Nature Environment in UE4

Mine is currently doing the mexican wave :stuck_out_tongue:

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10/10 would run through naked with epic music playing.

Looks good. How expensive is it? Can you show a wireframe?

Here my windshader from UE4 Beta:

://www11.pic-upload.de/02.06.14/j1tt41w8adlh.jpg

https://www.dropbox/s/01vyr9t98yxk1po/WindShader001.jpg

For colorvaration in windanimation use the WorldPositionColor for the SSS-/ or Diffuseslot:
://ulrichthuemmler.blogspot.de/p/udk-world-color.html

Shader works with 70-80fps on 760gtx in Editor Preview. Here a Image from test Size:

://www11.pic-upload.de/02.06.14/5649k45ooxtx.jpg

https://www.dropbox/s/dy5zdg7ucn9dhkp/Grass_FPS.jpg

Really cool , nice work :slight_smile:

As for expensive on my grass, very much so. I’m only using planes (and very dense ones in that image). They are adjusted so that they fit he texture as tight as possible, and cut into four segments height-wise to help with the wind effect. Might try to reduce the amount of polys per-grass cluster, but it’ll result in sharper edges.

Allright, so I’ve been toying with grass setup for a few days now. Things are looking good so far :slight_smile:

One major thing I can’t seem to figure out, is that my textures seem to have a subtle ghosting effect when you get up and personal with the geometry. I’m almost certain it has to do with the texture import, but I can’t seem to get rid of it.

I’ve turned off all motion blur, and made sure ditheralpha is on.

Anyone have a clue? I’ll see if I can record it if it’s not making any sense :slight_smile:

A picture or a video would be pretty helpful :slight_smile:

But probably you mean the specularity -> add a constant node with a value of 0 to your material and connect it with specular

Here’s a screen.

UE4_grass.png

It’s quite apparent. All the grass in the screen is moving around. If I disable the waving effect, everything looks normal. With the worldposition waving, it looks like the screen above. My grass is a bent 1x4 poly plane.

I’ve just tried turning off all post processing. Still didn’t help. It looks like it’s the alpha mask throwing a fit of sorts.

Nvidias Anti aliasing ist evil!
Create a PostProcess Volume → set AA Method to true and use FXAA

Hahaa, that worked perfectly :smiley: Thanks :slight_smile:

Hey , now that you’re here. Would you mind giving us a peek at your mesh setup? How you cluster your poly’s, vertex coloring and such :smiley:

Just a peek!

+1

it looks from the screen shots that it might be two quads criss crossing. it would need some extra verts in there to make the wind anim work nicely.

Which exactly point fixes the shadow (the foliage grass isn’t darker in shadows), is it the subsurface color or the ambient occlusion?

The clamp node with = 0.01 in the opacity mask slot fix ( set the SSS transparency under 1).

Hi ,

sry but I see on the pic no clamp node on the opacity mask, the opacity mask gets the alpha channel of the texture.

Must the directional light(sun) be set as movable? If I set it movable, it works, if I set it stationary it doesn’t work.

Question - Would world on terrain?

Just curious :slight_smile:

Yes you can paint these meshes with foliage mode on a landscape, if that’s what you meant.

Sry i mean opacity slot (not the opacity mask slot).

The SSS without BaseColor works with dynamic lighting and GI, or with Stationary and Lightmass.
Here a quick test with lightmass.

Update shader for trees:

Create a tree and edit the normals from the leaves(split the trunk before).

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Add baked AO to VertexAlpha (the VertexColor RGB are free for use with Worldposition(Wind)).

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Export your tree to UE4(import with vertex color and Normals/Tangents) and create a MasterMaterial. Create a instance material from and adjust the settings:

&d=1405623491

Check the Lighting from the Mesh:

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Result:

&d=1405623778

For more color variation use a Worldposition node, divide it with 8192(nice value) and use a small texture.

Hope was helpful. :slight_smile:

has some picture of his setup on his blog (it’s for UDK, but it works the same way in the UE4): :wink:

Thx for posting the shader setup! :slight_smile:

Has anyone else run into extreme performance issues allowing these meshes to cast dynamic shadows?