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Terrain Blending Tool (based on Star Wars: Battlefront)

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  • replied
    Originally posted by motorsep View Post
    aye, I just like the idea of kit-bashing rocks together and not seeing intersection between the meshes

    Can't wait for you to release this asset!

    What's the added benefit of using distance fields ?

    Would it be possible to have an option not to use distance fields (for mobile projects) ?
    You could potentially use vertex painting to create a mask along a fixed area for the mesh to blend with the landscape, but it won't be nearly as dynamic as the system displayed here in terms of ease of placement.

    You could also use mesh painting in UE4, but again, it's a bit more hampering in the sense that you'd have to paint every single mesh you'd want to have blend.
    Last edited by hippowombat; 12-20-2016, 07:14 PM.

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  • replied
    Originally posted by motorsep View Post
    aye, I just like the idea of kit-bashing rocks together and not seeing intersection between the meshes

    Can't wait for you to release this asset!

    What's the added benefit of using distance fields ?

    Would it be possible to have an option not to use distance fields (for mobile projects) ?
    Without the Distance fields I wouldn't be able to conform the mesh normals to the environment, so it is pretty essential .

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  • replied
    Originally posted by OlmoPotums View Post
    Good question, no it doesn't do that . Currently, conveniently swapping materials is a bit of an issue since I'm using material functions for the landscape material. However, those landscape materials cannot be used as material insctance inputs . So I'm still struggling there a bit.
    Yeah I figured it would be hard to solve. Looks awesome anyway!

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  • replied
    Really awesome stuff, looking forward to see how it works!

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  • replied
    aye, I just like the idea of kit-bashing rocks together and not seeing intersection between the meshes

    Can't wait for you to release this asset!

    What's the added benefit of using distance fields ?

    Would it be possible to have an option not to use distance fields (for mobile projects) ?

    Leave a comment:


  • replied
    Originally posted by motorsep View Post
    [MENTION=59242]OlmoPotums[/MENTION]

    https://80.lv/articles/will-koehler-...eakdown-scene/ << nice break down of how he handles material blending between meshes (I think that's what he does).
    Yeah I just saw that too, it's super cool . Although I think he just uses world-space materials, I don't think he really "blends" meshes together, although I could be wrong

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  • replied
    [MENTION=59242]OlmoPotums[/MENTION]

    https://80.lv/articles/will-koehler-...eakdown-scene/ << nice break down of how he handles material blending between meshes (I think that's what he does).

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  • replied
    Originally posted by Sitrec View Post
    Looks really nice! How does it handle blending when there are multiple layers in the landscape material and the mesh gets placed between two of them?
    Good question, no it doesn't do that . Currently, conveniently swapping materials is a bit of an issue since I'm using material functions for the landscape material. However, those landscape materials cannot be used as material insctance inputs . So I'm still struggling there a bit.

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  • replied
    Looks really nice! How does it handle blending when there are multiple layers in the landscape material and the mesh gets placed between two of them?

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  • replied
    Nice work! I'd honestly pay for a well-polished version of this. Would be an awesome quality boost to my landscape assets

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  • replied
    *deep breath*

    hnnnnng.

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  • replied
    Originally posted by hippowombat View Post
    Very well done! Did you have to disable tangent space normals for this to work? I did something similar with world-aligned textures to blend meshes with landscapes:

    Adding the mesh-distance field blend is a very smart addition, great work!
    Thanks a lot! The thread where you originally posted that pebble-material was one of the things that inspired me to make this this tool . And you're absolutely right, for this material to work, tangent space normals need to be disabled. You can still use tangent-space normal maps in my material though, it just gets converted to world-space in the shader.

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  • replied
    Very well done! Did you have to disable tangent space normals for this to work? I did something similar with world-aligned textures to blend meshes with landscapes:




    Adding the mesh-distance field blend is a very smart addition, great work!

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  • replied
    This is fantastic work!

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  • replied
    Originally posted by Slavq View Post
    Great job! Does it work when placed on a static mesh, or Landscape only? I suspect that it works, since you use the DistanceToNearestSurface, am I right?
    Also, do you assign a material/texture to use for blending for every mesh, so e.g. if you place a rock on a sand, you assign sand texture for blending, and so on...? Or does it detect ground texture automagically? Sorry, my knowledge is limited here, I've never played a lot with Distance Fields...

    BTW. I've tried to make something similar for my game, but in my case it needs to be dynamic since my world generates procedurally - and I've stuck here, because I can't figure out how to e.g. detect ground texture below procedurally spawned rock + what if it spawns on top of two different textures (for example over some grass texture <-> mud texture intersection), etc.

    About Marketplace: I would buy it definitely, here you can read about submission guidelines. Just prepare the required folder structure, add some documentation/level with examples + demo video and you're good to go To submit your pack, you can start here: https://publish.unrealengine.com/

    Awesome WIP, keep it up!
    Thanks a lot for the Marketplace guidelines! I was starting to fear that I had to start writing c code .

    To answer your first question, all the terrain-blending magic happens in the material of the static mesh . The landscape material is just a standard world-space material. I use a material function for the landscape material. This makes swapping the materials currently a bit of an issue, since Material Instances can't use Material Functions as inputs. If you have some insight into this feel free to let me know . Automatic landscape material detection is a far-away dream at this point .

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