Viewport = Very windy ; Render = Barely any wind. WHY?

I’ve been testing out the Electronic Dreams Project by Unreal and their PCG system. I put in the environment a photoscanned church, added a bunch of foliage using PCG, placed more foliage (with the foliage tool) and increased the wind strength within the materials ; then took some renders with these settings:

  • 4K resolution.

  • Lumen lighting.

  • 12 antialiasing samples.

  • No motion blur.

  • EXR format with disable Tone Curve

  • Console Variables (Quality var)
    The problem came after i took the renders: The wind effect in the viewport appears stronger than it does after rendering. Even in “Play” mode, the wind also get’s drastically reduced, but seems to get even more reduced in the renders.
    I’m totally confused about this; did some tests such as:

  • Render windy grass on an empty project: It worked

  • Rendered windy Hornbeam on an empty project : It reduced drastically and bottom leaves not animate at all, only top leaves/branches and still very minimal.

  • Increase wind by a lot in the Electronic Dreams project: Did not work in render, yes in viewport.

This leaves me to the different conclusions:

  1. The native wind system Unreal has in it’s Quixel/Fab materials are Tick based(?)
  2. The wind shaders adjust when in “Play Mode”; if so, where could i disable this?

Also tried different rendering settings, different anti aliasing options, rendering in Jpg at 1024 (seems slightly better but not sure at this point).

Any suggestions? Am I missing something basic? Thank you in advance.

Attached are some video of this for demonstration: I’ve been testing out the Electronic Dreams Project by Unreal and their PCG system. I put in the environment a photoscanned church, added a bunch of foliage using PCG, placed more foliage (with the foliage tool) and increased the wind strength within the materials ; then took some renders with these settings:

  • 4K resolution.

  • Lumen lighting.

  • 12 antialiasing samples.

  • No motion blur.

  • EXR format with disable Tone Curve

  • Console Variables (Quality var)
    The problem came after i took the renders: The wind effect in the viewport appears stronger than it does after rendering. Even in “Play” mode, the wind also get’s drastically reduced, but seems to get even more reduced in the renders.
    I’m totally confused about this; did some tests such as:

  • Render windy grass on an empty project: It worked

  • Rendered windy Hornbeam on an empty project : It reduced drastically and bottom leaves not animate at all, only top leaves/branches and still very minimal.

  • Increase wind by a lot in the Electronic Dreams project: Did not work in render, yes in viewport.

This leaves me to the different conclusions:

  1. The native wind system Unreal has in it’s Quixel/Fab materials are Tick based(?)
  2. The wind shaders adjust when in “Play Mode”; if so, where could i disable this?

Also tried different rendering settings, different anti aliasing options, rendering in Jpg at 1024 (seems slightly better but not sure at this point).

Any suggestions? Am I missing something basic? Thank you in advance.

Attached are some video of this for demonstration: I’ve been testing out the Electronic Dreams Project by Unreal and their PCG system. I put in the environment a photoscanned church, added a bunch of foliage using PCG, placed more foliage (with the foliage tool) and increased the wind strength within the materials ; then took some renders with these settings:

  • 4K resolution.

  • Lumen lighting.

  • 12 antialiasing samples.

  • No motion blur.

  • EXR format with disable Tone Curve

  • Console Variables (Quality var)
    The problem came after i took the renders: The wind effect in the viewport appears stronger than it does after rendering. Even in “Play” mode, the wind also get’s drastically reduced, but seems to get even more reduced in the renders.
    I’m totally confused about this; did some tests such as:

  • Render windy grass on an empty project: It worked

  • Rendered windy Hornbeam on an empty project : It reduced drastically and bottom leaves not animate at all, only top leaves/branches and still very minimal.

  • Increase wind by a lot in the Electronic Dreams project: Did not work in render, yes in viewport.

This leaves me to the different conclusions:

  1. The native wind system Unreal has in it’s Quixel/Fab materials are Tick based(?)
  2. The wind shaders adjust when in “Play Mode”; if so, where could i disable this?

Also tried different rendering settings, different anti aliasing options, rendering in Jpg at 1024 (seems slightly better but not sure at this point).

Any suggestions? Am I missing something basic? Thank you in advance.

Attached are some video of this for demonstration: https://youtu.be/nOJMjjVlEA4