is so cool! We'll definitely be using this for our MMO "Omuni Reborn" now that we've moved it over to UE5 haha
Looking forward to the plugin being on the Unreal Marketplace :D
This looks amazing!
As always great stuff!
This is a brilliant product.
Man this is incredible. I love how it takes the potential of cheap 2D simulations to make something so complex, I have seen a few systems like this before but never exploited as systematically and thoroughly. Great job, great price, $29 is a theft for such a tool.
Hope that you make more plugins because all your stuff is so well made.
Very cool. I like light performance footprint and it looks great.
Looks fantastic and is shaders!! I’m trying to wrap my head around it
You are a Tech god my dude
Love your stuff! :)
i been waiting for this thank you daddy charlie
Even if I don't use it, bought it anyway. You're doing great work
Soooo Good!
man thanks for your work
I think you've underpriced this god-made creation. You are the best.
Plug-ins for the people :)
Mind blown! Sold.
This is insanely cool!
You are! :)
AMAZING !!
Awesome awesome stuff! A big good job to you! I guess it can work with Nanite foliage also?
Can't wait for the next content!!
Sure can - it can work with any materials or GPU particles
You are the Guru, trully genius. May I suggest a bit of damping on the jiggling of physical stuff when underwater and moved by the ripples. Also the windows notify is extremely funny =)
All the effects are parameterised so you can scale the effects themselves, as well as the inputs to the effects super easily :)
this is great ! Devs like you make unreal more Awesome :) 🍕🍻
you're such a legend
you the man bro
Beautifull!
언제나 응원합니다 :)
i missed the announcement video huh ? gonna grab this to play around . looks fun .
Jiggling foliage? I’m sold. 😂
Very, very clever and useful :)
very cool.
You're gonna make bank with this, it's so nice. I'd buy that instantly if it was for Unity.
Sick
This is insane and I don’t even know where I would begin at utilizing it.
All the things!
Amazing work! :)I
Watching this got me both extremely confused and exited at the same time.
Charlie you are a god
Nice plugin! It would be interesting to see how many actors it can handle at the same time.
It can handle up to 1000 shapes on the Niagara side of things without dropping below 120fps (done by manually setting the iteration count to 1000) however actually sending the positional data from the CPU to Niagara is a bit more costly. I'm likely going to re-write the heaviest logic in C++ once the workflow is rock-solid which will calculate/get the positions faster, but the entire array still needs to be copied over to Niagara. I'll be looking in to the most efficient way to send bulk data to Niagara in an eventual update :)
Imagine the team who made Tunic redoing their game or making a sequel using all this stuff, such game would have an amazing visual atmosphere.
This is beyond fantastic.... I've been following your tutorials for a while, but I just needed to comment this video... Awesome stuff. I will buy it no matter what, but I have a couple questions: How well would it deal with 100+ elements to track? And, as we are already using two huge RVTs for the color/normals/mask (1) and height(2) of our level, how performant would it be adding the plugin RVTs on top of those? (I'm talking BIG areas). Anyway, congrats on an amazing job!
Hey there! RVT's - Runtime Virtual Textures (not to be confused with RT's - Render Targets) are actually dirt cheap if they're not being updated constantly. Think of it like taking a photo and printing it out - actually taking the photo and printing it takes a lot of complexity, but viewing it once that's done is free. This is why I use RVT's for the Heightmap data and other data (water blockers, wind blockers etc)
As for tracking lots of objects, the GPU side scales extremely well. The CPU can get a bit stuffy, but it could be improved if I re-wrote some of the main shape-gathering logic in C++. I could also add a "stagger" feature which staggers the gathering of shapes to free up some juice also.
realy cool
You are!
Hype
Would you ever consider releasing your gore/blood system to unreal marketplace? because it might just be one of the best ive seen!
Luv u
let's gooooooooo it's finally out
Sweet! If I understand well, the foliage/ bush jiggle will not be able to trigger a sound? Have you think about a workaround for this or you don't need it for your personal project
You can trigger it coincidentally - eg. spawning a "wind capsule collision" that can get the overlapping foliage and do the sounds and stuff. It would be the same for physics. You can also use the Character collision to overlap with foliage for when you run in to foliage
Any way to make the water go slightly up and down as the ripples hit the edges, like small waves? Looks amazing until it hit the edge, the it just looks like jelly. Maybe using something similar to how you increase the puddles, just small increments back and forth? But yeah, like you said it's 2D so probably not possible. Amazing work either way
No way he made better water physics than cyberpunk
Does cyberpunk even have water physics?? Kek
@@PrismaticaDev I've only been hearing rumors about this
Looks amazing, great work!
One question if I may, I understand you said the effects weren't persistent, but is there anyway to be able to tinker with this system to make a few persistent? I'm thinking of footprints and grass movements specifically. If you wanted to do that, how would you start to go about it with your system?
Again, great stuff! I'll be buying it regardless 🙂
Hello hello! It would be quite hard to implement, since the interaction space moves precisely along with the focal point and isn’t set up in ‘tiles’ like an RVT is. So unfortunately other than increasing the interaction size there isn’t really a way to do it within the system. However, you could fake persistent trails by tracking character movement and then using splines that draw to an RVT when you’ve gone far enough away which then adds to the interaction effects when you come back. I might add functionality like this natively in the future since it’s something I want for my project to some degree :)
@@PrismaticaDevThat's a pretty solid solution. If you could add that natively that'd be absolutely perfect! Very much appreciate the response, subscribed and will look forward to your future content 🙂 Best of luck with the sales!
Is it possible you do a tutorial on how to write to Render targets from Niagara with basic player input? Nothing to fancy.
This technique of using a texture to control a wind simulation is clever! Did you come up with this yourself or is this an implementation of an existing approach? I might want to write my own version for a different engine.
The idea has existed forever, however it became a lot more performant with Niagara Grid2D in Unreal, which is essentially a way to write compute shaders
🥰🥰🥰
Where can I download an asset with this character physics? Very interesting movement!
Sell more stuff man, you are making wonders with your materials! (Character morphing, building morphing etc)
Did you implement your own Fluidsolver that might be more optimized for your cases or did you use one of the Fluidsolvers that Unreal already provides and just send your data to what Unreal needs? I.e. I'm using Unreals Fluidsolver and I remember altering particle size depending on my own needs.
I'm using a completely custom (and really cheap) one. It's not "physically accurate" by any means, but only requires 1 module etc
Is this similar to iridescent materials or structural colour where the parts of the material sheen are camera/viewer dependent? There are some interesting things you can do in materials similar to how Zbrush matcaps work, or at least display, their colours.
Hey! The colours are just the Interaction Render Targets but applied to the materials, as a sort of Debug Forces to show people what forces are being applied. It does look like a bit like a matcap haha
@@PrismaticaDev Ah ok ty! Looks cool though, especially the water.
it is possible to save the textures on exit of specific surface and then resume them when you enter back to that surface?
No sir - the texture is always moving with the character, and there is only 1 simulation in the world that covers all surfaces. Having a simulation per surface can cause a lot of overhead, which would defeat the purpose of an all-in-1 simulation like this haha
Hi, your plugin works only in the gamemode ? Or can i use it also in the sequenzer for cinematic rendering? Thank you for any Feedback :-)
Will this be available for a long time? Also do you think this would transfer quite well to other povs i.e. FPP, TPP etc.? Incredible work!
It will be available until the end of time! And I plan on updating it with every UE version from this point on since I use it in my own project :)
As for other perspectives, it works perfectly fine if your game is ground-based. For something like a flight simulator, it would be kinda useless haha
@@PrismaticaDev Awesome! Will likely be picking this up in the near future. Really appreciate it!