The pack includes the following assets.

– 1 Environment

– 9 Static Meshes

– 51 Textures

– 16 Materials

– 23 Material Instances

– 20 Material Functions

– 2 Subsurface Profiles

– 1 Particle System

该包包括以下资产。

-1环境

-9静态网格

-51纹理

-16种材料

-23个材料实例

-20种材质功能

-2个地下剖面

-1粒子系统










**Please note that as of Unreal Engine 5 Tessellation is no longer supported in the material system so tessellated displacement will only work in Unreal 4 versions of the engine**

Edition 5 of the Advanced Material Pack – This pack contains the following 17 Instanced Materials:

– Overview Video –

– Gerstner based liquid with Opaque, Masked and Translucent variants, each of which which use distance fields and pixel depth to control opacity, wave height, normal intensity, refraction, undulation and color

– Parallax Occlusion Mapping with view distance based shell count and height as well as support for vertex blending and clear coat

– Tessellated and displaced PBR with view distance fade to control tessellation density and height as well as pixel depth fade to seamlessly blend props with other objects (landscape actors, floors, etc.) while remaining opaque

– Directional blend which allows for two texture sets to blend together based in world direction (only show rock on bottom and snow on top for example)

– Advanced translucent and TAA dithered masked surface (glass, etc.)

– Volumetric lighting particle surface (only renders if hit by volumetric lights – Great for light shafts, dust motes, etc.)

– Advanced light function (light mask with animation and pulse features)

– Pulse which can control surface offset, displacement, emissive brightness and color

– Advanced skin which utilizes a subsurface profile

– Eye ball with full parallax depth

– Advanced foliage

– Hologram

The materials and instances are all organized and labeled for an efficient workflow.

**请注意,从虚幻引擎5开始,材质系统不再支持曲面细分,因此曲面细分位移仅适用于虚幻引擎4版本**

高级材质包第5版-此包包含以下17种实例化材质:

-概览短片 –

-基于Gerstner的液体,具有不透明,掩蔽和半透明变体,每种变体使用距离场和像素深度来控制不透明度,波高,正常强度,折射,起伏和颜色

-视差遮挡映射,基于视图距离的外壳计数和高度,以及支持顶点混合和透明涂层

-Tessellated和displaced PBR与视图距离淡入淡出控制曲面细分密度和高度以及像素深度淡入淡出无缝地混合道具与其他对象(风景演员,地板等。)而保持不透明

-方向混合,允许两个纹理集基于世界方向混合在一起(例如,只显示底部的岩石和顶部的雪)

-先进的半透明和TAA抖动屏蔽表面(玻璃等))

-体积照明粒子表面(只有在被体积光击中时才会渲染-非常适合光轴、尘埃等。)

-先进的光功能(具有动画和脉冲功能的光罩)

-可控制表面偏移、位移、发光亮度和颜色的脉冲

-利用地下轮廓的高级皮肤

-全视差深度的眼球

-高级树叶

-全息图

材料和实例都经过组织和标记,以实现高效的工作流程。

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