Features: (Please include a full, comprehensive list of the features of the product)
- 28 Unique trees and stumps of various species, ranging from sizes XS to XL.
- 25 Unique Cliffs and Rocks and Logs
- Undergrowth and Scatter meshes to cover the forest floor.
- Simple and optimized Landscape shader, both with and without Tessellation/Displacement
- Simple to use Global Wind and Snow controls
- Optimized vegetation and asset parent shaders with LASTLOD function to easily create cheaper shaders for distant LODs
- Billboards for all trees
Number of Unique Meshes: 93
Collision: Yes, generated capsules for all trees, convex hulls for everything else
Vertex Count: 4 – 33 000
LODs: Yes, generated LODs for all regular meshes, vegetation uses custom LODs and Billboards.
Number of Materials and Material Instances: 10 Parent Materials and 165 Material Instances(including regular and LOD-materials)
Number of Textures: 343
Texture Resolutions: 512×512 – 4096×4096 (and everything in between)
Supported Development Platforms:
Windows: Yes
Documentation: Link (or a description of where users can find) the documentation
Important/Additional Notes:
特点:(请包括一个完整的,全面的产品功能列表)
- 28独特的树木和树桩的各种物种,从大小X到XL。
- 25独特的悬崖和岩石和原木
- 灌木丛和分散网格复盖森林地面.
- 简单和优化的地形着色器,有和没有曲面细分/位移
- 简单易用的全球风雪控制
- 具有LASTLOD功能的优化植被和资源父着色器,可轻松为远处的Lod创建更便宜的着色器
- 所有树木的广告牌
唯一网格数:93
碰撞:是的,为所有树木生成胶囊,为其他所有东西生成凸包
顶点数:4-33000
Lod:是的,为所有常规网格生成Lod,植被使用自定义Lod和广告牌。
材质和材质实例数:10个父材质和165个材质实例(包括常规材质和LOD材质)
纹理数量:343
纹理分辨率:512×512-4096×4096(以及介于两者之间的一切)
支持的开发平台:
Windows:是的
文档:链接(或用户可以在哪里找到的描述)文档
重要/附加注意事项:
Regarding 5.3 MRQ issues:
There seem to be some problems getting the example level to render correctly in 5.3 using the MovieRenderQueue.
After some testing it appears to be related to the amount of instances in the level, apparently MRQ can handle less instances than the regular real time renderer. (which is a bit ironic?)
I managed to get it to render correctly by lowering the density of some of the Landscape Grass Scatter
(In the Landscape Material there is a Brown Node called “Landscape Grass” that contains all DataAssets with Density Settings)
Rather than adjusting the content and making everything look worse based on a bug, I would hope this gets fixed in future updates.
But for now, lowering scatter density locally should get the MRQ to work again. Either through adjusting individual meshes, or by using a console variable like “grass.densityScale 0.6″ to reduce all scatter across the board
Update 1.6 :
Adjusted Billboard distances to reduce issues when viewing the billboards from certain angles.
This will have a slight impact on performance.
Adjusted Opacity Mask Clip Value to work better with UE5.
To revert the change, open M_Foliage and change the Opacity Mask Clip Value in the Root node back to 0.5
Update 1.5 : Imposters now work correctly with UE5.
This pack contains everything needed to recreate a realistic mossy conifer forest for your game or scene!
Everything has been carefully and thoughtfully crafted and optimized to run on currently gen hardware.
Every mesh is lodded and set up with custom LOD distances and Shader LODs where needed to reduce rendering cost at a distance.
Most asset come with 4k textures, but have been scaled down in engine to reasonable “game” sizes so that it fits within Unreal’s default StreamingPool. Of course without sacrificing any noticeable visual fidelity.
All trees and large vegetation have been set up with billboards for maximum performance and visuals, as well as Pivot Painter Wind for realistic movement.
Wind strength can be controlled globally through a single parameter in the Parameter Collection named MPC_Weather, to go from a light breeze to full on storm.
Also within the MPC_Weather is a global snow parameter which will add a light coating of snow to the scene.
Landscape shader is optimized and set up with 5 materials, one of them being a Path Material, intended to create gameplay paths, and no procedural spawning will happen on the Path material, which makes creating visual guidance easy.
The Landscape Shader comes in two version, one with Tessellation/Displacement enabled and one without.
A word of warning, tessellation in Unreal is very expensive, and it is also no longer officially supported by Epic, and will not be available in future version of Unreal, so I would not recommend using it.
But if don’t mind trading some performance for a little visual boost, I have included it none the less.
Also included in the Pack is the example map from the screen shots, it is a 2x2km procedurally spawned forest, complete with backdrop.
Within the map, in addition to the regular conifer forest, you will find small sub-biomes such as swamps, grassy meadows and lakes.
It is hard to convey the sheer scale of the map in just screenshots and video, so I recommend everyone to fire it up in an FPS Template project and go exploring!
Just remember to also copy THESE .ini files into the project or the performance and visuals will be off.
It might sound silly, but these are important, by default Unreal is not at all configured for performance, so you can gain *a lot* by learning what settings to turn on and off in these files!
Everything is spawned using Procedural Foliage Volumes set up in numbered order. So they are intended to spawn in the order suggested by the names . Please note, that due to the sheer size of the map, each volume can take several minutes to re-spawn. While this is unfortunate, it is still preferable to populating 4km2 by hand, right? ;)
NOTE1: If you don’t plan on using the dynamic snow, you can save a little bit of performance by going into the MF_Snow Material Function and un-checking the Boolean in there. This will disable the snow across all parent shaders and remove its cost completely.
NOTE2: 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.
NOTE3: Unlike my previous environments, this is set up as an Asset Pack to make it easier for you guys to use in your own projects. Unfortunately this means that in order to get the correct lighting, visuals and performance in the Example Level, you need to manually download my .ini files and place them in your projects Config folder:
YourProject\Config
You can find the .ini files HERE
关于5.3MRQ问题:
使用MovieRenderQueue在5.3中正确渲染示例级别似乎存在一些问题。
经过一些测试,它似乎与关卡中的实例数量有关,显然MRQ可以处理比常规实时渲染器更少的实例。 (这有点讽刺?)
我设法通过降低一些景观草散射的密度来使其正确渲染
(在地形材质中有一个名为”Landscape Grass”的棕色节点,其中包含所有具有密度设置的DataAssets)
我希望这在未来的更新中得到修复,而不是调整内容并使一切看起来更糟。
但就目前而言,局部降低散射密度应该会使MRQ再次工作。 通过调整单个网格,或使用控制台变量,如”草。灰度0.6″ 为了减少所有分散全线
更新1.6 :
调整广告牌距离,以减少从某些角度观看广告牌时的问题。
这会对性能产生轻微影响。
调整了不透明度蒙版剪辑值,以便更好地与UE5配合使用。
要恢复更改,请打开M_Foliage并将根节点中的不透明度遮罩剪辑值更改回0.5
更新1.5 : 冒名顶替者现在可以正确使用UE5。
这个包包含了为你的游戏或场景重新创造一个现实的苔藓针叶林所需要的一切!
所有的东西都经过精心设计和优化,可以在当前通用的硬件上运行。
每个网格都被放置并设置自定义LOD距离和着色器Lod,以减少在远处的渲染成本。
大多数资源都带有4k纹理,但在引擎中已缩小到合理的”游戏”大小,以便适合虚幻的默认流化池。 当然,不会牺牲任何明显的视觉保真度。
所有的树木和大型植被都设置了广告牌,以获得最大的性能和视觉效果,以及枢轴画家风的真实运动。
风力强度可以通过名为MPC_Weather的参数集合中的单个参数进行全局控制,以从微风到完全风暴。
在MPC_Weather中还有一个全局雪参数,它将在场景中添加一层薄薄的雪。
地形着色器经过优化并设置了5种材质,其中一种是路径材质,用于创建游戏性路径,路径材质上不会发生程序性生成,这使得创建视觉引导变得容易。
地形着色器有两个版本,一个启用了曲面细分/位移,另一个没有。
一个警告,在虚幻的镶嵌是非常昂贵的,它也不再正式支持史诗,也不会在未来版本的虚幻可用,所以我不建议使用它。
但如果不介意用一些性能来换取一点视觉上的提升,我已经把它包括在内了。
包中还包括屏幕截图中的示例地图,它是一个2x2km程序生成的森林,配有背景。
在地图中,除了常规的针叶林外,您还会发现小型亚生物群落,如沼泽,草地和湖泊。
很难在屏幕截图和视频中传达地图的绝对规模,所以我建议每个人在FPS模板项目中启动它并去探索!
只要记住也复制 这些 .ini文件到项目或性能和视觉效果将关闭。
这听起来可能很愚蠢,但这些都很重要, 默认情况下,虚幻引擎根本没有针对性能进行配置,因此您可以通过学习在这些文件中打开和关闭哪些设置来获得*很多*!
一切都是使用按编号顺序设置的程序化植物卷生成的。 因此,它们旨在按照名称所建议的顺序产卵。 请注意,由于地图的大小,每个卷可能需要几分钟的时间重新生成。 虽然这是不幸的,但仍然最好手工填充4km2,对吧? ;)
注1:如果您不打算使用动态雪,您可以通过进入MF_Snow材质函数并取消检查其中的布尔值来节省一点性能。 这将禁用所有父着色器中的雪,并完全删除其成本。
注2: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3:与我以前的环境不同,它被设置为一个资源包,使你们更容易在自己的项目中使用。 不幸的是,这意味着为了在示例关卡中获得正确的照明,视觉效果和性能,您需要手动下载my。ini文件并将它们放在项目配置文件夹中:
你的项目配置
你可以找到。ini文件 这里
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