Environment - WIP Forever

Some updates to improve overall realism. I’ve changed the PP approach with no custom LUT and tweaked foliage again…

Stunning work, holds up noticeably well even on close-up shots. How long would you say you devote daily to producing work of this quality?

This shot in particular really blew my pants off. http://i.imgur.com/RfxL1B5.jpg

Thanks, man :slight_smile:
Well, that project is a sandbox where I keep coming back and spending some of my free time to redo stuff, try new approaches, new techniques, test new features, etc. I’m not sure how many hours… Maybe 3 or 4 per week for the last 6 months or something like that… If I need to do something like that from scratch right now, I think it would take me something like 40 hours.

I’ve created a short video to learn how to use Sequencer tool for basic stuff:

Wonderful work, gg, i’ll keep an eye on your work and thanks for some tips you talk about… :wink:

Can I ask how you mix dynamically lit foliage with the static lighting on the buildings? Do you use DFAO (which requires a movable skylight), or are your foliage assets authored in such a way that this isn’t necessary? I’m assuming you’re using a Stationary Directional Light, but wondering if you bake in any sort of skylight information, and how?

Thanks, man :smiley:

I’ve used DFAO only for the rainy scene because with no direct light everything that is dynamically lit will look way too flat. For the scenes with sunlight, I’m relying on basic AO to give dynamic foliage some depth. When you create foliage in SpeedTree, it’ll automatically bake AO information as vertex colors. When you import it in UE4, that information will be directly plugged in the AO input of the foliage material. I like to add a multiply node with a scalar parameter there and tweak it to intensify or reduce the baked AO info. That’s the only “trick” I’m using to make dynamic foliage look better.

Sunlight and Skylight are both stationary.

Another tip is to reduce the Specular value for the dynamic vegetation materials. The default value (0.5) may give them a flat look under shadows sometimes because it will reflect too much environment light.

This is really interesting. DFAO has previously seemed to be the only way I could find which gives sufficient depth and bulk to foliage, especially at medium ranges. I value lightmass for the good results it produces in artificial spaces, but applying the kind of setup which works there to exterior foliage has been a challenge.

It’s frustrating sometimes to have material setups which look great under a movable light to look awful when going back to stationary lighting - and vice versa. The tradeoffs often seem extreme (great looking foliage but flat interiors; or lovely GI baked interiors and unlit-looking flat foliage).

Thanks very much for the reply, and your stunning screenshots.

Finally, I got the page I was looking for so long. Thanks for sharing it on facebook group.

Precious study!

Wonderful environment!! :slight_smile:

May I ask?, the terrain is divided in 2 areas as you say, but, It looks that they are 2 objects with a big map, isn´t it? Have you use landscape, etc? How has been the process to define the terrain? Have you mixed landscape with mapped objects?

Thank you, and keep working on it, as it is really inspiring!!

Incredible. I absolutely love the “behind the scenes” aspect that helps make this a reality. Would love to read even more about your process. You should consider sharing that beautiful knowledge and writing up a tutorial (if you haven’t already)!

Are there other useful asset sites similar to vizpark.com that you all like?

The only portion of the terrain that is Static Mesh is a small region around the main buildings (because I need to be sure that I’m keeping the right topology there). All the rest is made with the Landscape Tool. There is actually 9 pieces of Terrain there (the one in the center being the most detailed one). I’ve used satellite textures (grabbed from Sketchup) as a guide to place the trees and roads with the Paint tool (that also generates the tall grass over the right areas).

Those tutorials are on my plans. I’ll be posting here as soon as they are finished :smiley:

Wow, just wow. The folage is just breathtaking.

I have been looking for other studies of landscape and so with ue4 and are very good, but I have to say again yours is really inspiring :smiley:
Maybe what I like the most is that you do not oversaturate colors in materials and lighting, I think that this with the incredible nature assets is the key to realism.
How do you combine static mesh in the center with landscape? Is there a blend or is over the landscape as any other static mesh?

Hey, man. Sorry for taking so long to answer this, I didn’t see your message.

It depends on what static mesh you are talking about. The roads are placed over the landscape with Spline Tool. Some trees and the grass are automatically scattered over the terrain with grass tool and foliage tool. The buildings are just placed by hand and sometimes I use the sculpt tool to adjust the terrain around it.

How long are your lightning render times? Especially for a shot like this? http://i.imgur.com/RfxL1B5.jpg

The face you make when you realize you’ll never produce anything near to this because you suck at texture making and modelling.

Great work. I’d like to see some night scenes :stuck_out_tongue:

Really good. Hope to see more of your work.