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Thread: DevTon - MOON Landscape

  1. #1
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    DevTon - MOON Landscape

    DevTon - MOON Landscape

    Info:

    Advanced Moon tessellation landscape conceptThis Moon concept features an advanced landscape master material. The landscape is textured using a method of procedural alpha blending, and consists of no painting. We used 6 layers for a randomized natural appearance, and a 7th layer was included in order to compensate for background texture tiling using pixel depth. All textures are of a 4k quality with high detail normal and displacement maps. Technical Details:
    - 1 master material
    - 20 high quality textures 4096px


    Screens











    Video

    Last edited by devtonstudio; 05-16-2016 at 01:13 PM.

  2. #2
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    Supporter
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    Jan 2016
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    Круто! Мне до этого еще долго учится)

  3. #3
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    Veteran
    Join Date
    Mar 2015
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    Looks nice, but without an atmosphere the sun should look white, and I would recomend using eye adaptation to make the stars dissapear when looking at the sun or moon directly.

  4. #4
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    _cDub that would be awesome! exactly what astronauts saw so many years ago.
    In a globalized world your best leverage is your authenticity.

    Watch my online documentation at www.onlogika.com

  5. #5
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    Hey Im very interested on this package, could you upload an image of the terrain wireframe for collision comparing it to the one of tessellation?
    In a globalized world your best leverage is your authenticity.

    Watch my online documentation at www.onlogika.com

  6. #6
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    Quote Originally Posted by Francoberto View Post
    Hey Im very interested on this package, could you upload an image of the terrain wireframe for collision comparing it to the one of tessellation?

  7. #7
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    As far as I know, wireframe doesn't show collision.

  8. #8
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    Quote Originally Posted by Maximum-Dev View Post
    As far as I know, wireframe doesn't show collision.
    collision for tesselated material must be control by blueprint, (good example its a Ocean Project on MP), becouse tesselation its rendering in real time by GPU, and collision its generated from static mesh or landscape mesh, thanks blueprint we can generate colision in realtime but its will be generated by CPU, its cost performance, but its work, in our project "moon "we don`t use blueprint system, if anyone is are interested about add a collision for tess material, take a look at ocean project.

  9. #9
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    Thanks for the info; I dont want the tesselated mesh as collision, I wanted to compare the distance between vertex on the landscape without tesselation. Im making 100km size alien terrains for a multiplayer sci-fi flight simulator in which you can walk around, so a 8192px size heightmap is enough for collisions, but the ammount of vertexes needed for that level of detail must also be modest.

    This package looks great all in all, maybe I could adjust your heightmaps into a parallax effect
    In a globalized world your best leverage is your authenticity.

    Watch my online documentation at www.onlogika.com

  10. #10

  11. #11
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    Quote Originally Posted by Francoberto View Post
    Thanks for the info; I dont want the tesselated mesh as collision, I wanted to compare the distance between vertex on the landscape without tesselation. Im making 100km size alien terrains for a multiplayer sci-fi flight simulator in which you can walk around, so a 8192px size heightmap is enough for collisions, but the ammount of vertexes needed for that level of detail must also be modest.

    This package looks great all in all, maybe I could adjust your heightmaps into a parallax effect
    you can try optimize by irritation (down), and cut more region of tesselation (in instance you have that options), also good kick for performance you can get by changing details of LOD the main landscape mesh, paralax its totaly uselles on a big surface like landscape, even if you prepare this perfect, becouse of blending regions between other textures, its looks totoly shi........

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