Technical Features:
Supported Engine Versions: 5.2, 5.3 & 5.4
Number of Unique Meshes: 23
Vertex Count Example: LOD3 48 verts, LOD2 144 verts, LOD1 591 verts, LOD0 (Cinematic LOD) 1102 verts
LODs: 3-4 LODs per foliage.
Number of Materials and Material Instances: 2 Materials, 56 Material Instances (excluding demo assets)
Number of Textures: 58
Texture Resolutions Grass: Alpha 2048×2048, Normal 512×512, Diffuse 128×128
Texture Resolutions Flowers & Foliage: Alpha, Normal & Diffuse 256x512Supported development platforms: Windows
Documentation: https://www.youtube.com/watch?v=meymI2q49FE
YouTube: https://www.youtube.com/@YotomoCG
Important/Additional Notes:
-
By default the blueprint driven foliage is only animated at runtime/during simulation. To enable blueprint driven foliage to be simulated at runtime open up “BP_Wind” and follow the instructions (enable Live Link Plugin).
-
To enable Trample, first enable Trample in the material instance. Then make sure that “BP_Wind” is placed in the level. Open up “BP_Wind” and search for “Trample”. Replace the “Character_Ref” Variable with a reference to your Player Character.
-
Recommended to be used with AA Method: FXAA
技术特点:
支持的引擎版本:5.2、5.3和5.4
唯一网格数:23
顶点计数示例:LOD3 48verts,LOD2 144verts,LOD1 591verts,LOD0(Cinematic LOD)1102verts
Lod:每叶3-4Lod。
材质和材质实例数量:2个材质,56个材质实例(不含demo资源)
纹理数量:58
纹理分辨率草:阿尔法2048×2048,正常512×512,扩散128×128
纹理分辨率花和叶:阿尔法,正常和扩散256×512支持的开发平台:Windows
文件: https://www.youtube.com/watch?v=meymI2q49FE
YouTube的: https://www.youtube.com/@YotomoCG
重要/附加注意事项:
-
默认情况下,蓝图驱动的植物仅在运行时/模拟期间进行动画处理。 要在运行时模拟蓝图驱动植物,请打开”BP_Wind”并按照说明操作(启用实时链接插件)。
-
要启用践踏,首先在材质实例中启用践踏。 然后确保”BP_Wind”放置在关卡中。 打开”BP_Wind”并搜索”践踏”。 将”Character_Ref”变量替换为对玩家角色的引用。
-
建议与AA方法一起使用:FXAA
Bring your environment to life with strong winds animated grass & foliage!
Video Link: https://youtu.be/m05HyOykfzE
Grasslands Wind – Grass, Flowers & Foliage features a set of foliage assets simulating anything from strong winds to a calm breeze. The Material Instance offers a lot of customization enabling you to tweak the assets to perfectly suit your game. Many parameters can be driven by blueprint. For example wind direction, color, grass height, wind strength and much more. Using the existing Landscape Grass Type preset, you can quickly generate grass for your landscape.
All the assets are complete with optimized LODs and effective use of texture-space. Most of the textures are optimized to 256×512 with the exception of the Mask Texture for the Grass at 2048×2048.
The foliage is based on two versatile master materials to reduce performance cost. One for the grass and one for the flowers & mixed foliage.
Features:
-
9 Grass Assets, 7 Flower Assets & 11 Mixed Foliage Assets
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Custom Grass Wind with anything from Strong Winds to a Calm Breeze.
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Blueprint Driven Wind Direction, Time, Wind Strength and Realtime Wind Direction Change with additional Color & Height control for Grass Assets.
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Demo level featuring the assets & example on Blueprint Driven Foliage.
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Small texture size overall with most textures at 256×512.
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Grass Trample
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Organized and Exposed Material Parameters for endless variations.
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Landscape Material with Mask Generated Grass placement
How to add to your project:
https://www.youtube.com/watch?v=meymI2q49FE
1. Close Unreal Engine if the application is running.
2. Unzip “ProjectGrasslands.zip“
3. Locate the folder ProjectGrasslands/Content/Grasslands
4. Copy the folder “Grasslands”
5. Paste it into your project content folder. It should look like this
“YourProjectName/Content/Grasslands”
6. All done!
Technical Features:
Supported Engine Versions: 5.2, 5.3 & 5.4
Number of Unique Meshes: 23
Vertex Count Example: LOD3 48 verts, LOD2 144 verts, LOD1 591 verts, LOD0 (Cinematic LOD) 1102 verts
LODs: 3-4 LODs per foliage.
Number of Materials and Material Instances: 2 Materials, 56 Material Instances (excluding demo assets)
Number of Textures: 58
Texture Resolutions Grass: Alpha 2048×2048, Normal 512×512, Diffuse 128×128
Texture Resolutions Flowers & Foliage: Alpha, Normal & Diffuse 256×512
Documentation: https://www.youtube.com/watch?v=meymI2q49FE
YouTube: https://www.youtube.com/@YotomoCG
Important/Additional Notes:
-
By default the blueprint driven foliage is only animated at runtime/during simulation. To enable blueprint driven foliage to be simulated at runtime open up “BP_Wind” and follow the instructions (enable Live Link Plugin).
-
To enable Trample, first enable Trample in the material instance. Then make sure that “BP_Wind” is placed in the level. Open up “BP_Wind” and search for “Trample”. Replace the “Character_Ref” Variable with a reference to your Player Character.
-
Recommended to be used with AA Method: FXAA
将您的环境带入生活与强风动画草和树叶!
视频链接: https://youtu.be/m05HyOykfzE
草原风-草,花和树叶的特点是一套树叶资产模拟任何从强风到平静的微风。 材质实例提供了大量的自定义,使您能够调整资源以完全适合您的游戏。 蓝图可以驱动许多参数。 例如风向,颜色,草的高度,风力强度等等。 使用现有的景观草类型预设,您可以为您的景观快速生成草。
所有的资产都是完整的优化Lod和有效的纹理空间使用. 大多数纹理都优化为256×512,但草的蒙版纹理为2048×2048除外。
叶子是基于两个通用的主材料,以减少性能成本. 一个是草,一个是花和混合叶。
特征:
-
9种草资源、7种花资源和11种混合叶资源
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自定义草风与任何东西从强风到平静的微风。
-
蓝图驱动的风向,时间,风力强度和实时风向变化与额外的颜色和高度控制草资产。
-
演示关卡包含蓝图驱动植物上的资源和示例。
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小纹理尺寸总体与大多数纹理在256×512。
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草践踏
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组织和暴露的材料参数无穷无尽的变化.
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具有蒙版生成草放置的景观材料
如何添加到您的项目:
https://www.youtube.com/watch?v=meymI2q49FE
1. 如果应用程序正在运行,请关闭虚幻引擎。
2. 解压缩”ProjectGrasslands。拉链“
3. 找到文件夹ProjectGrasslands/Content/Grasslands
4. 复制文件夹”草原”
5. 将其粘贴到项目内容文件夹中。 它应该是这样的
“你的名字/内容/草原”
6. 全部完成!
技术特点:
支持的引擎版本:5.2、5.3和5.4
唯一网格数:23
顶点计数示例:LOD3 48verts,LOD2 144verts,LOD1 591verts,LOD0(Cinematic LOD)1102verts
Lod:每叶3-4Lod。
材质和材质实例数量:2个材质,56个材质实例(不含demo资源)
纹理数量:58
纹理分辨率草:阿尔法2048×2048,正常512×512,扩散128×128
纹理分辨率花和叶:阿尔法,正常和扩散256×512
文件: https://www.youtube.com/watch?v=meymI2q49FE
YouTube的: https://www.youtube.com/@YotomoCG
重要/附加注意事项:
-
默认情况下,蓝图驱动的植物仅在运行时/模拟期间进行动画处理。 要在运行时模拟蓝图驱动植物,请打开”BP_Wind”并按照说明操作(启用实时链接插件)。
-
要启用践踏,首先在材质实例中启用践踏。 然后确保”BP_Wind”放置在关卡中。 打开”BP_Wind”并搜索”践踏”。 将”Character_Ref”变量替换为对玩家角色的引用。
-
建议与AA方法一起使用:FXAA
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