I started working with displacement maps and tessellation and ended up creating a small scene of an old abandoned tunnel, it’s still a WIP but it’s off to a good start.
I still plan to add a lot of detail like an electrical box for the sparks to come out of, trash, etc.
All of the textures are 2048x with 1024x maps, the walls and ground use a 3 material blend using vertex paint with a 1000px lod and alpha to control overall height so you can edit it like terrain.
The water uses depth bias alpha, fog and distortion - The only assets did not create are the particle effects.
Watch in HD
Thats very neat! The scene reminded me Dark Souls 2 immediately.Waiting for updates!
Looks great, Just wondering how well does it run with fps?
It runs great, UE4 supports tessellation very well, it runs better than any of the sample content assets that were released and compared to those i’m not pushing that many polys and my materials aren’t that complex.
Your use of materials is nothing short of breathtaking, thank you very much for posting
What is your frame rate may I ask and the setup of your materials?
My frame rates are between 45 and 55 in this scene, for comparison i get around 15-22 fps in the effects cave, but i also haven’t updated my drivers in almost a year which may improve performance…
Right now all of the maps are 2048x but i am going to go through and resize the ao, gloss and displacement maps down to 1024x since it shouldn’t make too much of a difference when rendered.
I have everything maxed out and my system specs are below
Windows 7 Pro 64bit
Core i7 980 Quad Core 3.33ghz
Dual MSI Nvidia 560 ti 2gb (4gb total) in SLI mode
As for my materials i’m using instances which are all based on a single master material, below is a screen grab of the entire branch, i will post a more in depth set of screen grabs once the scene is done and possibly a tutorial from start to finish
Basically what’s going on in this material is that it has 3 different node sets which contain an entire material setup each (diffuse, normal, ao, displacement, gloss, fresnel, bump offset, etc.) and are being masked by the vertex color (R, G, B) and then the world position offset is being masked by the vertex alpha which allows you to paint the heightmap like terrain without effecting the displacement of the material sets - The un-linked ‘Tiling’ nodes you see are for when you want to keep the texture maps the same size regardless of the size of the tessellated mesh but i didn’t need to use them for the scene so i un-linked them.
Thanks and keep going on the tutorial some ue4 starters will love it
Congratulations!!! Really amazing!
I know it’s pretty off topic but I just wanted to mention that when you SLI/Crossfire graphics cards the graphics memory doesn’t add up. So you have 2gb, not 4gb
I actually knew that VRam isn’t multiplied in SLI, not sure why i typed that though… haha
Flipping awesome! I did a similar scene about 15 years ago in some 3D software that shall remain nameless and it took about 10 minutes to render each frame. Didn’t look nearly as good either - amazing how far things have come!
Awesome and clever, well done!
I know, it’s crazy how far real-time graphics have come, the UE4 engine is absolutely awesome and makes creating content so **** easy. I just hope they finish the real-time lighting system soon because it would make life much easier…
Awesome! Was photorealistic well.
I just noticed that like 5 posts in this thread have disappeared from me and from other posters?
Yeah that’s strange, mine was removed. :?
Think the forum server lost some data, think it’s in the announcement section.
Looks great…I am curious though, it looks like there may be cracks in the meshes? Are you using Enable Crack Free Displacement for tessellation in your materials? Ether looks great like the addition of the wire…and love the general tone of the scene.