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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. [FONT=Lucida Sans Unicode] Technical Details:

  • 1 master material
  • 20 high quality textures 4096px

Screens

http://devtonstudio.com/img/moon/MOON_01.png

http://devtonstudio.com/img/moon/MOON_02.png

http://devtonstudio.com/img/moon/MOON_03.png

http://devtonstudio.com/img/moon/MOON_04.png

http://devtonstudio.com/img/moon/MOON_05.png

Video

https://youtube.com/watch?v=jTrJV81ZGXU

Круто! Мне до этого еще долго учится)

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.

_cDub that would be awesome! exactly what astronauts saw so many years ago.

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?

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.

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

Looks really great, gg :wink:

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…

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…

Excellent Texture. Looks fantastic. Question. Using the Moon Instance texture in a large landmass, doesn’t show for the entire level. Please see my attached picture. The original terrain texture on the top covers the entire level. When I replace the terrain texture with the Moon Instance only a portion of the level shows. How do I adjust the Moon Instance so that it shows a larger proportion of the level?
Thanks.