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External Archviz - Landscape and foliage studies

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    #16
    Originally posted by Plorax View Post
    This is beautiful. Any updates ? :P
    actually, yes.
    update:


    http://i.imgur.com/logtePs.jpg


    http://i.imgur.com/k1LQk2B.jpg


    http://i.imgur.com/SzIQgyQ.jpg


    http://i.imgur.com/nSt8XHd.jpg


    http://i.imgur.com/tvYwGND.jpg


    http://i.imgur.com/pP3lO9Z.jpg


    http://i.imgur.com/CNgx8C1.jpg


    ps: I must tweak some ini stuff to fix that lightmap streaming issue while zooming...
    Attached Files
    Guilherme Rabello Co-founder, Sureale
    Artstation | Behance | Youtube | Instagram

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      #17
      Perfect!!! Do you used foliage type for grass or landscape grass type lake this?Click image for larger version

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        #18
        Originally posted by DenisViz View Post
        Perfect!!! Do you used foliage type for grass or landscape grass type lake this?
        Thanks!
        Landscape Grass Type.
        Guilherme Rabello Co-founder, Sureale
        Artstation | Behance | Youtube | Instagram

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          #19
          How you did that shadow falling on the grass, my shadow only from dynamic objects such as trees, but no from static. Thank you in advance for your reply.Click image for larger version

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            #20
            Really nice looking scene. you did a wonderful job with lighting.
            Raghu
            http://rag3dviz.com
            HDRI Lighting Tutorial
            Basic UVW Workflow Tutorial

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              #21
              Originally posted by DenisViz View Post
              How you did that shadow falling on the grass, my shadow only from dynamic objects such as trees, but no from static. Thank you in advance for your reply.
              I'm using a combination of Cascaded Shadow Maps and Ray Traced Distance Field shadows. https://docs.unrealengine.com/latest...ing/index.html
              It's strange that you are not getting static shadows on your grass though... Is it a static mesh?

              Originally posted by Raghu View Post
              Really nice looking scene. you did a wonderful job with lighting.
              Thanks, man
              Guilherme Rabello Co-founder, Sureale
              Artstation | Behance | Youtube | Instagram

              Comment


                #22
                Hello guys, okay?

                  My pc is a i7 2600, 8gb of ram. I had a video card nvidia frame 600. switched to gtx 960 and now I have 16gb of ram.
                  Do you have any tips on some configuration in U4? I'm using it as standard. With this PC configuration must set something in unreal?


                Thanks! and beautiful work !!

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                  #23
                  Originally posted by lipe992 View Post
                  Hello guys, okay?

                  My pc is a i7 2600, 8gb of ram. I had a video card nvidia frame 600. switched to gtx 960 and now I have 16gb of ram.
                  Do you have any tips on some configuration in U4? I'm using it as standard. With this PC configuration must set something in unreal?


                  Thanks! and beautiful work !!
                  I have a similar configuration. It's a nice config for most kind of projects in Unreal.
                  Guilherme Rabello Co-founder, Sureale
                  Artstation | Behance | Youtube | Instagram

                  Comment


                    #24
                    Originally posted by rabellogp View Post
                    I'm using a combination of Cascaded Shadow Maps and Ray Traced Distance Field shadows. https://docs.unrealengine.com/latest...ing/index.html
                    So you are not using any baked lighting anymore? I tried baking the light for my building and after that, switch the skylight to movable to get access to distance field shadowing, but its not compatible with each other
                    Check out UNREAL 4 Lighting Academy
                    https://forums.unrealengine.com/show...ng-like-that-)

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                      #25
                      Originally posted by Daedalus51 View Post
                      So you are not using any baked lighting anymore? I tried baking the light for my building and after that, switch the skylight to movable to get access to distance field shadowing, but its not compatible with each other
                      I'm still using baked lighting. Dynamic skylight is only necessary for Distance Field Ambient Occlusion, you don't need it to cast Ray Traced Distance Field shadows. Just turn it on under your sunlight Directional Light properties and it'll work.
                      Guilherme Rabello Co-founder, Sureale
                      Artstation | Behance | Youtube | Instagram

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                        #26
                        Looking great as always dude!
                        ARTSTATION: https://www.artstation.com/artist/noisestorm

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                          #27
                          Hi,

                          Very nice....I am too learning UE4 you are way ahead of me. I did not read all the posts as there are to many. But I have some questions as too how you handle the sloping grade near the house using UE4's landscape mesh? I made the actual site from Terrasculptor with dem info. Then generated a height map to generate my landscape mesh in UE4. The thing is the quads are huge on the UE4 mesh and I can not sculpt the site near the house and I have huge gaps between the house and the site mesh. How did you get such nice sloping grade close to the house with UE4s landscape mesh?
                          Last edited by asmithey; 07-29-2015, 02:00 PM.

                          www.aaronsmithey.com

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                            #28
                            Originally posted by EoinOBroin View Post
                            Looking great as always dude!
                            Thanks, my friend

                            Originally posted by asmithey View Post
                            Hi,

                            Very nice....I am too learning UE$ you are way ahead of me. I did not read all the posts as there are to many. But I have some questions as to how you handle the sloping grade near the house using UE4's landscape mesh? I made the actual site from Terrasculptor with dem info. Then generated a height map to generate my landscape mesh in UE4. The thing is the quads are huge on the UE4 mesh and I can not sculpt the site near the house and I have huge gaps between the house and the site mesh. How did you get such nice sloping grade close to the house with UE4s landscape mesh?
                            The terrain near the house (10m margin) is just another mesh imported from 3DS with the house itself. Then I adjusted the Unreal terrain to go just beneath that imported terrain. It's almost like cover a crater with a plate (the imported mesh). Then you can blend the intersection with foliage.
                            Guilherme Rabello Co-founder, Sureale
                            Artstation | Behance | Youtube | Instagram

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                              #29
                              That is how my set up is too. But I still have a few problem areas. Do you know if the UE4 landscape mesh can be subdivided in certain areas to allow for fine sculpting?

                              www.aaronsmithey.com

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                                #30
                                Originally posted by asmithey View Post
                                That is how my set up is too. But I still have a few problem areas. Do you know if the UE4 landscape mesh can be subdivided in certain areas to allow for fine sculpting?
                                I don't think so... You can achieve similar result with another technique though. For example, instead of creating a huge 500x500m terrain and add more detail to certain area, create four 250x250m side by side and add a lot of segments just for the instance you'll need extra detail.
                                Guilherme Rabello Co-founder, Sureale
                                Artstation | Behance | Youtube | Instagram

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