How do I get object world position with an instanced foliage actor?

Now it looks like this and it functions the way I want it. I’m going to see if it lets me swap out the Float3 at the beginning with some randomness.

Nice :slight_smile:

This guy has one of the best tutorials when working with the RotateAboutAxis node.

Shortly after my last update I decided to not use the rotateaboutaxis node. Instead I grabbed my blueprint that I used for my fish movement and adapted it to work with the trees and wind. It was incredibly easy to make a convincing sway effect.

I only use transform nodes on my z mask at the very end, but the blueprint I made is fully compatible with instance and noninstanced objects.

It has taken me this long to figure out how to properly implement randomness into the sway directions and timing but I have finally done it. This blueprint could revolutionize wind. I might eventually make a youtube tutorial for it to share.

When you say blueprint, do you mean material, or is it actually a blueprint?

Yes, make a tutorial vid. It will be the only one! :smiley:

It’s a material function blueprint that plugs into the wpo. I’m sure it could also be made into an actor blueprint but I don’t see any advantage of doing so. Since I like to keep the material function separate from the actor itself.
It worked great for my fish and I learned quite a bit from making it. I had even gone back to it and tweaked a few things so it was guaranteed to always face the direction of the fish model. Again, none of the tutorials I went over had given that solution I had to figure it out myself. lol

Would you happen to know how to tether the leaves from their connecting pivot, so if I add another effect to them that they stay connected to their branch?
Right now I just have the simple grass wind at a minimal height strength so they don’t displace as much. It still looks great but if I were to increase that effect it can cause them to float away.
The only thing I could think of is importing the model to blender and going through an intensive process of figuring out how to vertex paint the connecting vertices of every single leaf. I’m sure there’s a way to do it with some shape control since they’re all exactly the same shape.

Since my omnidirectional plant and tree wind is near perfect and the leaves still look good with a small amount of flutter, I don’t plan on working towards figuring that part out any time soon.

I’ll upload my render to youtube and share it in a bit when I can get a clean enough output. Render quality feels like a shot in the dark because there doesn’t seem to be a way to accurately preview quality without going through the process and wasting a whole lot of time.

I have no idea how to do this, I’m afraid :rofl:

Look forward to the vid…

Here’s my playlist of exports from today

https://www.youtube.com/playlist?list=PL_9qJv2TpUoppLR5B1W1wxC9Qm9fEBuMv

Looking nice :slight_smile: