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

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    #76
    Originally posted by spacegojira View Post
    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! (:
    You can delete your own comments, IIRC, just go to edit post and look at the bottom right.
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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      #77
      [MENTION=66934]AaronWith2As[/MENTION] I'm really interested in this image below any ides of releasing it? also i;m getting a black landscape texture after updating to 4.13 using your terrain mat. thanks

      Click image for larger version

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        #78
        Hi thanks for the free assets!

        Though when i try to use it, it's telling me there is UV overlapping and the wind cast dark shadows. It is strange because i seem to be the only one experiencing it? (UE4 4.13)

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          #79
          I just started to do your 1.2 Tutorial and wanted to let you know it showed one error during migration to a new project. "Error /Game/Finished_ProjectBP/Meshes/SuperGrass does not exist on disk."

          Thanks for this Amazing tool!!!

          So I just hit play and my Green grass radically changes colors during play:
          Click image for larger version

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          How do I fix this???

          Sorry to keep adding to the post. I just tried to add super grass 5 and it shows in the editor but when you hit play it turns it into super grass 4. which is the first grass I applied.
          Attached Files
          Last edited by EddieChristian; 10-27-2016, 11:37 PM.

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            #80
            So 11 days later I am still wondering how to get rid of the orange grass. Any ideas on the issue????

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              #81
              Hi

              Thank you for this awesome texture!

              I am a graduate student in the college of architecture trying to learn unreal for my master's thesis. I am new to this program but want to create an environment that looks as real as possible. I believe this grass would be an excellent option for the project. I know you mentioned releasing tutorials on how to use this and was wondering if you have already? (I did not see any on your youtube channel). I have the demo opened but am not sure how to apply the texture to the world. Do you assign the landscape to the blueprint or as a material? Is this texture extremely advanced for new users?

              Any help is appreciated even if it is just simply resources to other tutorials.

              Thank you again for releasing this texture!

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                #82
                Started using this and boy does it look gorgeous! Except when you play your game. It looks great with the blueprint in the level and settings applied, but when you play the game, the grass resets to default, exactly like the grass in Eddie's screenshot.

                Why doesn't this work? Sadly, based on the lack of support, I can't risk waiting around for an answer.
                Current Project: Shadow Over Isolation

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                  #83
                  Originally posted by EddieChristian View Post
                  I just started to do your 1.2 Tutorial and wanted to let you know it showed one error during migration to a new project. "Error /Game/Finished_ProjectBP/Meshes/SuperGrass does not exist on disk."

                  Thanks for this Amazing tool!!!

                  So I just hit play and my Green grass radically changes colors during play:
                  [Attachment]

                  How do I fix this???

                  Sorry to keep adding to the post. I just tried to add super grass 5 and it shows in the editor but when you hit play it turns it into super grass 4. which is the first grass I applied.
                  Well I sorta solved my problem. There is a Custom Event in the Event Graph of AdvancedWindBP that is named OnPlay. This event doesn't get called whatsoever, so the OnloadSettings event just gets stuck on a closed DoOnce. I solved the problem by adding an EventBeginPlay below OnPlay and plugged that into the Sequence node after the DoOnce. Now the settings apply correctly to the Grass in-game.

                  Click image for larger version

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                  Current Project: Shadow Over Isolation

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                    #84
                    Originally posted by sbnewsom View Post
                    Started using this and boy does it look gorgeous! Except when you play your game. It looks great with the blueprint in the level and settings applied, but when you play the game, the grass resets to default, exactly like the grass in Eddie's screenshot.

                    Why doesn't this work? Sadly, based on the lack of support, I can't risk waiting around for an answer.
                    go back a few posts and it literally explains how to set up how to load your settings on play
                    CEO of Prydetech

                    https://www.artstation.com/ixicalibur

                    Originally posted by ixicalibur
                    Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]

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                      #85
                      Is there a way to prevent procedural grass in controlled spaces? I have the grass installed but would like to put a road through it. Thanks!

                      EDIT: Apologies. I just re-read this thread and found the answer.
                      Last edited by levallo; 01-25-2017, 04:45 PM.

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                        #86
                        Hey guys,
                        Didn't realize there were this many comments on here, thought it would notify me through email or something. Regardless sorry for the lack of support here lately...now it's time to get back to work. Went ahead and updated the project to 4.14 as well as fixing the problem when migrating it to a new project, and the problem it had upon play where the grass would show up all crazy. Fixed the issue with 4.14 where the trees would be all HUGE and look weird. Added Parallax Occluded clouds with the scene too, but still a work in progress, as they follow the camera around a bit at the moment, just a lil bit more tweaking

                        Anyways, check it out V1.3. Thanks for the huge support guys, I appreciate it!

                        Download Link: if one link is down, select the other
                        Mirror 1: http://www.mediafire.com/file/b78nje...eprintV1.3.rar
                        Mirror 2: https://www.dropbox.com/s/8glx6jqlbk...tV1.3.rar?dl=0
                        Last edited by AaronWith2As; 01-29-2017, 11:12 PM.

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                          #87
                          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
                          Hi, this is what I was talking about in the message. I am unsure how to "subtract the layer mask" is this added as a landscape layer? Thanks!

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                            #88
                            Hey levallo,
                            Made a little tutorial on imgur http://imgur.com/a/fiEAd pertaining to all of this, then thought...ok I already made a subtractive layer within the project itself lol. Goto your landscape layer painter for your terrain, and just paint on the layer "Grass Texture" it's already setup to subtract the grass meshes from the terrain....TADA!!! Wish I would've realized that before I made all those images lol...oh well, maybe someone can get something out of it.

                            Comment


                              #89
                              Dear Aaron,

                              first i want to say great work and thank you very much for sharing this with the community.

                              However one thing missing for this great looking asset is the ability to react to a player passing through it.
                              I searched the web for information on how this could be achieved and finally stumbled upon a solution way back from 2014.

                              As with many things, like volumetric lighting for example, I don't get why epic hasn't built in these things by now. (Luckily there is nvidia volumetric branch, which I am using right now, still I hope they would just bring it over to the main engine as I don't know how to merge branches and fear I will be stuck with 4.15 forever if I want that volumetric light )

                              Anyway, back to topic: I managed to add the grass bending to your super grass and I now want to share this with you and anyone here using your grass =)

                              For this to work we will need to make a few additions to the parameter collection of each supergrass that should support this.
                              For example i will modify "supergrass5" to enable bending (you can repeat these steps with all 5 supergrasses to enable it on all of them).

                              Open up the material parameter collection for supergrass5: AWSpecial_MPC5N
                              Add 4 scalar parameters:

                              Name: EnablePlayerBending
                              Default: 0

                              Name: PlayerSize
                              Default: 60

                              Name: BendStrengthXY
                              Default: 256

                              Name: BendStrengthZ
                              Default: -256

                              Additionally add one Vector Parameter:

                              Name: PlayerPosition
                              Default: 1,1,1,1



                              Next we need to edit "Advanced-Grass-Blueprint-Preset-5" (under functions and some more folders ^^)

                              Add the following section to the blueprint:

                              Click image for larger version

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                              I put it below Aaron's stuff right under the WPO Output.

                              Now you have to connect it to Aaron's outputs like shown here:

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                              As you can see it uses the paramaters we added to the collection.

                              To be frank I don't get the whole math behind it, this blueprint is, as mentioned before, not designed by me but found on the unreal forums in a 2014 post.

                              Anyway, a last step is needed to make it actually work:

                              In your level blueprint you have to

                              1) enable the bending by Setting "EnablePlayerBending" to 1 in the ParamCollection in the OnBeginPlay event
                              2) in the onTick event you have to set the PlayerPosition in the ParamCollection
                              (For supergrass5 this is "AWSpecial_MPC5N")

                              Note that when you have added this stuff to all 5 supergrasses, you will have to enable it and update the position on all 5 parameter collections as well.

                              Click image for larger version

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                              I made playersize and bendstrengths parameters so you can easily change it to fit your character's size.

                              I hope you guys have fun with this little addition.
                              Last edited by buzzdx; 03-14-2017, 09:31 AM.

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                                #90
                                Heya! I am currently having a problem with this at the moment. I am rather new to using UE4, and I currently have an issue where the meshes turn into jaggy polygonal materials rather than grass:

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                                I've been trying to fool around with this and see what I can do, but the error log gives me this:

                                Click image for larger version

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                                It acts like they aren't there, which... they are. I didn't move them anywhere, and I didn't mess with anything to cause this to happen, unless I missed a step somewhere in installing these. But, any help with this would be greatly appreciated!

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