Hi Epic Team,
We’ve been testing the new Procedural Vegetation System to evaluate its potential for VFX workflows, and we’ve come across a few key issues/questions.
1. Path Tracer support
I wasn’t able to get vegetation animation working in the Path Tracer. By enabling r.RayTracing.Nanite.Mode 1, I was able to render the vegetation correctly in the Path Tracer, but the plants remain completely static.
-Is animated vegetation in the Path Tracer currently supported, or is this a known limitation?
-Are there any plans to integrate MegaPlants animation support into the Path Tracer?
2. Sequencer workflow
We’ve also encountered issues when using the system in Sequencer. With larger vegetation setups, Unreal tends to crash during rendering. Additionally, there doesn’t seem to be a global time parameter (or some MPC parameter) that would allow vegetation animation to be driven deterministically while scrubbing timeline.
Having a global time input would make it possible to scrub the timeline both forwards and backwards while maintaining stable and deterministic animation, which is essential for cinematic and VFX workflows.
3. Wind and Transform Provider customization
Currently, we can control the global foliage actor through the wind texture and wind speed parameters. However, we’d like much finer control over the animation—for example, adjusting branch oscillation frequency, stiffness, weight, or other motion characteristics.
Since the vegetation is implemented as Instanced Skinned Meshes driven by the Wind_TransformProvider, I was wondering:
-Is it currently possible to create a custom TransformProvider?
For example, could we implement one that doesn’t bend branches with procedural wind but instead drives an animation clip or uses a completely different deformation logic?
Overall, the system looks very promising, but these features would significantly improve its usability for high-end VFX and cinematic production.
Thanks!
Martin Galik
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