Features:
- A complete scene and project containing a procedurally placed forest, using Procedural Foliage Volumes.
- Optimized Parent Shaders for Nature and Vegetation assets, containing feature switches for different types of assets.
- AAA-level, optimized rocks and vegetation.
- The sweetest moss you’ve ever seen
- Water Shader
- 5 different landscape materials
- Dynamic Snow
Number of Unique Meshes:
4x Trees ranging from sized Small to Large
3x Large Rocks
5x Medium Rocks
1x Small Rock
3x Tree Logs
1x Small Tree Stump
7x Ground Scatter Meshes (Leaves, twigs, vines)
1x Water Reeds
Collision: Yes, all collision is auto generated using Unreal.
Vertex Count: 199-5570
LODs: Assets have LODs auto generated by Unreal, for some of the vegetation, custom lods have been created.
Number of Materials and Material Instances:
5 Parent Materials
28 Material Instances
Number of Textures: 98
Texture Resolutions: 1024×1024 – 2048×2048
The Snow parameter is located under MaterialLibrary/MaterialParameterCollections/MPC_Snow
NOTE: Procedural Foliage is an Editor Preference and not a Project setting. So in order to access and place new Foliage volumes and access the extended settings, you need to go into your Editor Preferences and activate Procedural Foliage.
NOTE2: In order to get the correct lighting if importing into another project, make sure you have the following under RendererSettings in DefaultEngine.ini
r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True
r.SSGI.Enable=True
r.SupportSkyAtmosphereAffectsHeightFog=True
特征:
- 一个完整的场景和项目,包含一个程序放置的森林,使用程序树叶卷。
- 优化了自然和植被资源的父着色器,包含不同类型资源的功能开关。
- AAA级,优化的岩石和植被。
- 你见过的最甜的苔藓
- 水着色器
- 5种不同的景观材料
- 动态雪
唯一网格数:
从大小到大的4x棵树
3x大岩石
5x中等岩石
1x小石
3x树日志
1x小树桩
7x地面散射网格(叶子,树枝,藤蔓)
1x水芦苇
碰撞:是的,所有碰撞都是使用虚幻引擎自动生成的。
顶点数:199-5570
Lod:资源已由虚幻引擎自动生成Lod,对于某些植被,已创建自定义lod。
材质和材质实例数:
5家长资料
28个材质实例
纹理数量:98
纹理分辨率:1024×1024-2048×2048
Snow参数位于MaterialLibrary/MaterialParameterCollections/MPC_Snow下
注意:程序化植物是编辑器首选项,而不是项目设置。 因此,为了访问和放置新的植物卷以及访问扩展设置,您需要进入编辑器首选项并激活程序化植物。
注2:为了在导入到另一个项目时获得正确的照明,请确保在DefaultEngine中的Rendersettings下有以下内容。ini拢潞
R.AllowStaticLighting=False
R.GenerateMeshDistanceFields=True
r.SSGI。启用=True
R.SupportSkyAtmosphereAffectsHeightfog=True
Update 1.3
* Changed download type to Asset Pack to make integration into your own Projects easier.
As a result of this you need to go into Project settings and uncheck “Allow Static Lighting” for the demolevel to display correctly when imported into a new Project.
You also need to make sure that “Generate Mesh Distance Fields” is enabled in the Project Settings.
* Removed Virtual Texture from the landscape in order to make it easier to apply landscape to your own landscapes.
* Engine Version has been bumped to 5.0 for this update (Older versions are still usable on UE4.6 and up)
Update 1.2 : Imposters now work correctly with UE5.
UPDATE 1.1 : Content Update
Trees now have Octahedral Imposters(Billboards) set up.
This bumps the required engine version to 4.26, previous version is still available to 4.25 users.
UPDATE: By popular demand, here is a video running around in the provided scene using the Unreal FPS template.
The resolution is 1920×1080 and its running on a regular Gefore 1080 graphics card:
This contains the full Unreal Engine 4.25.4 project for a procedural forest scene, along with all models, textures, shaders, project settings, lighting and the map containing the procedural rules.
So why should you get it?
It’s great if you want to dissect my work, see how I set up and organize my shaders and build content to be optimized for dense usage. See how I light my scene and configure the project settings for something like this.
Or if you are just looking to get your hands on some AAA-level models and textures, optimized and ready to go for console usage right away!
Within the provided map you will find Procedural Foliage Volumes with accompanying rules, so you can easily see how I went about setting it all up, to create a complete forest scene without placing a single asset manually.
To go along with the asset you will find some smart shader solutions for wetness around the shoreline, cheap dynamic application of snow cover and a water shader with automatic debris gathering around intersecting meshes and shorelines.
And lets not forget what is possibly the star of the show, a cheap way to set up pixel perfect height map based shadows on every mesh, using PixelDepthOffset and Contact Shadows in an unholy alliance!
Here is the original video of the environment:
更新1.3
*将下载类型更改为资产包,以便更轻松地集成到您自己的项目中。
因此,您需要进入项目设置并取消选中”允许静态照明”,以便在导入到新项目时正确显示demolevel。
您还需要确保在项目设置中启用了”生成网格距离字段”。
*从地形中删除虚拟纹理,以便更轻松地将地形应用于您自己的地形。
*本次更新的引擎版本已升级到5.0(旧版本仍可在UE4.6及以上版本中使用)
更新1.2 : 冒名顶替者现在可以正确使用UE5。
更新1.1 : 内容更新
树木现在有八面体冒名顶替者(广告牌)设置。
这将所需的引擎版本提升到4.26,以前的版本仍然适用于4.25用户。
更新:根据流行的需求,这里是一个视频运行在提供的场景使用虚幻FPS模板。
分辨率为1920×1080,在常规Gefore1080显卡上运行:
其中包含用于程序化森林场景的完整虚幻引擎4.25.4项目,以及包含程序化规则的所有模型、纹理、着色器、项目设置、光照和地图。
那你为什么要得到它呢?
如果你想剖析我的工作,看看我如何设置和组织我的着色器,并构建内容以优化密集使用,那就太好了。 看看我如何点亮我的场景,并为这样的事情配置项目设置。
或者,如果您只是想获得一些AAA级模型和纹理,优化并准备立即使用控制台!
在提供的地图中,您将找到带有附带规则的程序化植物卷,因此您可以轻松查看我如何设置所有内容,以创建完整的森林场景,而无需手动放置单个资源。
为了配合资产,您将找到一些智能着色器解决方案,用于海岸线周围的潮湿度,雪复盖的廉价动态应用和水着色器,自动碎片聚集在相交的网格和海岸线周围。
让我们不要忘记什么可能是节目的明星,一个便宜的方式来设置像素完美的高度图基于阴影在每个网格,使用PixelDepthOffset和接触阴影在一个邪恶的联盟!
这里是环境的原始视频:
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