We recently hit 10k!!! A milestone that was once so far was finally achieved and I'm so proud of our growing community! More and cooler tutorials are going to come, so if you haven't joined this community yet, make sure to do so! On a side note, I made some pronunciation mistakes throughout the video such as saying fifty instead of fifteen, but hopefully that wasn't confusing. As well, this is a remake of an older video and, while I don't usually do remakes, it was request by a lot of you and the old one is a bit obsolete.
@MrLarsalexander4 жыл бұрын
You know! You can also spesify the the material layer you want the foliage to spawn on... That mean you don't need the blocking volume, except to block areas you want to be cleared. Like if you have different foliage types, you can give them each a material layer to spawn on. (Or several layers) Then if you leave out the roads and other layers. The foliage will not spawn on those material layers! You may have to enable view advanced in the view option (The eye drop down )
@YourComputer4 жыл бұрын
The landscape videos were the main reason why I subscribed.
@iaandrei3 жыл бұрын
Congratulations! Your video format is awesome and I love how short and to the point these tutorials are.
@gursimranjitsingh76214 жыл бұрын
yes please make tutorials for this topic as deep as you can
@NitrogenDev4 жыл бұрын
Will do!
@Armand87013 жыл бұрын
And as C.L.E.A.R as you can
@supjay39452 жыл бұрын
Is it out yet? The in depth video on this
@theyori63462 жыл бұрын
Hey I know this video is almost 2 years by now, but it is still amazing! Doing my exam project in Unreal and I am the level designer in the group. I thought the procedural generated forest I had to make was going to be a pain, but instead I ended having a blast using procedural foliage tool. I was worries when I first heard about the tool that it was very specific meshes you could use, but Works great with the polygon assets I bought for the project! Again, thanks for the quick and easy starter guide :D
@Boncitoe3 жыл бұрын
the wind blowing in the grass is so satisfying lol
@NitrogenDev3 жыл бұрын
So true haha. Perhaps I should just upload half an hour of that grass waving.
@1979nige2 жыл бұрын
Great tutorial do you have a tutorial like this but for grass placement?
@maxm.59353 жыл бұрын
Very nice tutorial, I really like the way you explain stuff, not too fast and not too slow :)
@NitrogenDev3 жыл бұрын
Happy to hear that! :D
@lebenin36043 жыл бұрын
There's really great UE stuff on your channel. I'm learning alot thanks to you. No wonder you will reach 20k subs soon. #UnrealEngine #Realtime
@NitrogenDev3 жыл бұрын
I appreciate that!
@krzysztofmalinowski7125 Жыл бұрын
VERY, very useful video!!! Thank you very much
@deryters55394 жыл бұрын
This is why UE4 is superior over unity. Much more available tools! Great video as always friend!
@NitrogenDev4 жыл бұрын
While right now Unity might be better than UE4 in some aspects (like having C#), I wonder how well that is going to continue with UE5.
@MegaMitrandir4 жыл бұрын
@@NitrogenDev well, ue4 having the blueprints
@kalpeshjangid3 жыл бұрын
Very nice and useful ..........Thanks
@derekunger47203 жыл бұрын
YES advanced tutorials please!
@mahtwog49642 жыл бұрын
Thanks buddy , really helpful one
@BuildBeach3 жыл бұрын
Thank you! Your style of teaching is perfect. Do you have a 4.26 tutorial on how to efficiently set up the paint terrain tool? Say for items coming from Megascans? All the best...
@NitrogenDev3 жыл бұрын
Unfortunately, I don't have a tutorial on that.
@Soner_Dev4 жыл бұрын
awesome ! Thanks for the Tutorial :)
@NitrogenDev4 жыл бұрын
No problem! :)
@3Dtexel3 жыл бұрын
Nice and clear video, thank you.
@NitrogenDev3 жыл бұрын
Glad you enjoyed it!
@ammonn99304 жыл бұрын
You save my lifetime, thx so much !
@NitrogenDev4 жыл бұрын
No need to thank me!
@naveendilshan73293 жыл бұрын
Thank you for the awesome explanation!
@NitrogenDev3 жыл бұрын
Glad it was helpful!
@ViralKiller3 жыл бұрын
is it possible to add some "smoothing" onto the flat polygons for the leaves, to make them more bendy..something like sub-d....branches too....I feel the thing that breaks photorealism is jagged polygony branches and leaves that are clearly mapped onto a square polygon
@NitrogenDev3 жыл бұрын
If you know your way around Blender or any other 3D modelling program, you could certainly do that. But in terms of procedural foliage inside Unreal Engine, there's not much you can about it.
@tmmegaman3 жыл бұрын
Unable to spawn instances. Ensure a large enough surface exists within the volume. Can anybody help me to solve this problem?
@NitrogenDev3 жыл бұрын
I had that in the past as well, not sure if I even figured out a fix, but I'm sure I sometimes managed to get over this by getting a new volume. Perhaps you could try exporting the height data and creating a new landscape using that height data.
@tristanstier3 жыл бұрын
That means that it's unable to spawn foliage there for any reason. For me the reason was that I was trying to spawn my foliage higher than I put the limit. Therefore it wouldnt let me spawn it and it would give me that message.
@xeniabogaert58014 жыл бұрын
can you do one with grass to please :D
@leogamer984 жыл бұрын
Thank you so much, very informative.
@NitrogenDev4 жыл бұрын
Glad you liked it!
@conliviu4 жыл бұрын
Can you make a lumberjack in UE4? That forest is so alone...:)) Another job well done!
@NitrogenDev4 жыл бұрын
I'll just make the player be the lumberjack. :)
@AurelienGatineau3 жыл бұрын
thanks it's verry cool tuto
@NitrogenDev3 жыл бұрын
Glad you think so!
@megtwin3 жыл бұрын
Very helpful, thanks!
@NitrogenDev3 жыл бұрын
Glad to hear it was helpful to you!
@firstgamerable2 жыл бұрын
How do I enable collision on the Foliage? I tried checking if it has the "BlockAll" options but no luck.
@comfychairgaming Жыл бұрын
Hi there, were you ever able to figure this out? I am also having that issue.
@yantingye16772 жыл бұрын
hi,every time I put Procedural Foliage Spawner in level,it crash in UE4
@fallofmanbrand4 жыл бұрын
Loved It!
@NitrogenDev4 жыл бұрын
Thank you!
@senopatict2 жыл бұрын
how to grow auto tree ony in box and in spesific texture/color automatickly, eg. in mountain with mix material blending with more than tree unic tree seperate mix all type plant and grass specific different type of one mountain to other hill etc..
@kirradis3 жыл бұрын
THANK YOU YOU ARE MY SAVIOUR
@sandylam42383 жыл бұрын
Useful, Thank you!
@NitrogenDev3 жыл бұрын
Glad it was helpful!
@chriscranston61173 жыл бұрын
I realise this is an old video, but consider me subscribed, liked and probably patreoned once i've looked through a few more, there's not may tutorials of this quality for landscape. Definitely make more tutotials like this. Are the tree's you used from an asset pack? Or did you make them ?
@NitrogenDev3 жыл бұрын
I am happy that you liked this tutorial. I need to mention that recently I have changed the kind of videos and content I make, to be more exact, from Unreal tutorials to game design videos, for a number of reason, which I could tell you about if you're interested. That said, please don't expect many more Unreal tutorials from now. As for the trees, they're from this pack: www.unrealengine.com/marketplace/en-US/product/procedural-landscape-ecosystem
@draganjordanov11243 жыл бұрын
Why the change? i mean its okey that you like to take another direction but your ue4 tutorials are one of the best, straight to the point.
@internetnickname89232 жыл бұрын
It's not working, error: Unable to spawn instances. Ensure a large enough surface exists within the volume. What is mean?
@ereaUA6 ай бұрын
Hello! Thank you for the tutorial! How did you do your grass in the example? Was it with procedural spawn too? or just draw in foliage mode?
@SinBadAhoy Жыл бұрын
How would one resimulate on beginplay with a different seed of rthe BFS?
@lenstobrush72662 жыл бұрын
Hi great tutorial Having a slight problem, when I click on the Tree.PFS volume I just get a blank screen load up.
@TacticalGamingNetwork2 жыл бұрын
Love you
@migi8472 жыл бұрын
Hi, How do you create a custom brush type ?
@BakaNeko152 жыл бұрын
Can anyone pls tell me how he created that muddy road in the forest pls?
@sirousghaffari95562 жыл бұрын
I want use foliage for stone river in garden. can you help me ? please !!
@dvnxxl2222 жыл бұрын
A bit late, but what about FPS's? When I paint my trees with the folliage tool my FPS drop to 6-8 even having a Nvidia RTX 2070 Super and a 3070 on my personal pc. Do FPS increase using procedural folliage?
@ModelWhatYouSee3 жыл бұрын
Hey Nitrogen! Great tutorial. Do you know how to fix the issue of shadows turning off on procedural foliage that is far away from camera? I've tried everything I can think of and it's still doing it. Thanks for any help!
@NitrogenDev3 жыл бұрын
Actually, that is not an issue, but an optimization. Because those trees are supposedly far away, the engine doesn't bother shading them anymore. But you can get around that using distance field shadows. For this, you will need to turn it on in the project settings, enable it in your directional light after the distance fields have been generated and, finally and VERY importantly, in each foliage type, for each mesh, you need to enable "Affect distance field lighting" or something along those lines. For a clearer explanation on the process, check these links: docs.unrealengine.com/en-US/BuildingWorlds/LightingAndShadows/RayTracedDistanceFieldShadowing/index.html forums.unrealengine.com/development-discussion/rendering/1428407-distance-field-for-foliage
@fallenangell15 Жыл бұрын
Hello, Thanks for the great tut, I have a question in minde now in UE5 I am using open world, and when using the foliage tool in large scale or far away the trees dont show up untill you come to a distance, Is there a way to increase this distance of a way to bake the whole thing?
@Ngomes0073 жыл бұрын
my player walk through trees and the tree meshes has collision
@dsiul113 жыл бұрын
is there a way to add wind movement to this ? thanks for the amazing tutorial !
@NitrogenDev3 жыл бұрын
One simple way to do that is create a wind effect inside the material of each tree and control the world position offset. You could most likely create a material function so you don't have to deal with rewriting the code again and again.
@gurjar36094 жыл бұрын
sir thsi was very easy but sir when i touch i tree and rock i was enter on it my mean its visible
@NitrogenDev4 жыл бұрын
Make sure collision is enabled for both of them.
@gurjar36094 жыл бұрын
@@NitrogenDev Sir enableed but its not work Plase sir Make a video on It plaseeee🙏🙏🙏
@paularion33673 жыл бұрын
Hi, where do you have the pine tree collection from? Thanks.
@NitrogenDev3 жыл бұрын
Those come from a marketplace pack called "Procedural Landscape Ecosystem": www.unrealengine.com/marketplace/en-US/product/procedural-landscape-ecosystem
@diffraction1633 жыл бұрын
love your videos man. talking fast, showing what happens in the beginning... i'd love to have a less thicc accent so i could speed it up 2x ;D
@NitrogenDev3 жыл бұрын
I'm glad to hear that! I know the struggle of having a thick accent myself, surely something I wish to get rid of as quick as possible haha.
@87Anees3 жыл бұрын
It's giving me an error (Unable to spawn instances. Ensure a large enough surface exists within the volume) I tried to to make the cube bigger, but still giving the same error. please help.
@brdklt4 жыл бұрын
This was so gooood
@NitrogenDev4 жыл бұрын
Thank you!
@WondrousSky3 жыл бұрын
I have ran into an issue with Procedural foliage spawning. I have set up the foliage types to spawn on only certain landscape layers however it refuses to spawn anything at all. It appears to be because we have the map split up into streaming proxy’s? I tested the same set up on a simple landscape and it works fine. Am I missing somthing?
@TacticalGamingNetwork2 жыл бұрын
had the same issue as you but thinking it just doesnt like rough terrain
@CortVermin3 жыл бұрын
one question: how do you solve the problem with everything either running through all those trees or get blocked moving at all?
@NitrogenDev3 жыл бұрын
You could do it two ways, which yield the best result if used together: 1. Create custom and precise collisions for those trees. You can either do this in-engine (check the collision documentation page, in case you don't know how) or manually create the collision (this shouldn't be necessary unless Unreal really can't give you the result you're looking for). 2. Decrease the density of the forest. If there are too many trees, it will be physically impossible to move between them. These should fix both your problems, so let me know if that helped!
@danielfavini61544 жыл бұрын
very informative, thank you for sharing. quick question, performance wise, is this more efficient than using the regular foliage paint tools? how about the impact on memory?
@NitrogenDev4 жыл бұрын
As far as I know, there shouldn't be any performance hit as the trees aren't generated at run-time.
@DannyshRosli3 жыл бұрын
@@NitrogenDev Thank you !
@err0r0b04 жыл бұрын
Awesome
@KindTom14 жыл бұрын
Dope, amazing video. How did you make the short shrubs and bushes?
@NitrogenDev4 жыл бұрын
The shrubs come from the asset pack mentioned in the description of the video.
@huntsman24452 жыл бұрын
How does the collision radius differ from the shade radius? Thanks
@NitrogenDev2 жыл бұрын
The description in the engine is pretty vague, but here's what I understand from it. The shade radius is used to completely stop other instances from growing close to an already-spawned instance. On the other hand, if another instance tries to spawn in the collision radius, the engine decides which instance to keep (between, say, a spawned tree and a to-be-spawned one).
@adils46042 жыл бұрын
I can see myself making a foliage layer for trees, another layer for grass, and another for tiny rocks scattered
@MrZyprez3 жыл бұрын
what about world composition? how can this be used with a large map with f.ex 53 levels?
@NitrogenDev3 жыл бұрын
Shouldn't be any different. At the end of the day, it's just like manually placing the foliage, but it's done by the engine.
@yuanzuika35874 жыл бұрын
nice tutorials
@NitrogenDev4 жыл бұрын
Thank you!
@ChaituPinku3 жыл бұрын
Hi nice tutorial When u r zoomout (in the video 06:22) the viewport that time shadows and lightning details not showing why and how to get ride that issue.give me solution for that.
@NitrogenDev3 жыл бұрын
In order for shadows to appear at larger distance, you have to enable distance field shadows. I am by no means an expert in this area, so I'm sure this page will help you out: docs.unrealengine.com/4.26/en-US/BuildingWorlds/LightingAndShadows/RayTracedDistanceFieldShadowing/
@ChaituPinku3 жыл бұрын
@@NitrogenDev thank you 👍
@jamesc26833 жыл бұрын
is there a way to clear foliage with splines?
@NitrogenDev2 жыл бұрын
There probably isn't a method the engine gives you out of the box. You could, however, edit the source code to allow you to use special splines and then rebuild the engine with that new class. Tedious, I know, but it's probably the best way to get precisely your desired behaviour.
@aaayerus4 жыл бұрын
Just to point but, if you make a dirt path beforehand and make proper settings, the procedural foliage will respect and avoid that.
@NitrogenDev4 жыл бұрын
This may just have become a topic for another tutorial :)
@heraldsoriano16834 жыл бұрын
How about the impact in the memory ram? To many trees /rocks & grass.
@NitrogenDev4 жыл бұрын
Obviously you have to pay attention to that, just as you would do with the traditional foliage tool.
@beersandbacon4 жыл бұрын
Where did you get the procedural ecosystem content? I did not get any of that when enabling the procedural foliage.
@NitrogenDev4 жыл бұрын
That is a marketplace asset pack (www.unrealengine.com/marketplace/en-US/product/procedural-landscape-ecosystem) that you will have to buy to gain access to, but you don't need it to create procedural foliage. You can use any foliage pack that you have.
@hubwod74873 жыл бұрын
Hi, does anyone know how to get rid of those empty corridors that appear in grid pattern across entire foliage spawn area? One clear line can be sean in the video at 5:00. It makes the tool unusable for forest creation.
@NitrogenDev3 жыл бұрын
A quick fix would be to place some trees manually along those corridors which should be very easy if the foliage tool takes the procedural trees into consideration when spawning other foliage.
@hubwod74873 жыл бұрын
@@NitrogenDev Yes, thanks for reply, I have thought about it but.. It just sucks out the very first purpose of the systems procedularity. Any bigger forests, like the ones i would like to make XD, just have to much of those corridors to manually fix them. Defeats the tools purpose it this case HOWEVER when making smaller patches of foliage, that arent continous across the entire map the tool works fine since you cant see the corridors so aparently... But they are still there. They should fix that.
@johnosaurusrex94964 жыл бұрын
Amazing tutorial. Thank you! Question. My map has a hill, the trees spawn on the normals but sideways. how can you make the spawn straight up even on the hill?
@NitrogenDev4 жыл бұрын
In the foliage type, there is a setting called "align to normal". Uncheck that and the tree should point upwards.
@DannyshRosli3 жыл бұрын
@@NitrogenDev Thank you !
@janamdal40904 жыл бұрын
Hi. Why cant i use procedural spawner on rotated landscape?, i have me z rotation at 45
@NitrogenDev4 жыл бұрын
Not sure, but I don't think it's relate to the landscape. Are you sure you set up everything correctly?
@acess0913 жыл бұрын
Nav mesh dosent work in procedural foliage any idea how to fix this
@NitrogenDev3 жыл бұрын
If you mean that nav mesh isn't detecting the foliage, make sure collision is enabled. If that's not the issue, take a look inside the procedural foliage classes as there might be a setting inside them for nav mesh.
@acess0913 жыл бұрын
Ai enemies are not working when we put nav mesh in procedural foliage volume.
@phoebe_trss96324 жыл бұрын
How do you make the grass and flowers? Are they procedural. It would make a good tutorial.
@NitrogenDev4 жыл бұрын
Yes, they are procedural! A video on that is coming out this Wednesday.
@stranger3273 жыл бұрын
I have a problem... whenever I press resimulate, it shows "Unable to spawn instances. Ensure a large enough surface exists within the volume." I tried scaling both the landscape and the spawner but nothing happens. Also when I make the landscape huge, it shows a dialog box that says "Placing Foliage" or something along those lines, but afterwards nothing happens. Nice tutorial though. Thanks!
@NitrogenDev3 жыл бұрын
I have had that problem before, and - I must admit - I never got a proper fix for it other than recreating the landscape, which might not be possible in your case. Although I haven't checked the Unreal forum in a while, perhaps someone managed to get a fix for it in the meantime - should be worth checking.
@stranger3273 жыл бұрын
@@NitrogenDev Thanks will check them out!
@stranger3273 жыл бұрын
@@NitrogenDev And I had tried recreating the landscape but it didn't work.
@MrZyprez3 жыл бұрын
can u plz show ur fps when doing tutorials like this? :) would be nice to see how well it performs.. since this is just a forest i guess it will be a different story when u start adding alot of other stuff as buildings with inventory, characters/Ai, cars ect ect
@NitrogenDev3 жыл бұрын
That's not a bad idea, I should definitely keep that in mind next time. If it matters, I was consistently over 60 if I remember correctly. And yes, but also no. If you create a forest and then place your other assets such as the ones you mentioned the performance will be worse, but that's virtually impossible because you need to make place for those assets. So, for example, when adding a building , you will most likely have to delete quite a bit of trees here and there. So the different story you're talking about depends heavily on the scene you're making.
@MrZyprez3 жыл бұрын
@@NitrogenDev Thank you for your reply.. and also for making really nice tutorials!
@NitrogenDev3 жыл бұрын
@@MrZyprez thanks for your support as well!
@joue19074 жыл бұрын
After the generation, can you move each tree manually? or all they all stacked as one unit? Also good video!
@NitrogenDev4 жыл бұрын
They are all stacked, unfortunately.
@joue19074 жыл бұрын
@@NitrogenDev :cc
@casualcasual12344 жыл бұрын
Hello, thanks for the tutorial :) One question: I have set the size of the spawner to cover the whole terrain and added some trees, grasses and rocks. Is there any way I can spawn specific foliage with a specified slope? e.g. I do not want trees to be spawning on the cliffs (just on plateau), and I do not want rocks to be spawning on the plateau (just on cliffs)
@NitrogenDev4 жыл бұрын
That is possible and I have an idea of how it's done, but it's a pretty lengthy process and I'm not sure it would work. Instead, I recommend using multiple spawners instead of a big one for now, and I might do a tutorial on that once I find out a good solution.
@casualcasual12344 жыл бұрын
@@NitrogenDev Got it, thanks :)
@rodinafreeman2443 жыл бұрын
Can Procedural Foliage trees interactive? Like chopping them?
@NitrogenDev3 жыл бұрын
You should be able to. If I am not mistaken, you can now spawn blueprints as well using procedural foliage volumes.
@MegaMitrandir4 жыл бұрын
proc folliage volume 1. performance-heavy - a lot of different volumes cost a lot more for performance than standard painting or trough materials 2. don't work with world composition, you cant use landscape layers in that setup
@NitrogenDev4 жыл бұрын
Can you explain or link a source for why procedural foliage is more performance-intensive than the foliage painting tool?
@sofreshprod2 жыл бұрын
no collision with this method
@TacticalGamingNetwork2 жыл бұрын
It doesnt like rough terrain it refuses to populate on it :( awe
@CGFED4 жыл бұрын
You live, nice
@NitrogenDev4 жыл бұрын
I guess that's nice.
@81N4R113 жыл бұрын
a thing... with these procedural things, the collision does not work. i get through every trees i placed. have you any solution?
@NitrogenDev3 жыл бұрын
Make sure you have enabled the collision settings in the actual static mesh of your foliage. I had the same problem with collision, and I'm pretty sure that was why it wasn't working.
@MrSqurk3 жыл бұрын
I found a solution. In "FT_Tree" goto "Instance Setting" and change Collison Presets from "No Collision" to "Block All"
@81N4R113 жыл бұрын
@@MrSqurk it's already done. i found the problem just right before Nitrogen and you tell me the answer.
@MrSqurk3 жыл бұрын
@@81N4R11 ok, I was more leaving the answer for others. The OP rarely actually reads the responses.
@nexistudios24664 жыл бұрын
What about procedural cities?
@NitrogenDev4 жыл бұрын
This method isn't suited for that, for a city you would usually have a grid and this creates anything but a grid.
@nathanielr23263 жыл бұрын
I made the mistake of making the PFS scale to 8000 x 8000 x 8000 haha
@NitrogenDev3 жыл бұрын
Unless your PC is a literal rocket, it definitely did not have a fun time with that haha.
@HediDev4 жыл бұрын
i made a game , Project files are available for free now !
Awesome video Nitrogen. I have been running into a challenge taking this concept one step further unfortunately though. Is there any way to turn one of the trees into an actor for the use of destructibility. I found a post (answers.unrealengine.com/questions/927586/actor-foliage-performance.html) kind of discussing the concept but the discussion seems largely incomplete in that I am not able to figure out how to replicate it. What I would like to do, if possible, is to procedurally spawn a forest - then go up and hit a tree, upon doing so, the tree is turned into an actor that I can then chop down and gather wood from. Is there any way to do this, or something you'd be able to help us get a better understanding of? I have seen a lot of people struggling over this shortcoming of procedural foliage since it cannot be interacted with as part of gathering within a game situation. Any help or information on this would be huge, and I thank you for all the work you put into making these videos :)
@NitrogenDev3 жыл бұрын
As far as I know, you cannot do something like that with the built-in procedural foliage actor. What you could do pretty easily is take a look at the engine's procedural foliage actor source code and learn how the foliage is spawned. Then you could entirely recreate the same principle, but instead of supplying it with a foliage type you can use classes. In theory this should be pretty easy (or not too hard, at least), but I'm worried about the actually spawning process. I imagine that the foliage type classes my have access to more data about the landscape which helps with setting the spawn location, so you might want to check that class as well. If that's not the case, then what I said might work pretty nicely. If you end up doing that, please let me know how it all ended up!
@jesseg.33713 жыл бұрын
Sloooww Doowwwnn lol too much too fast for a newbie. Also, how do you give the foliage collision? My character walks through everything.
@NitrogenDev3 жыл бұрын
Open the mesh you want to add collision to and search for a menu called "Collision" in the top side of the window, select the type of collision you want (simple or complex) and apply it. That's an oversimplified overview, so here's the official documentation that talks about both simple and complex collision: docs.unrealengine.com/en-US/Engine/Physics/Collision/HowTo/index.html
@Korzacks2nd4 жыл бұрын
Hey Nitrogen, good stuff! Do you know if there's a shader / tool to help make giant forests in the background? Say for example I want to create a vista of many layers of ever increasingly distant trees: i.etsystatic.com/18144822/r/il/203307/2050257224/il_1140xN.2050257224_b9xa.jpg I assume it has to do with LoD's. But I'm not UE4 Literate enough to do this very well. Would love a tutorial to make a Bob Ross-eque type scene with a sense of scale. Think you can do this? Thanks in advance if you look into it at all.
@NitrogenDev4 жыл бұрын
As much as I know right now, I'm pretty sure the best way is using planes with images. What I mean by that is, you make a 2D projection of a tree, remove the background (should probably use the targa format and the alpha channel) and in UE4 make a material that masks everything but the tree (should probably be double-sided). Now, for the model, a single plane would work, but usually people use 2 perpendicular planes to cover more viewing angles. That would mean 8 vertices to draw per mesh. With that in mind, you could probably use thousands of those and still have a performant scene. What I'm not quite sure of is how these will look in the background. I've only once done a scene with a technique like this and it looked decen, but I wasn't scaling them up much, so maybe if I had done that, it would've ended up looking better. Here's how it looks (it's a pretty old scene from when I began doing scene designs): prnt.sc/t092kr (circled trees in the background) Lastly, I imagine that combined with blur, fog and other post process effects I would end up looking quite good if you do the following: in the foreground use high-poly trees, in the middleground use LODs and in the background use what I talked about above. Hopefully this helps! I will further look into it and if I find anything of value I will make sure to make a video on it!
@Korzacks2nd4 жыл бұрын
@@NitrogenDev That image isn't bad at all! It could definitely work. As a follow up, do you think it's possible to somehow make that 2D/2.5D image from the existing Foliage, or was that what you were already explaining with taking the Alpha?