Luos's Modular Rocks & Cave package

Update!

The updated files are now on the marketplace!
5gb less, with more content to boot, and no quality or content loss!
booya!

Awesome work!

THX for the update :smiley:

And you can add this download mirror to your OP :slight_smile:

Thanks Steve, Added them to the big package main post!

Will add them to the small free pack posts later!

Currently doing some tests on adding tesselation to the whole thing, needs loads of fixing still… but innitial tests look promising!

Thing is, on smaller props it easily ends up looking like:

Same prop, but inverted settings comes close:

This probably has to do with the fact that the cave sections are “inverted”, and the props are the opposite.

Guess I will need to do loads of tests and tweaks.

Yeah it seems like you definitely need to be able to set the tessellation distance based on the objects size somehow - I’m dealing with the same on a dragon asset I have. In that case though it’s easier since I can just make an instance for each size of dragon.

Yea, there are a few nodes that can look at scale and what not… but I dont think there is a particular way to make them look at the scale of all meshes in the scene.
I will probably need to set up a Instance, and derive two instances from that, one for the cave parts, and one for the props.
thats… gonna be fun.

I am currently hitting a wall.

I cannot use the object scale node, used to resize the texture accordingly as seen in:

and use it for the tesselation heightmap.

answerhub post here:
https://answers.unrealengine.com/questions/337637/object-scale-output-needed-for-heightmap-to-tessel.html

I was hoping to use this same thing for my own purposes so I hope it gets answered/changed so it works, would make things a lot easier.

Thinking of ways to work around it - while undesirable, you could set up a parameter for the scale and have the actor set it on construction and beginplay.

I wish there was a way to get the value that goes to the actual diffuse/normal/roughness UV-input and just put that into the uv-input of the heightmap texture.
That should be so bizarrely easy that I am kind of confused on why something like that isnt possible.
Its just a value, nothing more. (i know its more than that, but its just frustrating as a closed can without an opener).

I could potentially get someone to write me some shader language that takes that value, and passes it on so that ue4 isnt like “Omg, thats local space” and just accepts the value. but that feels convoluted.
I’d also kill for a vertex depth node, which would work the same as the pixeldepth one… but for vertices.

Mayor[SIZE=2]-ish Update![/SIZE]

Redid the collision of 99% of all the props. (stalagmites/tites/rocks/arches/columns/etc/etc.
Reduced collision complexity between 20 & 90(!) percent.
It depends a little on the complexity of the mesh, but most have a lot of reduced collision complexity without any real accuracy loss.
This should help quite a lot with performance :slight_smile:

Two random images to show some of the difference:

old:


New:


on another note, I also embedded the free Rock pack me & Nopal made a while back, so no need to manually merge that package anymore.
Small note though, the texture from that package has not been added due to not getting a reply from the creator of that texture.

No date known yet when it will be available in this form on the marketplace.


About the Tessellation, I did add a “test” version of the tessellation version of the material so people who have the package can take a gander at it.
It might never become a fully supported due to the way the meshes & shader are set up though, but I’ll do my best and hope that there will be some answer-hub support on the questions I asked.


I sold the package to a few people prior to uploading it to marketplace.
If you want an updated package email/pm me with the paypal details and I will link you the updated files.

Latest update (the one mentioned in the previous post) is now available on the marketplace!
So its a great moment to update your package!
(or get it if you dont have it yet :wink: )

Definitely gonna buy this some day!

awesome work bro

Just a small heads up!
Currently working on a small 3dsmax file, with a prop and cave mesh, showing how to set it up properly so others can make additional stuff for it/its shader.
Will probably come with a yt tutorial for additional helpz.

Thanks :slight_smile:

Update:
Due to some weird mumbojumbo versions 4.4 - 4.9 where temporarily overwritten by the 4.10 version.
This should now be fixed.

4.9 is receiving a small update to fix some material nodes that where color, but should have been linear color. (main material is fine, just some showcase content mess-ups)
This should be updated soon!

4.11 seems to be working fine, but need some more time to dig trough al the content.

Hey peeps!

This pack is currently on sale! (33% off!) for the next seven days!
Get it while its hot at: Luos's Modular Rocks & Caves in Environments - UE Marketplace

If you want to be a real champ, care to RT my tweet?

thanks!

Your rocks ROCK :slight_smile:

Aww, what a rocking comment!

You should open a school of rock!

https://pbs.twimg.com/media/CRVmUhfWwAAbhyp.jpg