UE5 Nanite Landscape Foliage Valley
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- เผยแพร่เมื่อ 15 ก.ย. 2024
- My work continues. I'm learning to use static meshes to build terrains. They are nanite enabled. The creation of vegetation is still in progress. I also have to address the wind issue with the tree. Of course the whole scene is not finished yet. I hope to eventually package it into an .exe to share with everyone.
I turned on Lumen hardware ray tracing.
RTX4090 runs 2560x1440 TSR quality 60~80fps
Hey, stunning work! You mentioned that you wrote a custom shader for the moss to appear softer. Is it similar to the subsurface profile shader? I always had the feeling, that vegetation looked too sharp/hard and super noisy at distances in unreal, especially if there is a lot on the screen. But your implementation is really pleasant to look at. Maybe you can point me in the right direction what property in your shader makes the foliage so soft?
Also looking forward to your tutorial on the moss creation process. Keep up the great work :D
Hello, I am planning to make a tutorial, and currently I still need to solve the problem of tree wind. The lighting throughout the environment is very simple. Directional light + skylight, the area illuminated by non-directional light is affected by skylight, which is based on the Lumen hardware ray tracing function.
The tree I made was made using the Lumen hardware ray tracing feature. Lumen hardware ray tracing is a streamlined model for tracing 3D assets. The crown needs a relatively fine patch mesh, and the leaf mesh needs to be close to the mask texture.
In this way, the tree crown will have a more accurate occlusion level under the influence of Lumen's global light.
Hey Qin, when will your Nordic moss forest tutorial appear ?
Where did you get those trees? I've been searching for them for a long time
Wow! This looks amazing! I'm curious to know what the process is, It looks like quite a large area to cover with just stacking terrain meshes.
It's actually not that big. The terrain is made up of a block of quick level instances. I plan to post some of the production process once it's finished.
can i buy it in epic store?
hiya - this is photogrammetry stuff right? it looks really difficult to match the player model with
How did you achieve such realistic refraction of light from plant branches and moss?
The shader I wrote myself can make the moss look softer and avoid those burr sensory effects.
I also enabled Lumen hardware ray tracing, and the global illumination effect is much better than SDF software tracking.
The only thing I don't like about it is that I cant go there in real life
Its called the outdoors
What marketplace did you use?
The tree I made using speedtree. The cliffs and rocks were based on Quixel assets and I added moss to them.
1- lumen is on?
2- do you have rtx 4090 ?
I turned on Lumen hardware ray tracing.
RTX4090 runs 2560x1440 TSR quality 60~80fps
@@qinbow5024 im trying to develop realistic game but nanite is not ready for game. 4090 80 fps is very low performance :( Epic Games needs to work on nanite for many more years.
I'm not that performance oriented. Because it's just a demo.
It's not your problem. The problem is Epic Games. Making games efficiently with Nanite is already the job of giant companies. Your work is very successful. Congratulations.
@@qinbow5024
Great work! Tell me please, did you use the grass from Quixel Bridge?
Yes, but I remade the shader myself.