Features:
- Grid based Infinite Ocean Blueprint System
- Ultra High Quality Material Based Gerstner Wave Simulation
- Single Layer Water based Translucency & Scattering
- Simple Shore Foam
Number of Blueprints: 1
Network Replicated: No
Supported Development Platforms:
Windows: Yes
Documentation: https://www.youtube.com/watch?v=hfGRXRG_pMw
Important/Additional Notes:
特征:
- 基于网格的无限海洋蓝图系统
- 基于格斯特纳波模拟的超高质量材料
- 单层水基半透明&散射
- 简易岸泡
蓝图数目:1
网络复制:没有
支持的开发平台:
Windows:是的
文件:https://www.youtube.com/watch?v=hfGRXRG_pMw
重要/附加注意事项:
Ocean System for Rendered Cinematics is a Blueprint / Material based Ocean System designed for use in rendering High Quality Cinematics using Deferred Rendering in the Movie Render Queue.
This is not intended for real-time use as it is designed for quality, not speed!
It has the capability to do ultra close shots while preserving granular quality with tiny wave detail, using a custom LOD based grid setup.
This system was designed to be as flexible as possible for providing a realistic deep ocean surface in Unreal Engine 5, at this time it does not support the Path Tracer due to the way the normals are calculated.
An overview of the of the asset can be found here: https://www.youtube.com/watch?v=hfGRXRG_pMw
Version 2.5 Feature Overview: https://www.youtube.com/watch?v=E6_to4m3jTQ
海洋渲染系统是一个基于蓝图/材料的海洋系统,设计用于在电影渲染队列中使用延迟渲染来渲染高质量的电影。
这不是为了实时使用,因为它是为质量而设计的,而不是速度!
它能够使用自定义基于LOD的网格设置,在保持微小波浪细节的颗粒质量的同时进行超近距离拍摄。
该系统旨在尽可能灵活地在虚幻引擎5中提供逼真的深海表面,此时由于法线的计算方式,它不支持路径跟踪器。
资产的概述可以在这里找到:https://www.youtube.com/watch?v=hfGRXRG_pMw
版本2.5功能概述:https://www.youtube.com/watch?v=E6_to4m3jTQ
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