- 5 different landscapes.
- 5 Levels + 1 Zoo Level.
- 1 Terrain Material + Instances. (Materials Roughness, colors, intensity and Rock distance fade and size)
- 4 Materials Function.
- 24 Materials Instances.
- 3 Mountain Mesh (Texture Resolutions: 8129 x 8129)
- 2 Field Mesh (Texture Resolutions: 8129 x 8129)
- 1 Valley Mesh (Texture Resolutions: 8129 x 8129)
- 3 Rock. (Texture Resolutions: 2048 x 2048)
- 5 Cliffs Terrain. (Texture Resolutions: 4096 x 4096)
- 4 Rock Cliffs (Texture Resolutions: 4096 x 4096)
- 1 Pebbles Mesh (Texture Resolutions: 4096 x 4096)
- 5 Terrain Satmaps. (Texture Resolutions: 8129 x 8129)
- This product Support Windows.
- This product supports Nanite for Unreal Engine 5.0+.
- This product supports Lumen for Unreal Engine 5.0+.
- This product supports RVT and PCG for Unreal Engine 5.0+.
- Documentation about Lumen.
- 5种不同的景观。
- 5级+1动物园级别。
- 1地形材质+实例。 (材料粗糙度,颜色,强度和岩石距离褪色和尺寸)
- 4材料功能。
- 24材料实例。
- 3山网(纹理分辨率:8129×8129)
- 2场网格(纹理分辨率:8129×8129)
- 1个山谷网格(纹理分辨率:8129×8129)
- 3岩石。 (纹理分辨率:2048×2048)
- 5悬崖地形。 (纹理分辨率:4096×4096)
- 4岩石悬崖(纹理分辨率:4096×4096)
- 1个鹅卵石网格(纹理分辨率:4096×4096)
- 5地形卫星地图。 (纹理分辨率:8129×8129)
- 本产品支持Windows。
- 本产品支持Nanite for Unreal Engine5.0+。
- 本产品支持适用于虚幻引擎5.0+的Lumen。
- 本产品支持Rvt和PCG For Unreal Engine5.0+。
- 有关的文件 管腔/管腔.
This product is designed to give you huge desolate landscapes that can be used for gaming or cinematic purposes.
The goal was to offer you 5 different very detailed environments with real mesh cliffs so that you can model your landscape as you wish.
Added to this are several rocky assets to embellish your scene. The cliff is generated procedurally with PCG depending on what material is painted on the floor to simplify the handling, so you can absolutely change the parameters that suit you for your level: it can be the foliage density, the rendering distance of each assets, or why not add your own assets.
该产品旨在为您提供巨大的荒凉景观,可用于游戏或电影目的。
我们的目标是为您提供5 不同的 非常详细的环境与真正的网格悬崖,以便您可以建模您的景观,如您所愿。
添加到这几个岩石资产来美化你的场景。 Cliff是通过PCG程序生成的,具体取决于地板上绘制的材料以简化处理,因此您绝对可以根据您的关卡更改适合您的参数:它可以是植物密度,每个资源的渲染距离,或者为什么不添加您自己的资源。
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