October 17, Labels CodeLikeMe. Labels: CodeLikeMe. Post a Comment. November 20, This is the part 15 of the tutorial series I am doing on how to create an open world Game in unreal engine.

In the previous part, we created a landscape grass output which can spawn grass and some other bush type meshes based on the landscape material layer painted. This time, let's implement a method to erase those automatically spawned grass meshes wherever we need.

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Because, ability to remove grass wherever we need is essential in level design process. Following video explains the main process you have to follow and only the things which require additional explanations are explained in the article. Landscape Material with No grass layer.

ue4 stylized grass wind

Highlighted area represents the changes i have done compared to last material we had. Landscape material layers Thank you for reading the article, Feel free to raise any concerns here, or in youtube channel or in the following facebook page. Join my facebook game developers club here : gamedevelopersclub Next :.

Read more. November 07, This is part 6 of the tutorial series I am doing on how to create an open world game with unreal engine. In this episode, how to create an automatic landscape material with ground slope based material layer blending and how to override and paint custom material layers on top of automatically painted material layer.

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November 09, This is part 10 of the tutorial series I am doing on how to create an open world game with unreal engine. In this episode, i'll explain how to get rid of the tiling effect we got with the landscape material we created in the last episode. In the next episode, i'' explain how to blend noise with the texture to further reduce tiling Those are the points i thought would require further explanations. Join my face.Another way for "waving" foliage than "Simple Grass Wind".

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ue4 stylized grass wind

I made a flower. A flower with leaves and petals. I used vertex painting and added to material "Simple Grass Wind", thanks to that, my leaves and petals have nice waving effect in proper places. But stalk is standing motionless, that looks pretty weird. Can i somehow add naturally waving also to stalk? Or can i achieve that by using some faster and better method? Thanks in advance and Cheers! Tags: None. Comment Post Cancel. I am very sorry for this long pause.

I decided to solve some other problems and now i have to go back to this plants. I also tried that new wind material from YT but it is bugging my mesh it is probably caused by my mesh, my sunflowers is created not only from planes but also from cylinder and sphere.

Can i do something else to make my sunflower move a littlebit more realisitic besides manually animating it in 3d program or matinee or should i stay with this "Two SimpleGrass Wind shader" method? Thanks and cheers, and once again - sorry for this long pause. Also Zernat. Be careful with parameters.Landscape Outdoor Terrain.

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Landscape Splines. Landscape Materials. The landscape is one of the more prominent level features in this example. This is primarily because of its very cartoon-like shading, which is being handled by way of the Landscape Material.

For information on the setup and creation of Landscapes, please see the Landscape documentation. The Material applied to this Landscape is fairly technical. Beginner users may find it a bit overwhelming. Most of the Materials created for this scene are actually applied via a Material Instance Constant. This allows for rapid property adjustments and tweaks without having to wait for the Material to recompile. First, you will want to open the Material in the Material Editor so that you can get a look at the Material Expressions being used.

To do so, follow these steps:. You will need to make sure you are looking in the Game folder in the Asset Tree. It may also help to filter to Materials only. You will immediately notice the Material is broken up into an arrangement of Comment Blocks, such as this one:. These are designed to help show what key areas of the Material expression network are doing.

Here is a breakdown:. Rock and Grass Diffuse - This handles the blending between the rock and grass textures and how they are placed on the Landscape surface. Controls height blend of Rock Diffuse - This section performs the angle check for the surface, which is how we can have grassy flat areas and rocky texture at the slopes.

Path Diffuse - This overlays a texture for walking paths on top of the Landscape. Beach color and Mask - This is responsible for helping designate the beach areas where water meets the land.

Splotches - This area takes in a mask texture and retiles it channel-by-channel, then uses it to create randomized spots of color along the terrain.

Distance Colorize - You may have noticed that the terrain becomes a single dark, foggy color as you move away from it. This section of the Material creates this transition.

This Material blends between two final looks based on the angle of the terrain surface when it has been sculpted. This means that flatter areas will be covered in a painterly grass texture and all surfaces that have a slope will have a rock cliff texture. The texture results are shown below. This function takes in a vector and compares it against a world space surface normal.

The function provides a alpha output where 0 represents perpendicular vectors and 1 represents parallel vectors. Put another way, when using the Z-Axis 0,0,1 as your In World Vector value, it outputs a black and white texture where white represents flat and black represents slope.

This value can be biased and sharpened to get a clean line between the alpha values. In the example below, we use World Aligned Blend to interpolate between red and blue.During my four year education in International Game Architecture and Design I specialized in world building and with my graduation project I wanted to explore the possibilities that Unreal Engine 4 can provide when creating a large, open environment.

ue4 stylized grass wind

The whole project took me about eight months to finish and all the models, textures and world building was done by me alone. My teacher and supervisor Neville Marcinkowski gave me feedback on a weekly basis to ensure the project is heading in the right direction and can be realized on time. For this project I wanted to explore and learn the ways of creating a stylized environment by using hand painted textures while broadening my range of skills with new techniques in model and texture creation.

While a lot of games these days are trying to look as realistic as possible, there are still many games that use a more cartoony look to attract an audience. I am a big fan of the Blizzard style and used it as an inspiration for this environment. After having an intense look at their work and othersI set up a few guidelines for the creation of my models and textures like blown up proportions and strong silhouettes while keeping the polycount low and painting the detail on the textures.

When I started this project in earlyI decided to create a stylized environment inside the UDK. I split the project into two major parts and started with the block out of the environment first.


I used Maya to create the models and already had a modular approach in mind when creating my building blocks. This would come in handy later because the whole scene was always going to be a lot bigger than anything I had ever done before and saving time wherever you can is very valuable. I had a rough idea of where I wanted my scene to go and decided to create a gritty, medieval environment which lead to this first layout of a city.

It was very important to me to start blocking out the environment as early as possible inside the engine to get a good sense of scale from the start and to be able to further decide what other elements I would need for this environment to be more convincing. As I was the only person working on this, I had to split my time efficiently between the modeling, concepting and world building to keep the project going, which on the one side gave me a lot of freedom in what I was going to do with the scene but on the other hand left me a bit in the dark at times where a few more creative heads were needed.

Luckily, friends and teachers pointed out that from a level design point of view, a more vertical approach to the environment is much more interesting to the player.

Within a few days I created a very rough but more vertical design for the environment. For this I used some very simple models that I created with Maya and combined them with BSPs and some default objects from the UDK library to get a very quick feel for where the environment is going.

After adjusting the scale and doing a bit of cleanup, I was left with a blockout that offered enough interesting and different locations for the player to explore while constantly climbing the mountain. I used this foundation as a benchmark for the level design that I could expand upon if needed and fill it with art. While this project is not meant to be a game in itself, I still wanted to make sure to communicate to the potential player that this is an environment that is meant to be explored.

As an Environment Artist it is important to not just make a pretty scene, but to always let the world tell a story and guide the player through it by giving visual clues. I made sure that this happened already during the blocking-out phase of the project. The first thing the player is probably going to see is a massive bridge that connects two pieces of land with each other.

This is your goal. There is only one way to reach this bridge and that is by getting up the mountain. There are no hints as to whether whatever lies behind this bridge is good or bad for you, but you know it will be rewarding to get there.

Maybe you as a player might find out more about the other side of the bridge on your way up. All these thoughts motivate you as a player to start exploring.

The bridge and other landmark structures are purposely scaled up to give the player a sense of where they are in the world as they can re-orientate themselves in cases where the level design opens into larger areas or alternative routes. Big, arch-like structures help remind the player that the only way towards their goal the bridge is by going up the mountain and they help to bring the player back to their original path after they are done exploring.

If this is done repeatedly throughout the environment, you have subconsciously taught the player how to find their way without ever having to explain it to them. As a creator you can take advantage of that and introduce more complex environments to the player without having to fear them getting lost in your world. In the example above, a large structure that breaks the horizon reminds the player where they are headed even if the environment around them becomes a lot more complex and features a lot more intersecting and alternative paths.

How to Make Stylized Foliage Wind In UE4 Demo Clip

By following these rules and knowing the influences of lighting, silhouettes and other art theory practices you encourage the player to be more of an explorer and it makes them feel a lot smarter. The scale of the project required me to split it into two major parts during my education.

Z-Up Normals: Stylized Wind Blown Grass

For the end of the first half of the assignment I was required to block out the entire world inside an engine and have most models in place and created a general mood for my environment. Once that was done, other courses and an internship required me to take a break from this project for more than half a year. The scale of the environment needs a certain commitment and I was not able to work on this in my sparse free time, so I let it rest for the time being to come back with a fresh mindset and additional experience from the industry that can be applied for the final stretch of the project.

Coming back, a lot has happened since then and Unreal Engine 4 became a lot more accessible for everyone as they announced it to be free to download at GDC in March Today I want to show how I did the grass for my last gamejam although my other videos on Youtube only show the snow version…. We want some grass that will move in a somewhat stylized way, need it to be low-cost, and since the lighting is coming from a different angle, I need to fake the highlights to make it more interesting to look at.

We are not using any masks today. We are doing two shapes, the small triangles to fill up the ground a bit more, and the longer ones that will move more with the wind. Edit the UVs and do a planar unwrap from the frontso the bases are at the bottom of the UV, and the highest tips are at the very top. Keep this on the first channel Channel 0 in UE4. Before moving to UE4, we want to prepare a Wind texture first.

That is, a mask that will act as wind moving things around. You could use combinations of Sine waves, but for this case I made a mask with some gradients in Substance Designer to iterate faster, and not have to worry about tiling :. Now that all the assets are ready, we move on to UE4. The shader for this part will be fairly simple, mainly consisting of the wind, basic color and fake highlights. Our mask will be our Texture Coordinate, masked so we only have the Green channel vertical gradientand inverted with a One Minus so we get the black at the bottom.

We then just connect the result from the Lerp to the World Position Offset. If you want to easily visualize the parameters, connect the same node to the Emissive:. For the colors, we will want three main colors; Bottom Color color at the bottomTop Color color at the tip of the grass blades and Highlight Color.

We will also want, for now, to manage the Highlight mask a bit so we will have parameters for the Highlight Mask Multiply and the Highlight Mask Power. Now that we have the top colors set, we have to blend this with the bottom colors. Take the Lerp result and feed it into the B of another Lerp, with A receiving the Bottom Color, and a gradient same as we did for the wind using the Texture Coordinate node as the alpha mask.

With this, we finish the first part of the tutorial. The second part that I will upload in the next few days when I find some time will be about making the grass move around when the player walks. I will only explain the UE4 part. Continue to PART 2. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.

You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email.Welcome to a walk through on how I made my stylised water Material inside UE4.

My material is made of three main parts; the base colour, the offset to make waves and the emissive water caustics. The base colour set-up is very simple. I have two shades of my water colour, one light and one dark.

By dividing the depth fade, instead of multiplying, it means I get a white border instead of a black border around objects that intersect with the water. In my case this means the black area will move, while the white area stays still. You have to copy and paste it into your Material. So as can be seen above, the first part of my material stays the same. In my example, I want the blue channel to appear all the time, so I only multiply by 0.

For the red and green channels, I want them to fade in and out.

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I use a sine wave to create a cycle, offset the green channel by 1, clamp them at different values to further offset, before multiplying by 0. I then add all of the textures back together, and multiply them by the colour I want the caustics to be. To get the stretched lines down the side of the water, this is handled through the UV layout. I give the edges very little UV space which causes the texture to stretch down the sides. I hope from this you can expand upon and build your own water materials.

Skip to content. Written For: 4. Share this: Twitter Facebook. Like this: Like Loading Post to Cancel. By continuing to use this website, you agree to their use. To find out more, including how to control cookies, see here: Cookie Policy.This tutorial does require you to have a base understanding of using 3D modeling packages and Unreal Engine.

Shoutouts to Arran Langmead who first taught me the basics of this technique! Resolution x Then head across to your 3D modelling package of choice mine is Maya Model your plane to tightly fit as tightly around your texture as possible so there is a minimal amount of transparent mesh this helps with reducing overdrawn when we work inside the engine.

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We next need to set our vertex normals to face upwards. And voila they should be facing up! Duplicate the plane and offset to a X shape before selecting both objects and exporting them as an. Going back to Photoshop we need to create the noise texture that will serve as the wind mask in our Material. I set the Variance to 16 and the Strength to 1.

My preferred method is to drag the Spot Healing tool, following the contour of the lines, across the seam until it has been removed. Import in your grass mesh, and two textures. Create a new Material for the grass and open up the Material Editor. The first part of the shader takes our wavy texture and pans it across the world.

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We start by taking the Absolute World Position and diving it by a Scalar Parameter WindLineSize which allows us to control how large the texture appears in world scale. This allows us to control the direction and speed of the wind. The Panner node then plugs into a Texture Sample our wavy line texture. To stop that, create a LinearGradient in the Vaxis, inverse it and plug it into a Power node — which lets us control how high up the stem the grass moves — with a Scalar Parameter GradientPower.

The output of the Lerp links into the World Position Offset. Create another Texture Sample node with our grass silhouette and plug the Alpha in to the Opacity Mask node.

The final thing to do in our Material is to set the colour. Also plug Grass1 into the Subsurface Colour. The Alpha for the Lerp comes from the wavy wind line Texture Sample. This means the grass will fade between two colours as the wind passes across. The output of this plugs into the B of a second Lerp node. This means only the tips of the grass will have a lighter colour applied to them which will give us the effect you can often see in corn fields as wind rustles through them.

Save and Apply the Material and then create a Material Instance and apply this to your grass mesh. This allows you to easily make adjustments to the grass without constantly recompiling. To finish up we need to create another Material for the surface underneath the grass.

Creating a stylized world with Unreal Engine 4

I recommend setting the colour to the same as Grass1 and the Roughness to 1 to match the base of the grass. And then finally we need to apply the grass to our scene. Drag the mesh into the Foliage editor, adjust the scaling and density to your needs. Skip to content. Written For: 4.