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Foliage collision + foliage bend on collision- In engine feature?

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  • replied
    GreasyExcretion I believe that's because you need all of it to have soft edges/1 smoothing group. You might also have split tangents.

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  • replied
    Originally posted by LukasMKS View Post

    Hey I found this tutorial which does the same thing pretty much but explains the whole process.

    https://jesshiderue4.wordpress.com/m...ayer-movement/

    Your welcome
    I tried this, but for some reason my mesh is behaving like this when I get close. Any idea what's wrong? Does the UV have to be built a specific way?

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  • replied
    Hi guys,

    I checked out this forum to create a foliage system that works with the foliage tool and does react physically.
    the systems contain:
    - physical Foliage bending (spawning and despawning physics actors)
    - reaction like forces and impulses (explosions)
    - A vertex shader to add more floatyness to the leaves
    - Fire propagation
    - Foliage trampling by heavy objects

    check it out: https://forums.unrealengine.com/show...tion-Trampling

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  • replied
    Originally posted by Alexsander View Post
    I can`t get this to work, I don`t know how to do it!!! Please someone help me! I`m very new to Unreal so I can`t get it to work! I tried putting this material`s nodes into my grass material but I don`t know where to link the last multiply because the image doesn`t show and I can`t find the `Spherepos` node! Please help, I can`t find any foliage collision tutorials, that`s the first one I found!
    Hey I found this tutorial which does the same thing pretty much but explains the whole process.

    https://jesshiderue4.wordpress.com/m...ayer-movement/

    Your welcome

    Leave a comment:


  • replied
    Originally posted by mcgillchris View Post
    [MENTION=46340]richst42[/MENTION] make any progress with this?
    Hi, maybe these tutorials will help. Jonas has a bunch of very informative tutorials on various aspects of UE4.
    https://www.youtube.com/playlist?lis...qE5yc7-g1FaqaP

    As far as getting grass/foliage to stay deformed after moving through an area, I was able to get some results but this still needs more work. Hope that helps!

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  • replied
    [MENTION=46340]richst42[/MENTION] make any progress with this?

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  • replied
    Hello, been following this thread as I was really interested in dynamic foliage collision as well. The physics driven systems look really impressive until I saw how the NaughtyDog guys did their dynamic foliage in Uncharted4. They spoke about physics solutions being way too heavy for a game. So as far as I can tell it sounds like they've gone for a material approach instead. You can watch the video here: https://youtu.be/VYueRQea74c?t=41m45s. perhaps to get the grass/foliage to stay down after passing through would be to leave a trail of spheres/capsules behind the character that also influence the material bending, then scale down over time to let the foliage lift up again?

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  • replied
    I can`t get this to work, I don`t know how to do it!!! Please someone help me! I`m very new to Unreal so I can`t get it to work! I tried putting this material`s nodes into my grass material but I don`t know where to link the last multiply because the image doesn`t show and I can`t find the `Spherepos` node! Please help, I can`t find any foliage collision tutorials, that`s the first one I found!

    Leave a comment:


  • replied
    Originally posted by CommunistSquared View Post
    I got this to work, but does anyone know how I could possibly modify it to keep the grass in the bended position for some time (or permanently)?
    Not using that method, since it's based on an influence sphere that's determined by the material itself.

    The only other way I can think of, would be to generate the 'influence' in a Blueprint and feed it by that. The blueprint itself would have to keep track of the 'influence' areas so to speak and modify it over time. Plus you'd have to convert it to world-space coordinates that the Material could actually use in the vertex shader. You'd essentially be generating a volume of scalar values on the fly, with varying granularity until you can a reasonable performance / graphic compromise. It'd also be pretty inefficient since you'd have a lot of 'wastage' area.

    So in short, no, not easily.

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  • replied
    Originally posted by mAlkAv!An View Post
    Just gave it a quick try and came up with this simple material. It's using the UVs green channel to prevent the grass base from being moved away. There are 2 parameters to adjust radius and strength of the bending effect.
    [ATTACH=CONFIG]6384[/ATTACH]
    GIF: http://abload.de/img/grassbent01a7bs0q.gif
    I got this to work, but does anyone know how I could possibly modify it to keep the grass in the bended position for some time (or permanently)?

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  • replied
    Yes. Priorities. It really sucks sometimes that they are not employing a few hundred million developers. Then we could have everything we ever wanted in just a few days.

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  • replied
    Originally posted by Crocopede View Post
    Is it hard to setup?

    Negative. just time consuming. Simple bone setup and skinning.
    Adjust the constraints in phat with high spring values and angular settings

    Im sure with some projection and linear damping those jitters can be removed.

    In the blueprint just add a box volume and if character or objects enter volume activate simulations. If none disable simulations.
    Pretty simple.

    But keep in mind this approach is fruitless until actors are allowed to be added to the paint foliage tool. It would be too time consuming to place vegetation manually

    The simple bones example
    [ATTACH=CONFIG]31008[/ATTACH]
    2-3 bones should be fine and you prob won't get any jitters. Plants are not that flexible anyway.

    It shouldn't be hard for EPIC to add bending, priorities I guess.
    Last edited by Errvald; 03-20-2015, 08:43 AM.

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  • replied
    Originally posted by Crocopede View Post
    Is it hard to setup?

    Negative. just time consuming. Simple bone setup and skinning.
    Adjust the constraints in phat with high spring values and angular settings

    Im sure with some projection and linear damping those jitters can be removed.

    In the blueprint just add a box volume and if character or objects enter volume activate simulations. If none disable simulations.
    Pretty simple.

    But keep in mind this approach is fruitless until actors are allowed to be added to the paint foliage tool. It would be too time consuming to place vegetation manually

    The simple bones example
    [ATTACH=CONFIG]31008[/ATTACH]
    Ah its a shame instanced meshes wont use it, otherwise id invest the time willingly.

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  • replied
    Is it hard to setup?

    Negative. just time consuming. Simple bone setup and skinning.
    Adjust the constraints in phat with high spring values and angular settings

    Im sure with some projection and linear damping those jitters can be removed.

    In the blueprint just add a box volume and if character or objects enter volume activate simulations. If none disable simulations.
    Pretty simple.

    But keep in mind this approach is fruitless until actors are allowed to be added to the paint foliage tool. It would be too time consuming to place vegetation manually

    The simple bones example
    Click image for larger version

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  • replied
    Originally posted by Crocopede View Post
    The way crytek did it wasn't very expensive. In fact it even works perfectly well on mobile.
    I am of the opinion this is something Epic might want to consider investigating. Anyway. Its their call but i feel its a feature that would make basically everyone happy.

    Im sorry to say but a simple material setup isn't sufficient. It looks terrible. And is not practical for big plants with details. Sure some grass blades n stuff looks fine. But i haven't seen a single example of it looking great with big plants.
    Anyway. I know pretty well how crytek approached it and thought i would try and mimic it with a blueprint. I cant code otherwise i could have been of more help.

    My results are pretty weak considering it was a very quick setup just to establish if its worth investigating more.

    That actually looks pretty **** good, apart from the small stutters. Was it particularly hard to setup?

    Leave a comment:

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