Realistic Pine Tree Forest environment, 3D scan based, trees, plants, grass, rocks, full forest with up to 8K textures, with 6 fully procedural Sub-Biomes to create incredible forest biome diversity. Tweakable Master Materials and Landscape Shader, Wind.

逼真的松树林环境,基于3D扫描,树木,植物,草,岩石,全森林,高达8K纹理,具有6个完全程序化的子生物群落,创造令人难以置信的森林生物群落多样性。 Tweakable主材料和景观着色器,风。

Features:

  • Next Generation visual fidelity
  • 3D Scanned assets and tileables
  • Up to 8K texture resolution
  • 6 different Sub-Biomes to choose from: Grassy Fields, Forest Border, Dead Forest, Dry Forest, Mixed Forest, Mossy Forest
  • Intuitive BiomePainter procedural workflow -> Create a varied forest by painting and then generating via 1 click.
  • Detailed 1 square kilometer example map
  • Massive 64 square kilometer example map (experimental)
  • RealBiomes Manager Blueprint for easy tweaking of Lighting Scenarios and Scalability
  • Optimized LODs and Billboards
  • Distance meshes
  • 4 comprehensive master shaders
  • Cloud shadows material
  • Spline Tool Blueprint
  • Global vegetation wetness material function
  • Scalable wind system
  • FakePOM: Detailed PDO Shadows
  • AutoSlope Material
  • Fully Game Ready and optimized

We do not recommend using RealBiomes with Movie Render Queue.

Foliage heavy scenes do not work well with UE Raytracing and RealBiomes is no exception to that rule.

Number of Unique Meshes: 156

Collision: Yes

Vertex Count: 10-60000

LODs: All meshes have 1-6 LODs

Number of Materials and Material Instances: 65

Number of Textures: 106

Texture Resolutions: 2k-8k

Platform: PC

Changelog: RealBiomes Pine 1.2:

-UE5 Ready

-4.27+ : RealBiomes Manager for easy management of Lighting Conditions and Scalability

-Landscape: New Custom Layer for users to plugin their own textures

-And much more (Full Changelog is on Discord)

特征:

  • 下一代视觉保真度
  • 3d扫描资产和可倾斜
  • 高达8k纹理分辨率
  • 6种不同的亚生物群落可供选择:草地,森林边界,死亡森林,干燥森林,混交林,苔藓森林
  • 直观的BiomePainter程序工作流程->通过绘画创建多样化的森林,然后通过1点击生成。
  • 详细的1平方公里示例地图
  • 海量64平方公里示例图(实验)
  • RealBiomes Manager蓝图,用于轻松调整照明场景和可扩展性
  • 优化的Lod和广告牌
  • 距离网格
  • 4个综合主着色器
  • 云阴影材质
  • 样条工具蓝图
  • 全球植被湿润度材料功能
  • 可扩展风力系统
  • FakePOM:详细的PDO阴影
  • AutoSlope材料
  • 完全游戏准备和优化

我们不建议使用RealBiomes与电影渲染队列.

树叶沉重的场景不能很好地与UE光线追踪和RealBiomes也不例外。

唯一网格数:156

碰撞:是的

顶点数:10-60000

Lod:所有网格都有1-6个Lod

材质和材质实例数:65

纹理数量:106

纹理分辨率:2k-8k

平台:PC

更新日志:RealBiomes Pine1.2:

-UE5就绪

-4.27+:RealBiomes管理器,方便管理照明条件和可扩展性

-景观:新的自定义层,供用户插件自己的纹理

-还有更多(完整的更新日志是不和谐的)










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Videos: CinematicFeaturesSub-BiomesWind System

More Media: Artstation Twitter Facebook Instagram

Support: DocumentationFAQDiscord

DefaultEngine.ini: UE4UE5

For more information about us and our products visit RealBiomes.com

For companies with a revenue larger than 200000 USD yearly, please contact us for a custom license via business@realbiomes.com

The most comprehensive and realistic Scots Pine environment available. Fully scan-based, game-ready assets with up to 8k textures, distance billboards, complete with various Sub-Biomes to create incredible forest diversity.

Quickly paint and procedurally generate the Sub-Biomes with our intuitive “BiomePainter” workflow and bring the forest alive with our scalable wind system.

Use included Blueprint tools to help you create faster.

Comes with two fully generated example maps complete with distance meshes and various example lighting conditions. Main Map measures 1 square kilometer and the experimental one measures 64 square kilometers.

In 5.0.3, Movie Render Queue crashes, when a scene has lots foliage. We have documented this here and hope Epic fixes it in the future. The workaround is to use the normal renderer instead of MRQ – or keep the amount of Foliage Types low.

NEXT-GEN VISUALS

Our goal is to provide the best possible visuals quality while still being scalable enough to run on average hardware. Comes with some of the most detailed game-ready assets available online.

All of our assets and tileables are fully 3D Scans based and include up to 8k texture resolution for incredible close-up detail.

GAME READY

All of our assets are fully game-ready with LODs, wind, collision, optimized view distances, and LOD ratios out of the box.

MULTIPLE SUB-BIOMES

Choose between 6 different Sub-Biomes; Mossy, Mixed, Dry, Border, Dead, and Open Fields, all ready to be generated with their own unique properties and visual identities.

PROCEDURAL WORKFLOW

Use our BiomePainter workflow to quickly paint and generate the different Sub-Biomes which allows you to create incredibly varied environments with minimal effort and time spent.

We are fully utilizing Unreal’s procedural systems to make sure that every world you create is both unique and organic feeling.

MICRO TO MACRO

From small ground scatter to massive cliffs and distance meshes, our biome packs are much more than just a simple forest, it allows you to compose vast landscapes that hold up no matter where you look.

1 square kilometer EXAMPLE MAP

Our pack comes with a fully generated 1km2 example map. This includes a beautifully composed area with roads, mudslides, and massive cliffs as well as high detail distance mountain meshes.

MASSIVE 64 square kilometer EXAMPLE MAP (experimental)

Furthermore, we ship a fully generated 64km2 example map. This includes the same areas as the 1km2 example map but much vaster spaces. Keep in mind this is an experimental addition and due to engine-related issues/limitations, it is not the most optimized experience. In UE5, there’s currently a bug that crashes the 64km2 map when more sublevels are added – this is our of our control and up to Epic Games to fix. We include a much lighter and smoother 1K map for this reason and label this map experimental.

LIGHTING

Our pack comes with 3 different lighting conditions, standard, dawn, and stormy, complete with respective HDRIs. A good baseline to help you create your own look. In 4.27+, BP_RB_Manager can be used to easily cycle between lighting conditions.

SHADERS

Comes with 4 comprehensive master materials all containing a wide range of abilities such as multi-texture blending, PDO shadows, Macro/Detail maps, object to landscape blending, per instance color variation, displacement mapping/offset bump mapping, and much more.

We also include MPC’s to control wind and wetness. Wetness is a feature for leaves-only.

BLUEPRINTS

To help speed up to medium to large scale level creation we made a SplineTool Blueprint, allowing for quick repeated placement and bending of static meshes such as cliffs, mudslides, roads, and more.

We also include a Wind controller which allows for a more visual way of wind adjustment. In 4.27+, we ship a manager blueprint that allows users to easily cycle between all our lighting scenarios and also manage scalability easily.

ASSET LIST

  • Trees: 8
  • Trees Small/Saplings: 9
  • Trees Sick/Dead: 4
  • Trees Broken/Rotten: 7
  • Rocks: 24
  • Cliffs: 16
  • Mudslide: 13
  • Roads/Paths: 7
  • Plants: 29
  • Ground Scatter: 33
  • Ground Bases: 6

IMPORTANT NOTES:

  • We found performance to be quite inconsistent across engine versions.
  • As of 5.0, Lumen over-occludes foliage and is thus not a great choice for our scenes which are full of vegetation. Expected to be fixed in future Unreal Engine versions.
  • Nanite currently does not work with Landscape Grass or Vegetation, both of which we heavily utilize. Hence we are not using Nanite currently.
  • The 64km2 experimental map is a very heavy map to load due to the amount of content/size. Weaker machines may struggle with it based on our tests on a laptop with an i7 and a GTX 970m. In UE5, loading additional sublevels into it leads to a crash, unlike in 4.20-4.27. This is an Unreal Engine bug and out of our control.
  • To get the full “Next-Gen” experience, you will need to check the “Lighting Info” and “Cinematic Settings” section in our documentation.
  • Please enable: Edit -> Project Settings -> Search: distance fields -> Check “Generate Mesh Distance Fields” tickbox -> restart engine. Without this, the lighting will not look correct!!
  • Please enable: Edit -> Editor Preferences -> Search: procedural -> Check “Procedural Foliage”.
  • Some of the objects we have scanned weigh several tons and many meters. Hence our rocks and cliffs usually don’t have undersides.

Disclaimer: Showcased lighting not necessarily representative of final product.

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短片: 电影特征亚生物群落风力系统

更多媒体: 艺术站 推特 Facebook Instagram

支援服务: 文件常见问题不和谐

DefaultEngine。ini拢潞: UE4UE5

有关我们和我们的产品的更多信息,请访问 RealBiomes.com

对于年收入超过20万美元的公司,请通过business@realbiomes.com

最全面和现实的苏格兰松树环境可用. 完全基于扫描,游戏准备的资产与多达8k纹理,距离广告牌,完成与各种子生物群落创造难以置信的森林多样性。

使用我们直观的”BiomePainter”工作流程快速绘制和程序生成子生物群落,并通过我们的可扩展风力系统使森林充满活力。

使用包含的蓝图工具来帮助您更快地创建。

附带两个完整生成的示例地图,包括距离网格和各种示例照明条件。 主图面积为1平方公里,实验图面积为64平方公里。

在5.0.3中,当一个场景有很多叶子时,电影渲染队列崩溃。 我们已经记录了这一点 这里 并希望Epic在未来修复它。 解决方法是使用普通渲染器而不是MRQ-或者保持植物类型的数量较低。

下一代视觉效果

我们的目标是提供最好的视觉质量,同时仍然具有足够的可扩展性,以运行在平均硬件。 附带一些在线提供的最详细的游戏准备资产。

我们所有的资产和倾斜都是完全基于3d扫描,包括高达8k纹理分辨率难以置信的特写细节。

游戏准备就绪

我们所有的资产都是完全游戏准备与Lod,风,碰撞,优化的视图距离和LOD比率开箱。

多个亚生物群落

在6种不同的亚生物群落之间进行选择;苔藓,混合,干燥,边界,死亡和开放领域,所有这些都可以用自己独特的属性和视觉身份生成。

程序工作流程

使用我们的BiomePainter工作流程快速绘制和生成不同的子生物群落,使您能够以最小的努力和时间创建令人难以置信的多样化环境。

我们正在充分利用虚幻的程序系统,以确保您创建的每个世界都是独特的和有机的感觉。

微观到宏观

从小型的地面散射到巨大的悬崖和距离网格,我们的生物群落包不仅仅是一个简单的森林,它允许你组成广阔的景观,无论你看到哪里。

1平方公里示例地图

我们的包带有一个完全生成的1km2示例地图。 这包括一个美丽的区域,道路,泥石流,巨大的悬崖,以及高细节距离的山网格。

海量64平方公里示例图(实验)

此外,我们还提供了一个完整生成的64km2示例地图。 这包括与1km2示例地图相同的区域,但空间更大。 请记住,这是一个实验性的补充,由于引擎相关的问题/限制,它不是最优化的体验。 在UE5中,目前有一个错误,当添加更多子级别时会崩溃64km2地图-这是我们的控制和史诗游戏修复。 我们包括一个更轻和更平滑的1k地图为此原因和标签这个地图实验。

照明设备

我们的包配有3种不同的照明条件,标准,黎明和暴风雨,配有各自的HDRIs。 一个很好的基线,以帮助您创建自己的外观。 在4.27+中,BP_RB_Manager可用于轻松地在照明条件之间循环。

着色器

配备了4个全面的主材料,所有包含广泛的能力,如多纹理混合,PDO阴影,宏观/细节地图,对象到景观混合,每个实例颜色变化,位移映射/偏移凹凸映射,等等。

我们还包括MPC来控制风和湿. 湿性是叶子的一个特点-只.

蓝图

为了加快中大规模关卡的创建速度,我们制作了SplineTool蓝图,允许静态网格体(如悬崖、泥石流、道路等)快速重复放置和弯曲。

我们还包括一个风控制器,它允许一个更直观的方式调整风. 在4.27+版本中,我们发布了一个管理器蓝图,允许用户在所有照明场景之间轻松循环,并轻松管理可扩展性。

资产清单

  • 树木:8
  • 树木小/树苗:9
  • 树木生病/死亡:4
  • 树木破碎/腐烂:7
  • 岩石:24
  • 悬崖:16
  • 泥石流:13
  • 道路/路径:7
  • 植物:29
  • 地面散射:33
  • 地面基地:6

重要事项:

  • 我们发现不同引擎版本的性能非常不一致。
  • 从5.0开始,流明过度遮挡树叶,因此对于我们充满植被的场景来说不是一个很好的选择。 预计将在未来的虚幻引擎版本中修复。
  • 纳米石目前不与景观草或植被一起工作,这两种都是我们大量使用的。 因此,我们目前没有使用Nanite。
  • 由于内容量/大小,64km2实验地图是一个非常沉重的地图。 根据我们在i7和GTX970m笔记本电脑上的测试,较弱的机器可能会与之斗争。在UE5中,加载额外的子级别会导致崩溃,不像在4.20-4.27中。 这是一个虚幻引擎的错误,我们无法控制。
  • 要获得全部 “下一代”经验,您将需要检查”照明信息”和”电影设置”部分在我们的文档。
  • 请启用:编辑->项目设置->搜索:距离字段->选中”生成网格距离字段”复选框->重新启动引擎。 没有这个,照明将不会看起来正确!!
  • 请启用:编辑->编辑器首选项->搜索:程序->检查”程序叶”.
  • 我们扫描的一些物体重达数吨和数米。 因此,我们的岩石和悬崖通常没有海底。

免责声明:展示的照明不一定代表最终产品。

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