Props Scaled to Epic Skeleton: Yes

Physically-Based Rendering: Yes

Collision: Yes, Custom and Generated

Triangle Count: 400 – 36000

LODs: 3 (Including Imposter Billboards)

Number of Meshes: 10

Number of Textures: 8 + imposter generated atlases

Intended Platform: Windows, Mac, Linux, Htc Vive

Platforms Tested: Windows, Htc Vive

Documentation Included: No

道具缩放到史诗骨架:是的

基于物理的渲染:是的

碰撞:是的,自定义和生成

三角形计数: 400 – 36000

Lod:3(包括冒名顶替的广告牌)

网格数: 10

纹理数量:8+冒名顶替生成地图集

预期平台:Windows,Mac,Linux,Htc Vive

测试平台:Windows,Htc Vive

包括文件:没有










video: https://youtu.be/MTF2yEz60qM

Imposter scale fix:

“Problem is in the MaterialFunction “/Engine/Functions/Engine_MaterialFunctions01/WorldPositionOffset/FoliageScaleFactor”. Both of the TransformPosition nodes are set to output Local Space, the same as the inputs. Change their Destination to output Absolute World Space. This fixes the problem of the mesh instances scaling with the billboard sizes correctly.“

https://forums.unrealengine.com/development-discussion/rendering/97944-imposter-billboards-don-t-scale-with-mesh

10 unique pine trees, showcase scene

PBR Materials

Albedo, normal, roughness

Up to 4096×4096 Textures

Pivot Painter 2.0 animation

3 stages of LOD’s (imposter last lod)

Collision also included

短片: https://youtu.be/MTF2yEz60qM

冒名顶替比例修复:

“问题在MaterialFunction”/Engine/Functions/Engine_MaterialFunctions01/WorldPositionOffset/FoliageScaleFactor”。 两个TransformPosition节点都设置为输出局部空间,与输入相同。 改变他们的目的地输出绝对世界空间。 这解决了网格实例使用广告牌大小正确缩放的问题。“

https://forums.unrealengine.com/development-discussion/rendering/97944-imposter-billboards-don-t-scale-with-mesh

10棵独特的松树,展示现场

PBR材料

反照率,正常,粗糙

高达4096×4096纹理

枢轴画家2.0动画

LOD的3个阶段(冒名顶替者最后lod)

碰撞也包括在内

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