Features: (Please include a full, comprehensive list of the features of the product)

  •   Specific kit of vegetation species – Norway Spruce( Picea Abies) trees, bushes , clutter
  •  Highly adjustable optimized and fully featured master materials for vegetation/opaque vegetation/prop/clutter/triplanar rocks/
  •  High quality materials, fully proceduraly and sculpted textures packed.
  • Custom wind setup for the trees , fully non speedtree and non pivotpainter.
  • Custom Landscape material with layers optimized for samples and performance
  • Lighting and post process example scene

Number of Unique Meshes: 50 , 13 specifically Norway Spruce trees

Collision: Custom and Auto , optimized not per poly

Vertex Count: Trees are ranging from 10k to 25k triangles. Other meshes are following this model unless nanite – rocks for example are nanite.

LODs:Yes, custom for Trees , unreal generated with adjustments for other meshes.

Number of Materials and Material Instances: 2-3

Number of Textures: 99

Texture Resolutions: 2048, 4096

UPDATE1 : The pack is updated to support 4.26, 4.27, 5.0

UPDATE2 : Impostors for 5.0 and 5.1 are live

Important/Additional Notes: The example scene requires Sun Positioning Plugin Enabled / Extended Default Luminance range enabled

The main strengths of this pack is the highly technically advanced and optimized setup, that is tried and tested in tripple A games.

特点:(请包括一个完整的,全面的产品功能列表)

  •   植被物种的特定套件-挪威云杉(Picea Abies)树木,灌木,杂波
  •  高度可调的优化和功能齐全的主材料,用于植被/不透明植被/道具/杂波/三重岩石/
  •  高品质的材料,完全程序化和雕刻纹理包装.
  • 自定义风设置的树木,完全非speedtree和非pivotpainter。
  • 具有针对样本和性能优化的图层的自定义地形材质
  • 照明和后期处理示例场景

独特网格数:50,13特别是挪威云杉树

碰撞:自定义和自动,优化不是每个poly

顶点数:树从10k到25k三角形不等。 其他网格遵循这个模型,除非纳米岩-岩石例如是纳米岩。

Lod:是的,自定义树,虚幻生成并调整其他网格体。

材质和材质实例数:2-3

纹理数量:99

纹理分辨率:2048,4096

更新1 : 该包已更新为支持4.26,4.27,5.0

更新2 : 5.0和5.1的冒名顶替者是活的

重要/附加说明:示例场景需要启用太阳定位插件/启用扩展默认亮度范围

这个包的主要优势是高度技术先进和优化的设置,这是尝试和测试在tripple a游戏。










In this pack I’m presenting something very widely used – simple spruce trees, Norway Spruce. This being one of the more common type of evergreen spruces is quite often found in games.

I wanted to deliver great quality, variety and technical execution.

The trees in this pack are highly detailed and suitable for both previous ps4/xone gen and current gen ps5/xsx with appropriate scaling applied.

They are not nanite, but what I would call the best of the old method of foliage creation.

Video Overview:

https://youtu.be/gNvxm7z7NUw

Along side the trees you will find supporting assets that will help you create an awesome spruce forest.

Clutter like grass, branches, pinecones , rocks. Some medium sized bushes like a few wild privets and a fern. Along with a few rock formations.

Everything in the packs I do is created from scratch by me. In this one as well, you can find:

textures – custom created for the tree bark a few variations, tree branches, landscape materials like grass , pine, mud , rocks, rock textures, moss, others.

Custom shaders – these are also incredibly important to me and they are very flexible , scalable , adjustable :

Custom vegetation shader has a few features alongside the standard shading like unified non speedtree wind – you can adjust world wind using a material collection or adjust it per mat instance if needed. You can also build a blueprint to dynamically set the weather. Seasons and variation – using a LUT texture for the trees.

Custom landscape shader that is flexible and expandable. Custom landscape paint and wetness paintable on top of layers. A “moss” layer – this can be adjusted to paint a top layer youd like over the others , like burning and other.

Custom rocks triplanar shader – with directional correct normal , and many advanced features like edge damages , moss painting, custom data per instance.

Useful material functions – for example global wetness , you can adjust wetness by height in the world on most objects, or simply add the function to your own.

As for the trees themselves – there are 13 trees different sizes and canopy states. They all have custom made LODs and distances. You can further adjust the distances for your needs. They use my new wind model (same as oak pack) different from speedtree or pivotpainter solutions. Adjustable with a material collection for all at once.

Along with the models and textures there is an example level included. There you can find interesting level setups , lighting water cloud and other. For unreal 5 it is using lumen and nanite on some appropriate meshes(not vegetation).

These setups are optimized and well made enough to be used as an example for your own needs.

Small inclusion is also a simple blueprint to control the weather – it modifies the material collection adjusting the wind , and some quick post process effects. Use it as stepping stone to build something dynamic and cool.

Important ! – to view the example scene properly you need :

Extend default luminance range – project settings

Water – unreal plugin

Sun Positioner – unreal plugin

For UE5 – lumen,nanite, SM6 enabled – project settings

As a technical artist with years of experience on some of the largest triple A titles , I tried to bring something that is harder to get in the open marketplace – a consistent quality/usability and performance most of all. All the assets , materials and techniques are optimized and created with scalability and high performance standard .

Update: Updated project files will now contain a LOD4 octahedral impostor, that will greatly improve performance of larger scenes. They could come at significant memory cost ! Control for your project needs reducing mip bias or distance of the impostors! Only version 5 and 5.1 for now – version 4.x will also get impostors in the coming weeks.

在这个包中,我展示了一些非常广泛使用的东西-简单的云杉树, 挪威云杉. 这是一种更常见的常绿云杉类型,经常在游戏中发现。

我想提供伟大的质量,品种和技术执行.

此包中的树非常详细,适用于以前的ps4/xone gen和当前的gen ps5/xsx,并应用适当的缩放。

他们不是纳米,但我称之为 最好的老方法的树叶创造。

短片概览:

https://youtu.be/gNvxm7z7NUw

沿着树木,你会发现 支持资产 这将帮助你创造一个真棒云杉森林。

杂乱无章像草,树枝,松果,岩石. 一些中等大小的灌木丛像几个 野生女贞 和一个 蕨类植物. 还有一些 岩层.

我所做的一切都是由我从头开始创造的。 在这一个以及,你可以找到:

纹理 -为 树皮;树皮 一些变化, 树枝, 景观 材料如 , 松木, , 岩石, 岩石纹理,苔藓,其他。

自定义着色器-这些对我来说也非常重要,它们非常重要。 灵活的,可扩展的 :

海关规定 植被着色器 除了标准阴影之外,还有一些特性,如统一的非速度树 -你可以使用 物料收集 或者根据需要对每个mat实例进行调整。 您还可以构建蓝图来动态设置天气。 季节 和变异-使用 LUT纹理 为了树木。

海关规定 景观着色器 这是灵活和可扩展的。 自定义景观油漆和湿性油漆在层的顶部. 一个”苔藓”层–这可以调整为在其他层上画一个顶层,像燃烧和其他层。

海关规定 岩石三重着色器 -具有方向性 更正正常 ,以及许多高级功能,如边缘损伤,苔藓绘画,每个实例的自定义数据。

有用的 材质函数 -例如 全球湿度 ,你可以调整 高度湿润度 在大多数对象上的世界,或者简单地将功能添加到您自己的。

至于 树木 自己 – 有13棵树 不同的大小和树冠状态。 他们都有 海关规定 制作 Lod距离. 您可以根据需要进一步调整距离。 他们用我的 新风模型 (与oak pack相同)与speedtree或pivotpainter解决方案不同。 可调整与一个材料收集所有一次.

除了模型和纹理之外,还包括一个示例级别。 在那里你可以找到有趣的水平设置,照明水云等。 对于虚幻5,它在一些适当的网格(而不是植被)上使用lumen和nanite。

这些设置经过优化,制作精良,足以作为您自己需求的示例。

小包容也是一个简单的蓝图来控制天气-它修改了调整风的材料集合,以及一些快速的后期处理效果。 用它作为垫脚石来构建动态和酷的东西。

重要! -要正确查看示例场景,您需要 :

扩展默认亮度范围-项目设置

水-虚幻插件

Sun定位器-虚幻插件

对于UE5-流明,纳米,SM6启用-项目设置

作为一名技术艺术家,我在一些最大的三A游戏中拥有多年的经验,我试图带来一些在开放市场上更难获得的东西-最重要的是一致的质量/可用性和性 所有的资产,材料和技术都经过优化和创建,具有可扩展性和高性能标准。

更新:更新的项目文件现在将包含一个LOD4八面体冒名顶替者,这将大大提高较大场景的性能。 他们可能会付出巨大的内存成本! 对项目的控制需要减少 mip偏差 或冒名顶替者的距离! 现在只有版本5和5.1-版本4。x也将在未来几周内获得冒名顶替者。

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