A collection of high quality nature assets.

高品质的自然资产的集合。

Features:

  •  A complete scene 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.(Heightmap based Contact Shadows,Moss shading, detailmapping, Texture Blending, Tinting)
  •  AAA-level, optimized rocks and vegetation.
  • The sweetest moss you’ve ever seen
  • Water Shader, using distance field for floating debris around meshes
  • Landscape Shader containing 5 different landscape materials
  • A simple and cheap way to dynamically add snow cover to the entire scene.

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

Supported Development Platforms:

Windows: (Yes)

Mac: (No)

Important/Additional Notes:

The Snow parameter is located under MaterialLibrary/MaterialParameterCollections/MPC_Snow

To Export a mesh or texture from Unreal, right click the asset in the Content browser and select Asset Action > Export

特征:

  •  包含程序化放置的森林的完整场景,使用程序化植物卷。
  •  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。(基于高度图的接触阴影,苔藓阴影,细节映射,纹理混合,着色)
  •  AAA级,优化的岩石和植被。
  • 你见过的最甜的苔藓
  • 水着色器,使用距离场处理网格周围的漂浮碎片
  • 包含5种不同地形材质的地形着色器
  • 一个简单和便宜的方式动态添加雪复盖到整个场景.

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

支持的开发平台:

视窗:(是)

Mac:(否)

重要/附加注意事项:

Snow参数位于MaterialLibrary/MaterialParameterCollections/MPC_Snow下

要从虚幻导出网格体或纹理,请在内容浏览器中右键单击资源,然后选择资源操作>导出










This contains the full Unreal Engine 4.25.4 project for a procedural forest scene, along with all models, textures, shaders and procedural rules used to create the scene. 

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 like in this scene.

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 scene 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!

https://youtu.be/AVlS0wrDSgk

其中包含用于过程森林场景的完整虚幻引擎4.25.4项目,以及用于创建场景的所有模型、纹理、着色器和过程规则。 

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,就像在这个场景中一样。

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!

在提供的场景中,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!

https://youtu.be/AVlS0wrDSgk

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