Features:
- Landscape auto material with slope variation, with 10 paintable automated landscape layers and automatic puddles
- Procedural forest generation
- Procedural ground foliage generation
- Procedural rocks generation
- Very advanced materials which preserves texture density after being upscaled
- VFX Rain – Niagara System
- Lightning with thunder system – Blueprint
- Wetness specific sounds
- Game ready optimized assets designed for very large environments
- The material instances from this pack have more than 200 parameters which can be adjusted, so everything is very flexible and easy to be modified according to your needs
Number of Unique Meshes: 27
Collision: (Yes, automatically generated
LODs: all static meshes are Nanite so LOD’s are not necessary
Number of Materials and Material Instances: 41
Number of Textures: 99
Texture Resolutions: between 512 x 512 and 8192 x 8192
Supported Development Platforms:
Windows: Yes
Mac: Not tested
Documentation: Please read the description and watch the Videos from the beginning of the description
Important/Additional Notes: In order to use Procedural Foliage Spawners from this pack, you will have to go to Editor Preferences/Experimental and enable Procedural Foliage.
特征:
- 具有坡度变化的景观自动材料,具有10个可涂漆的自动景观层和自动水坑
- 程序化森林生成
- 程序化地面树叶生成
- 程序性岩石生成
- 非常先进的材料,在升频后保持纹理密度
- 特效雨尼亚加拉系统
- 闪电与雷系统-蓝图
- 潮湿特定的声音
- 为非常大的环境设计的游戏准备优化资产
- 这个包中的材质实例有200多个参数可以调整,所以一切都非常灵活,很容易根据您的需要进行修改
唯一网格数:27
碰撞:(是的,自动生成
所有静态网格都是纳米,所以不需要LOD
材质和材质实例数:41
纹理数量:99
纹理分辨率:介于512×512和8192×8192之间
支持的开发平台:
Windows:是的
Mac:未测试
文档:请阅读描述并从描述的开头观看视频
重要/附加说明:要使用此包中的程序化植物生成器,您必须转到编辑器首选项/实验性并启用程序化植物。





Are you planning to create a truly wet landscape with specific rain, puddles, lightnings and thunders? This pack will help you do that in just a few clicks. The demo map is a 100 square km real-world wet landscape, 4k resolution heightmap, but you will be able to procedurally create in a few clicks, even bigger landscapes. (200 or even 400 square km wetlands).
Because everything is procedurally generated (starting with landscape materials, foliage, trees, rocks), you will be able to design similar maps in just a few clicks. Everything is created for speed and quality and it is also very customizable. The landscape auto material will adapt to any landscape you might have and beside the automatic layer, you can use the other layers to manually paint mud, wet sand, wet grass, wet rock/cliff, wet gravel, wet pavement etc. Everything you see and hear in the video is included in this pack: blueprint to generate lightning and thunders, rain particle effects (Niagara), specific sounds. All the assets are created to perform well in open world maps, so everything is very well optimized for huge landscapes full of mud and wetness.
The rocks have a very smart material which will allow you to upscale them hundreds of time without significant loose of quality and texture density. This is why, a simple rock can be used to create a huge cliff or even a mountain. All the materials in this pack have lots of parameters which can be tweaked to personalize the wetness, colors, masks not only for the landscape but also for the assets: grass, trees, rocks. In just a few clicks, with the help of the parameters from the Material Instances, you will be able to completely transform the overall look of the wetland.
The rain Niagara system is attached to the player, so if you want to use your own character, you will have to add the rain VFX to your character (as a component)
Attention: This product is using World Partition to keep everything optimized. When you first open the demo map, the landscape regions will not be loaded and this is why you can not see the landscape inside the editor. In order to see the landscape, you will have to go to the World Partition Tab and select all the regions after that right click on the selection and press Load Regions from Selection. You have to do this only once per project. This is how Unreal Engine works…
This product supports Lumen for versions 5.1 +. If You want to use the pack at it's full potential, I recommend using Lumen. In order to enable Lumen (if it is not already enabled) you should go to Project Settings/Engine/Rendering and make sure you have the following setup:
- Dynamic Global Illumination Method – LUMEN
- Reflection Method – LUMEN
- Shadow Map Method – Virtual Shadow Maps
If you like this pack, feel free to write a review and rate it. This will keep me motivated to create better and better assets. Thank you!
您是否计划创造一个真正潮湿的景观与特定的雨,水坑,闪电和雷声? 这个包将帮助你做到这一点,只需点击几下。 演示地图是一个100平方公里的真实世界潮湿景观,4k分辨率高度图,但您将能够在程序上创建几个点击,甚至更大的景观。 (200甚至400平方公里的湿地)。
因为所有内容都是程序生成的(从地形材质,树叶,树木,岩石开始),您只需点击几下即可设计类似的地图。 一切都是为了速度和质量而创建的,它也是非常可定制的。 景观自动材料将适应您可能拥有的任何景观,在自动图层旁边,您可以使用其他图层手动绘制泥浆,湿砂,湿草,湿岩石/悬崖,湿砾石,湿路面等。 您在视频中看到和听到的所有内容都包含在这个包中:生成闪电和雷声的蓝图,雨粒子效果(尼亚加拉),特定的声音。 所有的资产都是为了在开放的世界地图中表现良好而创建的,因此对于充满泥泞和潮湿的巨大景观,一切都进行了很好的优化。
岩石有一个非常聪明的材料,这将允许你升级他们数百次没有显着的质量和纹理密度松散。 这就是为什么,一个简单的岩石可以用来创造一个巨大的悬崖,甚至一座山。 这个包中的所有材料都有很多参数,可以调整,以个性化的湿度,颜色,面具不仅为景观,而且为资产:草,树,岩石。 只需点击几下,借助材质实例中的参数,您就可以完全改变湿地的整体外观。
雨尼亚加拉系统附加到玩家,所以如果你想使用自己的角色,你将不得不将雨特效添加到你的角色(作为一个组件)
注意:本产品使用世界分区,以保持一切优化. 当您第一次打开演示地图时,地形区域将不会被加载,这就是为什么您无法在编辑器中看到地形的原因。 为了看到景观,你将不得不去世界分区选项卡,并选择所有的区域后,右键单击选择和按加载区域从选择。 每个项目只需执行一次此操作。 这就是虚幻引擎的工作原理。..
本产品支持5.1+版本的流明. 如果你想在它的全部潜力使用包,我建议使用流明。 为了启用流明(如果尚未启用),您应该转到项目设置/引擎/渲染,并确保您有以下设置:
- 动态全局照明方法-流明
- 反射方法-流明
- 阴影贴图方法-虚拟阴影贴图
如果你喜欢这个包,随时写一个评论和评价它。 这将使我有动力创造更好更好的资产。 谢谢!

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