Modular Japanese Temple

The project now available on UE4 Marketplace

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https://us.v-cdn.net/5021068/uploads/editor/3f/0uajl4a6piu9.jpg

Features**:

  • Environment, inspired by real Japanese temple - Byōdō-in
  • Fully dynamic 24-hours lighting
  • Global Lighting Controller
  • Advanced Light Blueprint
  • Modular Universal Material
  • Raytracing support

Global Lighting Controller Features:

  • Day/night cycle within real-world coordinates.
  • Auto-activation of point/spotlights/advanced lights
  • Ability to ignore certain lights
  • Blending between day/night parameters for Sky Sphere, SkyLight, Directional Light, Atmospheric Fog, Exponential Height Fog, Post Processing Volume
  • Can work in the editor via construction script or at runtime
  • Trigger blueprint to switch between day/night (useful for making interactive demonstrations to showcase day/night variants of the environment)
  • Ability to quickly select a certain time of a day (midnight, morning, evening, etc).

Advanced Light Blueprint Features:

  • Light intensity and mesh emissive intensity blending during day/night cycle transitions
  • Ability to set mesh representation of a light
  • Light flickering for mesh emissive and light function
  • Wind simulation to make meshes looks lively
  • Physics Constraint and Cable Component support - visible connect lights to surface and affect its movement by physics
  • Lots of parameters to tune for both light and mesh
  • Quickly change from point light to spotlight or mesh emissive only lighting.
  • You can use the float curve to set custom transition speed between day/night
  • Ability to set custom time intervals for day/night transitions.
  • You can disable certain advanced lights from managing them by the global lighting controller.

Universal Material Features:

  • One material to rule them all. It can be used for almost any kind of purpose - trim sheets, tileable materials, unique materials for props, grass/trees/foliage, subsurface, glass, etc.
  • Enable only those features per instance material, which you need via static switch parameters - unused parts won’t be compiled and it will reduce the number of instructions.
  • Modular approach. Reuse parts of this material in your custom materials.
  • Surface effects support. Add procedural snow/sand/mud/wetness/dissolve effects for your meshes or enhance the system to add your effects.
  • Parallax Occlusion Mapping support
  • Tesselation support
  • World Aligned / Custom Triplanar mapping support.
  • Various color variation methods support (SpeedTree/Global Variation Map)
  • ScratchGrime masks support
  • Translucent materials with refraction support
  • Cheaper glass materials via masked blend mode and dither temporal AA.
  • Fuzzy shading support. Take most of your moss materials.
  • Details normal support
  • Various methods to control the normal intensity
  • Ability to use separate tiling amount per each input
  • Emissive effects - flickering/dynamic fade
  • You can be able to not use any textures at all - just pure input scalar/vector values
  • Distance-Based Tesselation
  • Ability to use separate far tiling value based on camera distance
  • Wind support
  • Pixel Depth Offset support
  • The project also included separate material that supports vertex paint with 3 layers + liquid. You can select default lerp or height lerp to use.

Full Dev Diary: https://polycount.com/discussion/215…apanese-temple

Artstation: ArtStation - Modular Japanese Temple

Reserved post.

Testing volumetric fog setup

The project now available on UE4 Marketplace