Unreal Engine - Nanite Grassfield

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  • čas přidán 13. 05. 2024
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    Available on Unreal Marketplace: www.unrealengine.com/marketpl...
    Artstation: www.artstation.com/cloviren
    Twitter: / clovirenart
    Song: Violet's Letter · Evan Call

Komentáře • 105

  • @luiztomikawa
    @luiztomikawa Před 16 dny +223

    Something tells me that it would be a great wallpaper

  • @zombi1034
    @zombi1034 Před 8 dny +92

    This must be what heaven looks like for a cow

    • @PlasmaNode
      @PlasmaNode Před 6 dny

      lol

    • @RSCB
      @RSCB Před 2 dny

      heaven for me (my pronouns: moo/moo)

  • @pierreester1470
    @pierreester1470 Před 4 dny +7

    The more realisatic this stuff gets, the more I appreciate I grew up before these times

  • @JohnnySacc
    @JohnnySacc Před 14 dny +61

    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.

    • @triplezgames3882
      @triplezgames3882 Před 12 dny +11

      Yeah, it looks like the ground is jiggling instead of the grass leaves.

    • @martin231181
      @martin231181 Před 12 dny +1

      @@triplezgames3882Isn’t that because of technical limitations of nanite?
      I think it will change soon though.

    • @triplezgames3882
      @triplezgames3882 Před 11 dny

      ​@@martin231181Nah, that's configuration

    • @graemeh4541
      @graemeh4541 Před 7 dny +8

      The grass is growing on a really big waterbed, and somebody just jumped on it off camera. It happens.

    • @MrSofazocker
      @MrSofazocker Před 5 dny

      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

  • @Corvusstorage
    @Corvusstorage Před 9 dny +15

    Finally we touch grass!

    • @bricaaron3978
      @bricaaron3978 Před 3 dny +1

      Unfortunately we _don't_ --- unless it's physically simulated! Otherwise we walk through it without ever actually touching it, lol. ;)

  • @harijagarnauth
    @harijagarnauth Před 14 dny +20

    23 years I have waited to be here : )

  • @yashbhatnagar1478
    @yashbhatnagar1478 Před 14 dny +20

    Run this footage on Windows XP ,IT WOULD BE GREAT TRIBUTE

  • @Badkitty24
    @Badkitty24 Před 8 dny +39

    The wind makes it look like a carpet of grass is blowing, instead of just the blades of grass....still cool though

    • @mehface
      @mehface Před 7 dny +8

      not even sure why game devs do grass wind. Unless its some kinda storm outside grass barely moves xD

    • @seasonal02
      @seasonal02 Před 5 dny

      ​@@mehface It's just nice looking lmfoa

    • @MaximeBret
      @MaximeBret Před 5 dny

      @@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.

    • @bricaaron3978
      @bricaaron3978 Před 3 dny +1

      @@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.

  • @Legnog822
    @Legnog822 Před 3 hodinami

    at this point it's the movement

  • @Yoctopory
    @Yoctopory Před 10 dny +3

    I like how the hills shake their bodies because they are cold

  • @incredifall
    @incredifall Před 19 hodinami +1

    Lovely!

  • @Adorrae
    @Adorrae Před 4 dny +1

    Wow. It's like ocean physics but with HD grass textures and trying to cover up it's running half life 2.

  • @Escapism-Escapereality

    Now this, is a "touch grass" meme paradise

  • @The_SSSlopper
    @The_SSSlopper Před 3 dny +1

    It looks really cool but grass rarely moves that much

  • @wavion2
    @wavion2 Před 15 dny +4

    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.

  • @abbas23hussain
    @abbas23hussain Před 9 dny +3

    Alternate title: Windows XP but with RTX ON!

  • @wtrdrinkrr
    @wtrdrinkrr Před 11 dny +11

    I want to live here.

  • @Dark3stGearz
    @Dark3stGearz Před 2 dny

    Finally, breath of the wild 2

  • @TheJackSilence
    @TheJackSilence Před 6 dny +2

    wait they had that technology back then when windows xp came out?

    • @waltonsimons12
      @waltonsimons12 Před 4 dny +1

      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.

  • @damianminds
    @damianminds Před 6 dny +2

    Looks too jelly

  • @grandassassin4135
    @grandassassin4135 Před 5 dny

    The thumbnail looked like the windows xp background

  • @meezemusic
    @meezemusic Před 6 dny

    Next goal, nanite trees

  • @chocolate_maned_wolf
    @chocolate_maned_wolf Před 13 dny +1

    horizon and avatar both already look this good

  • @WeeGeeX
    @WeeGeeX Před 8 dny +1

    when i started learning unreal i made exactly this but with ps1 graphics, love bliss

  • @VisualArt3D
    @VisualArt3D Před 7 dny

    This brings back memories

  • @sooryab950
    @sooryab950 Před 14 dny +1

    Simple but so artistic!

  • @shauas4224
    @shauas4224 Před dnem

    Well here goes every cpu cycle

  • @jp9403
    @jp9403 Před 15 dny +2

    Where are all the Gungans?

  • @mojaindustries4185
    @mojaindustries4185 Před 14 dny +1

    this actually looks amazing, I would love to see you do a ghost of tsushima style grass system

  • @Nimbusz
    @Nimbusz Před 16 dny

    pretty cooL! Love it!

  • @AshLordCurry
    @AshLordCurry Před 5 dny

    Absolutely wild

  • @simeon24
    @simeon24 Před 7 dny +1

    But it still looks nothing like the real thing!

  • @YOUR140RAVES
    @YOUR140RAVES Před 8 dny +1

    We need a FLOWER remake

  • @gerarderloper
    @gerarderloper Před 8 dny

    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!

  • @fran.fndz.techart
    @fran.fndz.techart Před 4 dny

    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

    • @Cloviren
      @Cloviren  Před 4 dny

      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

    • @fran.fndz.techart
      @fran.fndz.techart Před 4 dny

      @@Cloviren thank you! I’m also turning many features off like disable WPO at distance for consoles . Buy it does look awesome 👏

  • @Leitin
    @Leitin Před 11 dny

    hey how did you applied this grass to the montains?

    • @Cloviren
      @Cloviren  Před 10 dny

      I painted directly using the foliage tool. You can check out this video: czcams.com/video/HLivFiECHEM/video.html

  • @ilyamurashko4590
    @ilyamurashko4590 Před 10 dny

    As i remember it was not possible to apply shaders on nanite objects. Something changed?

    • @Cloviren
      @Cloviren  Před 10 dny +1

      Unreal 5.1 allows WPO for nanite

  • @SAYRESS
    @SAYRESS Před 2 dny

    i just wonder how many rtx4090 i need to play game with such grass with 100+ fps

  • @seannewell397
    @seannewell397 Před 16 hodinami

    Ghost of Tsushima mod when

  • @EeVeE3D
    @EeVeE3D Před 8 dny

    Awesome...

  • @Chillfolio
    @Chillfolio Před 14 dny

    Nice!

  • @Nelis1324
    @Nelis1324 Před 10 dny +2

    Looks great, but the wind “simulation” still really sucks in this. That is what is mostly reality breaking here.

    • @waltonsimons12
      @waltonsimons12 Před 4 dny +1

      Yep. The individual "waves" need to be much larger, and they need to move much more slowly.

  • @KageBlink
    @KageBlink Před 2 dny

    now do each blade of grass individual :D

  • @screenapple1660
    @screenapple1660 Před 16 dny +2

    looks like windows 95 wallpaper

    • @Cloviren
      @Cloviren  Před 15 dny +6

      It's more like Windows XP wallpaper, I tried to recreate the iconic Windows XP wallpaper at 0:15

  • @cinemauntold
    @cinemauntold Před 14 dny

    will it interact with characater rig in animation

    • @Cloviren
      @Cloviren  Před 14 dny

      There's no interaction 😔

    • @cinemauntold
      @cinemauntold Před 14 dny

      @@Cloviren i meant if its possible

    • @Cloviren
      @Cloviren  Před 14 dny +1

      @@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.

    • @cinemauntold
      @cinemauntold Před 14 dny

      @@Cloviren thanks

  • @Amane_sinAce.
    @Amane_sinAce. Před 15 dny +1

    i want to go there

  • @Jackdufon-sd4on
    @Jackdufon-sd4on Před 12 dny +1

    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.

    • @atlanteum
      @atlanteum Před 11 dny

      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?

    • @Jackdufon-sd4on
      @Jackdufon-sd4on Před 11 dny +2

      @@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.

    • @atlanteum
      @atlanteum Před 11 dny +1

      @@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..?

  • @Crayoness
    @Crayoness Před 12 dny

    Utopia. I really like it

  • @Stenyow
    @Stenyow Před 10 dny

    Violet evergarden ❤

  • @Lloyd_2001
    @Lloyd_2001 Před 8 dny

    Pc specs?

  • @sanadakhumanthem3557
    @sanadakhumanthem3557 Před 8 dny

    Bliss from windows xp

  • @bricaaron3978
    @bricaaron3978 Před 3 dny

    Nice grass. _Very_ cruddy movement that is not in the least bit realistic. In fact it looks like a screen-space filter.

  • @zaiggen
    @zaiggen Před 3 dny

    Windows XP 2024

  • @SP-ny1fk
    @SP-ny1fk Před 14 dny +1

    Windows XP

  • @7Anakin7
    @7Anakin7 Před 7 dny +1

    too jiggly

  • @devjitpaul1191
    @devjitpaul1191 Před 10 dny +1

    SimpleGrassWind has got to be the worst looking grass wind system in game dev imo
    its immediately recognizable

  • @demo-mp
    @demo-mp Před 12 dny

    windows xp

  • @W-meme
    @W-meme Před 13 dny +2

    No way this runs like this in game on a low end card like 3060.

    • @abhijitleihaorambam3763
      @abhijitleihaorambam3763 Před 12 dny +1

      Yeah

    • @W-meme
      @W-meme Před 12 dny

      @@abhijitleihaorambam3763and it's rendered isn't it?

    • @abhijitleihaorambam3763
      @abhijitleihaorambam3763 Před 12 dny

      ​@@W-meme yeah i think

    • @yeruschmift8422
      @yeruschmift8422 Před 10 dny

      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.

    • @W-meme
      @W-meme Před 9 dny

      @@yeruschmift8422 "very light to run", yep for a 6090 even on a 4090 it would take upto 40% of usage.