Features:
- Auto Generated Layer System (Sand to Snow)
- High Quality Puddle Systems
- SDFAO
- Snow and Rain Weather Systems
- Snow,Rain,Volumetric Fog Particle Systems
- High Quality River
- Auto Generated UV System
- Cloud Shadows System
- 2 2017×2017 Square Maps
- General AO Post Process Material
Texture Resolutions:
- 17 4096×4096
- 32 2048×2048
Number of Materials:9 Master Materials,18 Material Functions and 10 Material Instances
Do Materials derive from a Master Material with instances as variation: (Yes)
Number of Textures: 49
Supported Development Platforms: PC/PS4/XboxOne
特征:
- 自动生成层系统(沙到雪)
- 高品质水坑系统
- 可持续发展基金
- 雪雨天气系统
- 雪、雨、体积雾粒子系统
- 优质河流
- 自动生成UV系统
- 云影系统
- 2 2017×2017方形地图
- 一般AO后处理材料
纹理分辨率:
- 17 4096×4096
- 32 2048×2048碌录莽拢潞赂漏卯芦禄忙猫
材质数量:9个主材质,18个材质函数和10个材质实例
材质是否派生自具有实例作为变体的主材质:(是)
纹理数量:49
支持的开发平台:PC/PS4/XboxOne
Hello everyone,
This material is going to be your savior. Material itself can generates own layers by the height. Lower heights=beach or desert, Medium heights=Grass, High heights=Snow and Cliff.
Video: https://www.youtube.com/watch?v=7FQicXZOMC8&
Video 2:How to Create a Dynamic Weather System with APLM
What is this new AO thing?
SDFAO is (basically) scanning the landscape with squares,generates the power of shadows and general brightness of the landscape,depending on the distance between squares.
What is the difference between Cinematic,Game and Game Optimized++ APLM Models?
Main differences are puddles and SDFAO,in the Cinematic model each layers got independent puddle systems,Game model got general optimized puddle system and GameOptimized++ model has not got any puddle system.Only Cinematic model got a SDFAO also GameOptimized++ model can not automatically generate any texture maps except diffuse map.
You said we got 7 layers?
Yes I said it and layers are Grass, Snow, Cliff, Mud, Sand, Gravel and EraseFoliage.
大家好。,
这种材料将成为你的救世主。 材质本身可以通过高度生成自己的图层。 较低的高度=海滩或沙漠,中等高度=草,高处=雪和悬崖。
短片: https://www.youtube.com/watch?v=7FQicXZOMC8&
视频2:如何使用APLM创建动态天气系统
这是什么新的AO东西?
SDFAO是(基本上)用正方形扫描景观,产生阴影的力量和景观的一般亮度,取决于正方形之间的距离。
Cinematic、Game和Game Optimized++APLM模型有什么区别?
主要区别是水坑和SDFAO,在电影模型中每层都有独立的水坑系统,游戏模型得到了一般优化的水坑系统,游戏优化++模型没有得到任何水坑系统。只有电影模型得到了一个SDFAO,游戏优化++模型不能自动生成任何纹理地图,除了漫反射地图。
你说我们有7层?
是的,我说它和层是草,雪,悬崖,泥,沙,砾石和EraseFoliage。
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