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[FREE] Advanced Cinematic Grass Blueprint with 3D Imposter Sprite foliage

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    #61
    Downloaded the file but I'm unable to load it with Unreal Engine 4.9.2. It gets to 90% - and it crashes. Here's the error info:

    Access violation - code c0000005 (first/second chance not available)

    ""

    msvcr120
    UE4Editor_Core!FGenericPlatformString::LogBogusChars<wchar_t,char>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\genericplatform\genericplatformstring.cpp:38]
    UE4Editor_Core!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\containers\string.cpp:1075]
    UE4Editor_Core!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\containers\array.h:1199]
    UE4Editor_Core!FCustomVersionContainer::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\serialization\customversion.cpp:101]
    UE4Editor_CoreUObject!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\packagefilesummary.cpp:79]
    UE4Editor_UnrealEd!UEditorEngine::PackageIsAMapFile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:2100]
    UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:2181]
    UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:5823]
    UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:5317]
    UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedsrv.cpp:743]
    UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:2014]
    UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:3215]
    UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
    UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealed.cpp:86]
    UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:133]
    UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

    Is it my machine or the file??

    ----
    Architecture Graduate student looking for grass

    Comment


      #62
      Originally posted by BlueSquall View Post
      wow this is incredible. I wonder how long it would take me to reach this kind of skill level lol.

      Thank you for this.

      Question, I wanted to use your meshes, and textures etc with my own existing project. The issue I'm having is if open my project ex "Ue4 Test" and I can see your GrassBlueprint project folder in my content browser, i double click to open say one of your grass static meshes, it opens but there is no material or anything, just a blank object, like this:

      but if I launch the GrassBlueprint project itself, everything is fine, and i'm blown away by how badass it all looks.

      Why is that? I'm using v4.10.3
      Hi BlueSquall, if you're migrating the asset to another project, make sure you're migrating all it needs to run properly. Here it looks like you've migrated the meshes and probably some other stuff, but the migration tool missed some stuff too. It should be easily fixed if you go back into the main project I've given you and migrate the materials and instances for those meshes also...just see what material instance or material im using for those meshes in there and migrate those, should work, if not let me know


      Originally posted by JackBlackshroud View Post
      Looks nice; Going to play with it later.

      Any objections to me putting it up on our server as another mirror?
      Thanks for the compliment...was thinking about letting people add mirrors to the DL and putting them up on here in the OP, but I suppose that would raise a security issue, since I wouldn't know what was going into the packages on their server and don't really have time to check and see if it's the exact same thing. Nothing personal, just no more mirrors from people on their server that'll get put into the OP, now if you're talking about puting the file on your server and offering it up on your website or blog or whatever, I don't have a problem with that at all. Thanks for helping, I appreciate it.


      Originally posted by Aquazi View Post
      I love you man.

      You should make sort of a final version (maybe with some flowers and bush) and apply for an UE grant.

      Or make it some sort of a enviroment creation plugin and sell it.
      Already in the works man, on the whole puting bushes and flowers and extra stuff into the project
      Dunno about the whole grant thing just yet, have read about and seen some of the people's work on there and yeah, ain't on par with all that yet. Am creating a dynamic weather system and it should be up here in the free section when I get it done (these things are taking longer than I expected). There's a load more homemade foliage on there and I'll add them to this project too when it gets completed.

      Click image for larger version

Name:	New Foliage Screen Shot3.jpg
Views:	1
Size:	724.2 KB
ID:	1102369

      Originally posted by Dev Fingers View Post
      Also, for a new project; when you say "You have to add these three nodes to your LEVEL BP because of the way the tool is saving settings for the presets...like this."

      How do you add those nodes? What are they called, which item do you select, when you 'right-click' to create new node, in the level BP?
      Dev Finger, first select the "AdvancedWindBP" that's placed in the world of your project then goto your Level blueprint right click and create a reference to it (make sure it's selected first in the world though). Drag a pin off from it and type in "onload settings" add that node, then drag another pin off, type in "on play" and add that, then you should be in business after hooking them up like in the picture I gave.


      Originally posted by Dev Fingers View Post
      I think I understand now. You have no control over what part of the landscape your material changes from rock to grass, or dirt. You start with a completely flat landscape, apply the material, and where the rock shows up, you create your mountains to match. I'll try to add height or slope based calculations to the material as well to apply rock to high spots, and grass to flat spots
      I actually used world machine to create the heightmap and mask for the terrain, no in editor sculpted was done to it except to lower or flatten it where I would be placing houses or roads. Here's the link to the 4K Heightmap I made in WorldMachine for this terrain http://www.mediafire.com/view/47b978.../Heightmap.png . You'll just have to import it into your new project through the terrain tool and it'll work giving the map it's proper heights.


      Originally posted by Hevedy View Post
      Can you make a tutorial of that how you made that of the video ?

      Thanks for the awesome grass!
      Don't have much time over here to make a tutorial on UV Coord Tracing but I'll put a link in the description of the youtube video to download the project itself. Thanks for the interest, it's something that was a little more complicated than I originally thought. Makes me wish Unreal would handle UV coord from hit a bit better and easier rather than having to do it manually through math.
      Attached Files
      Last edited by AaronWith2As; 03-13-2016, 11:51 PM.

      Comment


        #63
        Originally posted by 3HMonkey View Post
        Ran into a similar problem. Aaron was telling something about substracting the mask? But how?

        By the way I got a second problem with the layers and the layer paint tool. I got the "black land problem"

        Maybe someone of you knows to fix this ?
        Hey again man, long time no talk

        This is what I meant by subtracting the layer mask.



        Onto the second problem you're having, let me describe it a bit first...in unreal 4 when you use a alpha type blending with layers, the engine's trying to blend whatever layer you're puting down with whatever layer(s) are already there. Since there isn't a layer already there by default, but rather just a material, whenever you goto paint that tile, the back of it becomes pitch black, while just leaving what you painted.

        To fix this, first create a base default layer then paint the entire landscape with that base layer (it just contains everything that your unlayered material would contain, this is already done for you in the grass blueprint project and is called "Base Texture"). You can then paint new layers onto the tiles and they'll blend properly. BTW if you use the layer "Grass Texture" in the project it gets rid of the procedural grass where it's placed and is an example of how to handle that too with layers.




        Originally posted by charliesuzzo View Post
        Downloaded the file but I'm unable to load it with Unreal Engine 4.9.2. It gets to 90% - and it crashes. Here's the error info:

        Access violation - code c0000005 (first/second chance not available)

        ""

        msvcr120
        UE4Editor_Core!FGenericPlatformString::LogBogusChars<wchar_t,char>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\genericplatform\genericplatformstring.cpp:38]
        UE4Editor_Core!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\containers\string.cpp:1075]
        UE4Editor_Core!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\containers\array.h:1199]
        UE4Editor_Core!FCustomVersionContainer::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\serialization\customversion.cpp:101]
        UE4Editor_CoreUObject!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\packagefilesummary.cpp:79]
        UE4Editor_UnrealEd!UEditorEngine::PackageIsAMapFile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:2100]
        UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:2181]
        UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:5823]
        UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorserver.cpp:5317]
        UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedsrv.cpp:743]
        UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:2014]
        UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:3215]
        UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
        UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealed.cpp:86]
        UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:133]
        UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
        UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

        Is it my machine or the file??

        ----
        Architecture Graduate student looking for grass
        Uhhh, that's why it says, "As a note, this requires version 4.10 or above to open the project. " at the bottom of the OP bro. Ya have to read the fine print lol. Just update your UE4 and it should all work good
        Last edited by AaronWith2As; 03-14-2016, 12:17 AM.

        Comment


          #64
          Originally posted by AaronWith2As View Post
          Hey again man, long time no talk

          This is what I meant by subtracting the layer mask.

          [ATTACH=CONFIG]83443[/ATTACH]

          Onto the second problem you're having, let me describe it a bit first...in unreal 4 when you use a alpha type blending with layers, the engine's trying to blend whatever layer you're puting down with whatever layer(s) are already there. Since there isn't a layer already there by default, but rather just a material, whenever you goto paint that tile, the back of it becomes pitch black, while just leaving what you painted.

          To fix this, first create a base default layer then paint the entire landscape with that base layer (it just contains everything that your unlayered material would contain, this is already done for you in the grass blueprint project and is called "Base Texture"). You can then paint new layers onto the tiles and they'll blend properly. BTW if you use the layer "Grass Texture" in the project it gets rid of the procedural grass where it's placed and is an example of how to handle that too with layers.

          [ATTACH=CONFIG]83447[/ATTACH]




          Uhhh, that's why it says, "As a note, this requires version 4.10 or above to open the project. " at the bottom of the OP bro. Ya have to read the fine print lol. Just update your UE4 and it should all work good
          Thank you for your answer bro Btw your attachment pictures arent working
          Last edited by 3HMonkey; 03-14-2016, 02:50 AM.

          Comment


            #65
            Thanks for your help Aaron!

            One more thing - all my grass looks like it was machine planted in rows in a field - all stems of the grass are in rows like a cornfield. So, if you angle the view of the camera in a certain position, you see all the rows of the grass and it looks awful. Your demo doesn't do that. All grass is placed random, or so it seems. Is there a tweak I need to do to not see the rows? Do I just make the grass longer to hide that? Or is there some parameter I need to set. All I did was migrate your demo material instance into my project, but I'm worried some setting was defaulted?

            Comment


              #66
              what can shortest way to change to own leaves texture? Thx for help

              Comment


                #67
                Originally posted by AaronWith2As View Post
                Don't have much time over here to make a tutorial on UV Coord Tracing but I'll put a link in the description of the youtube video to download the project itself. Thanks for the interest, it's something that was a little more complicated than I originally thought. Makes me wish Unreal would handle UV coord from hit a bit better and easier rather than having to do it manually through math.
                Okay thanks tell me when you put the files!
                Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                Hevedy - Image Tools: https://hevedy.itch.io/imagetools

                Comment


                  #68
                  Thank you very much! This is really helpful!

                  Comment


                    #69
                    Thank you Aaron for this awesome content! But i still can't make it work.
                    Click image for larger version

Name:	12345.png
Views:	1
Size:	937.9 KB
ID:	1105830
                    I did those three nodes, copied settings but but nothing helped (pic).

                    Comment


                      #70
                      i have the exact same problem as RockyRock, there seem to be no way around it, it occurs even in the demo map when the original advancedwind blueprint is replaced, besides that your demo is lovely though and thanks for sharing your creation

                      Comment


                        #71
                        Can anyone post a guide on how to apply this to a standard mesh? I just can't get it to work, if I add GrassShader2 or something to a material I just get one giant wavy grass texture.

                        I can't add the Advanced Grass function nodes to my materials, they just aren't listed

                        EDIT: Ok got past that part (dragged the functions in manually). I see the talk of 'use on your own mesh' was referring to applying the wind rather than any kind of grass spawning

                        Going to try plugging it into my ISMC foliage spawning and see what happens....
                        Last edited by mid_gen; 08-30-2016, 08:30 AM.

                        Comment


                          #72
                          Got it all working, very nice

                          I don't see a license on here, do you mind if I include your grass in my procedural terrain prpject? With credit obviously. It's a free plug-in for the community which I'm releasing under the MIT license, see thread :


                          https://forums.unrealengine.com/show...orld-Generator
                          Last edited by mid_gen; 08-31-2016, 04:06 PM.

                          Comment


                            #73
                            Got it looking real nice



                            Now I need to try and access the grass colour values so I can use it on the terrain material to smooth out the transition from grass -> no grass.

                            Comment


                              #74
                              can I use this commercially?

                              Comment


                                #75
                                Oh never mind, I just realized the grass with all the dependend stuff is only about 60mb. Sorry for my first comment (maybe a mod can delete it?). And thanks for the great work! (:

                                Comment

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