Please watch in 4k to avoid compression Available on Unreal Marketplace: www.unrealengine.com/marketpl... Artstation: www.artstation.com/cloviren Twitter: / clovirenart Song: Violet's Letter · Evan Call
The wind effect could be improved (it looks a little bit too 'jiggly' and uniform), but this is amazing. Tiny islands of heavily occluding geometry was the worst possible case for nanite on initial beta release, but now it seem to have improved a lot in this regard.
Yes, but not of nanite, per instance animation is pretty much not possible, only thing people do is a global displacement in the vertex shader on the gpu with a uniform noise map @@martin231181
@@mehface Moving environment gives a better illusion of realism, even if the said movement is not realistic. It's not made to be realistic but to bring realism & immersion.
@@mehface Grass movement is of course a function of height. You're right that grass that is ~4 inches tall or less does not move much in response to wind, but grasses that reach a couple feet high or more definitely bend and sway in even a moderate breeze.
Yep. The default background in Windows XP ran Unreal Engine to render this very scene. Of course, computers were a lot slower back then, and the framerate was so low that people just assumed it was a static background.
For this scene, I don't think the console will be able to run it because it has all the features enabled: Lumen, Dynamic Shadows, and no WPO limit. I got about 65 fps with a 3080 Ti. With Lumen and Dynamic Shadows disabled and the WPO limit enabled, I got around 140 fps. I also released a new optimized version of the grass today. With Lumen disabled, Dynamic Shadows enabled, and the WPO limit enabled, I got around 120 fps. If I disable the shadows, I got around 170 fps, all on epic settings, of course. There's a demo in the asset's description if you want to test the performance, it's in this video's description
@@cinemauntold Yes its possible, its just standard foliage. I believe you can use it with other foliage interaction plugin on ue marketplace. I tried to implement interaction with Distance Field method following this tutorial czcams.com/video/qQmQDWOACo0/video.htmlsi=vZd8P6FLV_DS03JM and it works just fine. But for performance reason I decided to not implement it, there are more lightweight way to do interaction by using blueprint.
This is great, but could be greatly improved by offsetting the time on every grass leaf by a random amount. You could do it using a per instance random node in the material or, if every instance is a grup of leaves instead of a single one, you could assign a second uv channel in blender with a random uv spot for every leaf, and drive the randomness this way. Right now the wind feels very fake and kinda spoils a great scene.
Mr. Jackdufon-sd4on... would you be willing to type up and share the steps to add that per Instance Random Node and show where & how to connect it? [for Dummies like me who are not so skilled in the Material Editor] I, for one, would greatly appreciate it, and I'm sure many others here would as well. Or maybe it would be easier to share a screen-grab of the nodes?
@@atlanteum The process changes based on how the creator of the scene created the noise for the wind, but basically, if you use the foliage tool or an instanced static mesh (i'm not that sure about the landscape grass tool, but maybe it works there too) to scatter the grass, you can litterally type "per instance random" in the material graph to create the node. It will output a random number between 0 and 1. (you can create the node in any material, but if you're not using the material in one of the cases written above, it will always output 0). Then, in most cases, the wind is using a serie of noises and textures connected to the world position offset, that all have, somewhere along the graph, an imput connected to a time node. The time node is what animates the noise, without it it would be still. You can just add the per instance random to the time imput before connecting the result to the graph where time was connected, to essentially offset every blade of grass in time. You can, if you want, multiply the PIRandom to a value of choice to strenghten the offset (if you multiply by 0 it will be like if you had no per instance random at all, if you multiply by 2 you will double the time offset, etc). Hope it's clear.
@@Jackdufon-sd4on I ask for help. The man writes a dissertation... in a matter of minutes!! You, sir, must be one of the unsung heroes of Unreal. Thank you. I will see if I can make this work! And if I can't... what did you say your freelance rate was, again..?
The very idea is that this is enabled by the mesh shader technology, which makes it very light to run. Honestly this had to have been the standard for 3 years.
Something tells me that it would be a great wallpaper
😂💪
good one lol
meta af
...for windows xp
@@haimalexandernikolchook8280an upgrade to an original for window 11
This must be what heaven looks like for a cow
lol
heaven for me (my pronouns: moo/moo)
The more realisatic this stuff gets, the more I appreciate I grew up before these times
The wind effect could be improved (it looks a little bit too 'jiggly' and uniform), but this is amazing. Tiny islands of heavily occluding geometry was the worst possible case for nanite on initial beta release, but now it seem to have improved a lot in this regard.
Yeah, it looks like the ground is jiggling instead of the grass leaves.
@@triplezgames3882Isn’t that because of technical limitations of nanite?
I think it will change soon though.
@@martin231181Nah, that's configuration
The grass is growing on a really big waterbed, and somebody just jumped on it off camera. It happens.
Yes, but not of nanite, per instance animation is pretty much not possible, only thing people do is a global displacement in the vertex shader on the gpu with a uniform noise map @@martin231181
Finally we touch grass!
Unfortunately we _don't_ --- unless it's physically simulated! Otherwise we walk through it without ever actually touching it, lol. ;)
23 years I have waited to be here : )
Run this footage on Windows XP ,IT WOULD BE GREAT TRIBUTE
The wind makes it look like a carpet of grass is blowing, instead of just the blades of grass....still cool though
not even sure why game devs do grass wind. Unless its some kinda storm outside grass barely moves xD
@@mehface It's just nice looking lmfoa
@@mehface Moving environment gives a better illusion of realism, even if the said movement is not realistic. It's not made to be realistic but to bring realism & immersion.
@@mehface Grass movement is of course a function of height. You're right that grass that is ~4 inches tall or less does not move much in response to wind, but grasses that reach a couple feet high or more definitely bend and sway in even a moderate breeze.
at this point it's the movement
I like how the hills shake their bodies because they are cold
Lovely!
Wow. It's like ocean physics but with HD grass textures and trying to cover up it's running half life 2.
Now this, is a "touch grass" meme paradise
It looks really cool but grass rarely moves that much
First time I've gotten Uncanny Valley from grass. That's good though, it means we're just a few years away from it being lifelike in real-time.
Alternate title: Windows XP but with RTX ON!
I want to live here.
As worm
@@andygeorgemichael7620me as burd
Finally, breath of the wild 2
wait they had that technology back then when windows xp came out?
Yep. The default background in Windows XP ran Unreal Engine to render this very scene. Of course, computers were a lot slower back then, and the framerate was so low that people just assumed it was a static background.
Looks too jelly
The thumbnail looked like the windows xp background
Next goal, nanite trees
horizon and avatar both already look this good
when i started learning unreal i made exactly this but with ps1 graphics, love bliss
This brings back memories
Simple but so artistic!
Well here goes every cpu cycle
Where are all the Gungans?
this actually looks amazing, I would love to see you do a ghost of tsushima style grass system
pretty cooL! Love it!
Absolutely wild
But it still looks nothing like the real thing!
We need a FLOWER remake
People thought AI was the next-gen thing in games. BUT NO! It was grass, grass as far as the eyes can see, grass forever!
How’s the performance in consoles ? How many instances visible inside camera frustum? 90.000 on ps5 is around 2-4 ms . Nanite no shadow
For this scene, I don't think the console will be able to run it because it has all the features enabled: Lumen, Dynamic Shadows, and no WPO limit. I got about 65 fps with a 3080 Ti.
With Lumen and Dynamic Shadows disabled and the WPO limit enabled, I got around 140 fps.
I also released a new optimized version of the grass today. With Lumen disabled, Dynamic Shadows enabled, and the WPO limit enabled, I got around 120 fps. If I disable the shadows, I got around 170 fps, all on epic settings, of course.
There's a demo in the asset's description if you want to test the performance, it's in this video's description
@@Cloviren thank you! I’m also turning many features off like disable WPO at distance for consoles . Buy it does look awesome 👏
hey how did you applied this grass to the montains?
I painted directly using the foliage tool. You can check out this video: czcams.com/video/HLivFiECHEM/video.html
As i remember it was not possible to apply shaders on nanite objects. Something changed?
Unreal 5.1 allows WPO for nanite
i just wonder how many rtx4090 i need to play game with such grass with 100+ fps
Ghost of Tsushima mod when
Awesome...
Nice!
Looks great, but the wind “simulation” still really sucks in this. That is what is mostly reality breaking here.
Yep. The individual "waves" need to be much larger, and they need to move much more slowly.
now do each blade of grass individual :D
looks like windows 95 wallpaper
It's more like Windows XP wallpaper, I tried to recreate the iconic Windows XP wallpaper at 0:15
will it interact with characater rig in animation
There's no interaction 😔
@@Cloviren i meant if its possible
@@cinemauntold Yes its possible, its just standard foliage. I believe you can use it with other foliage interaction plugin on ue marketplace. I tried to implement interaction with Distance Field method following this tutorial czcams.com/video/qQmQDWOACo0/video.htmlsi=vZd8P6FLV_DS03JM and it works just fine. But for performance reason I decided to not implement it, there are more lightweight way to do interaction by using blueprint.
@@Cloviren thanks
i want to go there
This is great, but could be greatly improved by offsetting the time on every grass leaf by a random amount. You could do it using a per instance random node in the material or, if every instance is a grup of leaves instead of a single one, you could assign a second uv channel in blender with a random uv spot for every leaf, and drive the randomness this way. Right now the wind feels very fake and kinda spoils a great scene.
Mr. Jackdufon-sd4on... would you be willing to type up and share the steps to add that per Instance Random Node and show where & how to connect it? [for Dummies like me who are not so skilled in the Material Editor] I, for one, would greatly appreciate it, and I'm sure many others here would as well. Or maybe it would be easier to share a screen-grab of the nodes?
@@atlanteum The process changes based on how the creator of the scene created the noise for the wind, but basically, if you use the foliage tool or an instanced static mesh (i'm not that sure about the landscape grass tool, but maybe it works there too) to scatter the grass, you can litterally type "per instance random" in the material graph to create the node. It will output a random number between 0 and 1. (you can create the node in any material, but if you're not using the material in one of the cases written above, it will always output 0). Then, in most cases, the wind is using a serie of noises and textures connected to the world position offset, that all have, somewhere along the graph, an imput connected to a time node. The time node is what animates the noise, without it it would be still. You can just add the per instance random to the time imput before connecting the result to the graph where time was connected, to essentially offset every blade of grass in time. You can, if you want, multiply the PIRandom to a value of choice to strenghten the offset (if you multiply by 0 it will be like if you had no per instance random at all, if you multiply by 2 you will double the time offset, etc). Hope it's clear.
@@Jackdufon-sd4on I ask for help. The man writes a dissertation... in a matter of minutes!! You, sir, must be one of the unsung heroes of Unreal. Thank you. I will see if I can make this work!
And if I can't... what did you say your freelance rate was, again..?
Utopia. I really like it
Violet evergarden ❤
Pc specs?
i7 8700k 3080ti
Bliss from windows xp
Nice grass. _Very_ cruddy movement that is not in the least bit realistic. In fact it looks like a screen-space filter.
Windows XP 2024
Windows XP
too jiggly
SimpleGrassWind has got to be the worst looking grass wind system in game dev imo
its immediately recognizable
windows xp
No way this runs like this in game on a low end card like 3060.
Yeah
@@abhijitleihaorambam3763and it's rendered isn't it?
@@W-meme yeah i think
The very idea is that this is enabled by the mesh shader technology, which makes it very light to run. Honestly this had to have been the standard for 3 years.
@@yeruschmift8422 "very light to run", yep for a 6090 even on a 4090 it would take upto 40% of usage.