Essential Environment Art Trick - "WPO Stickers" [UE5]

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  • čas přidán 18. 01. 2024
  • Hello! Today we're exploring a little trick I like to call "WPO Stickers" where we can make ground cover foliage conform to our landscape, and even other foliage and props! If you've ever tried to paint leaves on top of rocks, you'll find that the leaves either clip below the rock, making it seem like the rock was placed on top of the leaves, or the leaves stick out and float at awkward angles. Well, NO LONGER! Enjoy the video :)
    ----------------------------
    Patreon: / prismaticadev
    Twitch: / prismaticadev
    Discord: / discord
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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 :)
  • Hry

Komentáře • 58

  • @Ninja1Zombie1Master
    @Ninja1Zombie1Master Před 5 měsíci +22

    Small tip if you're using WPO and Virtual Shadow Maps. You will want to change the cache invalidation method for the mesh. By default, the "auto" method will cause unnecessary invalidations on any otherwise static mesh with WPO and can hurt performance a lot.

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci +4

      Good pickup! I haven't used VSM myself so I'm glad you shared.

    • @IstyManame
      @IstyManame Před 5 měsíci

      Oh that's really nice to know! Do you by any chance have other tips? I struggle to optimize vsm in my project and at the moment just lowering the shadows scalability setting to mid but i really would like to not compromise on resolution much

    • @Ninja1Zombie1Master
      @Ninja1Zombie1Master Před 5 měsíci

      @@IstyManame Nothing else that isn't written in the VSM official docs. Enabling a separate page for static meshes may help a lot in some cases, enabling Nanite whenever possible also makes VSM cheaper to draw.

    • @b-bug923
      @b-bug923 Před 4 měsíci +1

      I find it hard to find good information vsm optimization. It's a lot of trial and error for us. And to be honest we would prefer to just use raytraced shadows on for direct lighting since it looks better and runs faster. But its very broken.Anyhow, validation control and lod bias are very helpful for performance opt.

  • @luxdaemonis6571
    @luxdaemonis6571 Před 23 dny +1

    Line of the century:” imagine I’m a human being and I’m painting foliage”! ❤

  • @dreadtrain2846
    @dreadtrain2846 Před 5 měsíci +14

    Dude, 10 minutes ago I went to place some leaf scatter down procedurally and this happened so I was just like, okay never mind. Opened YT without searching for anything and this was on my recommended.

  • @jeromegraves2826
    @jeromegraves2826 Před 5 měsíci +11

    Bro, I love your content and massively appreciate all the knowledge drops.

  • @Arctan95
    @Arctan95 Před 5 měsíci +5

    Bloody hell mate, learned so much in 20 minutes, absolutely fantastic yet again!

  • @user-pb5mq1qs6n
    @user-pb5mq1qs6n Před 2 měsíci +1

    I can't help but want to praise your genius idea

  • @BLOXOBIZZAREMK2
    @BLOXOBIZZAREMK2 Před 5 měsíci +1

    When the tree fell over I literally gasped with joy

  • @megascan
    @megascan Před 3 měsíci

    Wonderful video! very cool usage of WPO!

  • @real2late
    @real2late Před 5 měsíci

    Every video from you is just super interesting and awesome! Thx

  • @mists_of_time
    @mists_of_time Před 5 měsíci +3

    Amazing tutorial, thank you man!

  • @Daniel-be6cj
    @Daniel-be6cj Před 5 měsíci +1

    It's like vacuum sealing it to the world, just incredible stuff!

  • @glocksigma
    @glocksigma Před 5 měsíci +1

    Thanks for this tutorial my bro! Youre really the most mathematically genious in materials i have ever witnessed!!

  • @mendeleev_9H2PDsgXu7NmphCUEH

    This Man Will solve any kind of problems using runtime Virtual textures but cases When There are already Too Much runtime Virtual textures

  • @schrottiyhd6776
    @schrottiyhd6776 Před 5 měsíci +2

    Oh wow thanks for the inspriation! you kindof just solved one of my problems with trees not deforming proberly when falling down! this with combination of some colliders in the tree will make trees falling down look great!

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci +2

      No worries! And yes, the collision can be the hard part haha. I wish Unreal had a built-in solution for "soft collisions" so I ended up having to make my own. Essentially a big collision you can put in the upper half of a tree which takes Hit events using the Probe function but applies an opposite force based on how deep in the collision it is. Can make it act more like a tree when falling down haha

    • @schrottiyhd6776
      @schrottiyhd6776 Před 5 měsíci

      @@PrismaticaDev did you figure this out yourself? ngl its a pretty a good idea to fake softbody like behaviour with the landscape!

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci +1

      @@schrottiyhd6776 The WPO effect or the soft-body collider? Both I came up with on my own, although I'm sure there are hundreds of others that have come to the same conclusions haha

    • @schrottiyhd6776
      @schrottiyhd6776 Před 5 měsíci +1

      @@PrismaticaDev I guess so, for me the idea is kinda mind-blowing because it enables a lot of things to with it

  • @1GehaktBal1
    @1GehaktBal1 Před 5 měsíci +3

    you always make learning about Unreal a lot more fun

  • @UnrealNode
    @UnrealNode Před 5 měsíci

    your new plugin with this config is amazing makes me want to make a game

  • @LovelyBigga
    @LovelyBigga Před 5 měsíci +2

    Make a detailed 1 material chracter tutorial.plsss

  • @LookItsCollin
    @LookItsCollin Před 5 měsíci +2

    Charles is most epic

  • @TunedFM
    @TunedFM Před 4 měsíci +1

    I did everything but my mesh turns invisible for some reason. I only can see material working in material’s preview window (texture under the floor)

    • @PrismaticaDev
      @PrismaticaDev  Před 4 měsíci

      It could be 2 things:
      The bounds of the mesh don't update with the WPO, so the camera thinks the object is off-screen and culls it. You'll need to put them closer to the ground or adjust their Bounds in the mesh viewer window.
      Or it could be that you have the subtraction around the wrong way in the material editor.

  • @Mittzys
    @Mittzys Před 5 měsíci +1

    18:47 The mysterious encoding error charlie

  • @hristozafirov7110
    @hristozafirov7110 Před 5 měsíci +2

    Another amazing tutorial! Haven't seen you in a while on CZcams.
    Can you please make a tutorial on how to spawn niagara and blueprint actors using PCG?

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci +2

      Hey hey! I'd love to, but I haven't doodled with PCG too much since it seems like it's constantly changing at the moment haha

    • @hristozafirov7110
      @hristozafirov7110 Před 5 měsíci

      @@PrismaticaDev Is it possible to at least give me some hints on how to spawn actors other than static meshes? I'm in your discord community as well. I always end up at a dead end when searching on the net.

    • @DaDarkDragon
      @DaDarkDragon Před 5 měsíci

      ​​@@hristozafirov7110the electric dreams demo project under samples more the likely has an example to look at.

    • @Ch1llco
      @Ch1llco Před 5 měsíci

      "Spawn Actor" node@@hristozafirov7110

  • @JWITG
    @JWITG Před 5 měsíci

    We need a landscape & foilage deformation reboot with the ue 5.3
    As the tessellation got removed in back ue5

  • @pombosdopoder
    @pombosdopoder Před 5 měsíci +2

    my modern Bob Ross

  • @LovelyBigga
    @LovelyBigga Před 5 měsíci +1

    So, this is how blender does Shrinkwrap modifier? Sometimes I wish there was a synthesis of blender and unreal

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci

      Ooh, possibly! It might generate a distance field and do it that way. Or it might be doing "traces" along the normals of the original mesh. But it's essentially the same thought process

  • @LovelyBigga
    @LovelyBigga Před 5 měsíci

    Beard Looking Good, don't shave 2024

  • @tanver3d982
    @tanver3d982 Před 5 měsíci +1

    Notis!!

  • @alexeykirsanov8030
    @alexeykirsanov8030 Před 5 měsíci +1

    But what about collisions? WPO doesn't work with them

    • @PrismaticaDev
      @PrismaticaDev  Před 5 měsíci

      Correct, that’s why this is only useful for ground cover and things that can “borrow” the collision of the ground underneath them

  • @Mittzys
    @Mittzys Před 5 měsíci +3

    who up sticking they wpo

  • @real2late
    @real2late Před 5 měsíci

    When doing the world aligned nornal, why arent you using the world aligned texture node? This looks like a really elegant way to world align a texture

    • @real2late
      @real2late Před 5 měsíci

      Also does the mesh need a higher subdivision or would this also work with a plane?

  • @mendeleev_9H2PDsgXu7NmphCUEH

    Explane wpo dithered blending sometime

  • @semirukiya5308
    @semirukiya5308 Před 4 měsíci +1

    Hi, great stuff as always! I have a question tho. Did You use this kind of techniques with nanite meshes? How is this performance-wise?
    Cheers!

    • @PrismaticaDev
      @PrismaticaDev  Před 4 měsíci +1

      Hey hey! I haven't used Nanite before, but I imagine it wouldn't affect performance much. Maybe if the meshes are 100k+ triangles then you could see a dip from using WPO, but I'd need to test it out

  • @JoshDorito
    @JoshDorito Před 5 měsíci

    sticks are sticky

  • @peter486
    @peter486 Před 5 měsíci +1

    whats wrong with your hair