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Nature Environment in UE4

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    #46
    A picture or a video would be pretty helpful

    But probably you mean the specularity -> add a constant node with a value of 0 to your material and connect it with specular

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      #47
      Here's a screen.

      Click image for larger version

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      It's quite apparent. All the grass in the screen is moving around. If I disable the waving effect, everything looks normal. With the worldposition waving, it looks like the screen above. My grass geo is a bent 1x4 poly plane.

      I've just tried turning off all post processing. Still didn't help. It looks like it's the alpha mask throwing a fit of sorts.
      Last edited by eilsoe; 06-12-2014, 02:30 AM.

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        #48
        Nvidias Anti aliasing ist evil!
        Create a PostProcess Volume --> set AA Method to true and use FXAA
        reference
        http://dirty-windows.de

        my blog
        http://ulrichthuemmler.blogspot.com/

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          #49
          Hahaa, that worked perfectly Thanks Ulrich

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            #50
            Hey Ulrich, now that you're here. Would you mind giving us a peek at your mesh setup? How you cluster your poly's, vertex coloring and such

            Just a peek!

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              #51
              Originally posted by eilsoe View Post
              Hey Ulrich, now that you're here. Would you mind giving us a peek at your mesh setup? How you cluster your poly's, vertex coloring and such

              Just a peek!

              +1

              it looks from the screen shots that it might be two quads criss crossing. it would need some extra verts in there to make the wind anim work nicely.
              Visual Effects Artist, Weta Digital, Wellington New Zealand
              BLOG www.danielelliott.co.uk
              @danielelliott3d https://twitter.com/danielelliott3d
              Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
              2015 Showreel: https://vimeo.com/116917817

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                #52
                Originally posted by Ulrich.Thümmler View Post
                here a basic shader without edit normals:

                old
                https://www.dropbox.com/s/0tywrbrbm7...ss_shading.jpg

                mirror[old]:
                http://www.fotos-hochladen.net/uploa...ce6l2qsr1j.jpg

                @Edit:
                fixing shadow
                Which exactly point fixes the shadow issue (the foliage grass isn't darker in shadows), is it the subsurface color or the ambient occlusion?

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                  #53
                  The clamp node with max = 0.01 in the opacity mask slot fix this (this set the SSS transparency under 1).
                  reference
                  http://dirty-windows.de

                  my blog
                  http://ulrichthuemmler.blogspot.com/

                  Comment


                    #54
                    Originally posted by Ulrich.Thümmler View Post
                    The clamp node with max = 0.01 in the opacity mask slot fix this (this set the SSS transparency under 1).
                    Hi Ulrich,

                    sry but I see on the pic no clamp node on the opacity mask, the opacity mask gets the alpha channel of the texture.

                    Must the directional light(sun) be set as movable? If I set it movable, it works, if I set it stationary it doesn't work.

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                      #55
                      Question - Would this world on terrain?

                      Just curious

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                        #56
                        Originally posted by HeadClot View Post
                        Question - Would this world on terrain?

                        Just curious
                        Yes you can paint these meshes with foliage mode on a landscape, if that's what you meant.

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                          #57
                          Originally posted by wARmAcH1n3 View Post
                          Hi Ulrich,

                          sry but I see on the pic no clamp node on the opacity mask, the opacity mask gets the alpha channel of the texture.

                          Must the directional light(sun) be set as movable? If I set it movable, it works, if I set it stationary it doesn't work.
                          Sry i mean opacity slot (not the opacity mask slot).

                          The SSS without BaseColor works with dynamic lighting and GI, or with Stationary and Lightmass.
                          Here a quick test with lightmass.
                          reference
                          http://dirty-windows.de

                          my blog
                          http://ulrichthuemmler.blogspot.com/

                          Comment


                            #58
                            Update shader for trees:

                            Create a tree and edit the normals from the leaves(split the trunk before).


                            Add baked AO to VertexAlpha (the VertexColor RGB are free for use with Worldposition(Wind)).


                            Export your tree to UE4(import this with vertex color and Normals/Tangents) and create a MasterMaterial. Create a instance material from this and adjust the settings:


                            Check the Lighting from the Mesh:


                            Result:


                            For more color variation use a Worldposition node, divide it with 8192(nice value) and use a small texture.


                            Hope this was helpful.


                            Click image for larger version

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                            Attached Files
                            reference
                            http://dirty-windows.de

                            my blog
                            http://ulrichthuemmler.blogspot.com/

                            Comment


                              #59
                              Originally posted by Ulrich.Thümmler View Post

                              For more color variation use a Worldposition node, divide it with 8192(nice value) and use a small texture.
                              Ulrich has some picture of his setup on his blog (it's for UDK, but it works the same way in the UE4): http://ulrichthuemmler.blogspot.co.a...rld-color.html

                              Thx for posting the shader setup!

                              Comment


                                #60
                                Has anyone else run into extreme performance issues allowing these meshes to cast dynamic shadows?

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