Nature Environment in UE4

That looks like the default Windows XP wallpaper! :slight_smile:

Yeah I was going for something like that :stuck_out_tongue:

Update 2

4e05fdc9990c3dca2c034d0e128811de18f4a129.jpeg

**** you guys are MLG at making grass, just attempted to get the basics of it and there so bad. Teach me teh ways >.>

:wink: Just make the look a little bit more patchier -> place them together, strech them, bend them,… (in the texture) + in my opinion it looks better when you use thinner blades of grass

So I’m having a slight with my grass shader, seems to be losing detail on the back side of my grass and not pushing all the detail everywhere. Could you guys help me figure out what’s going on and what to fix, thank you.

is from the previewer when you are editing the shader/material

as you can see at different angles/sides it loses all detail? Is a problem with my normals that maybe I didn’t put in the right place?

Which is weird cause my normal map is feeding into all (3) expressions in the normal tab?

It seems to me like your texture that is plug into SSC slot doesnt have enough contrast.Epic really should build something specific for rendering foliage.After all the stuff i have tried i end up not using SSC for any of my foliage.Instead i’m using double sided geometry + edited normals that works quite good so far without any fancy and expensive shader shenanigans.

You can see i hope the shadows seen on the back faces casted from the leaves on top of them, doesnt use SSC.I dont know how heavy is because uses double side geometry but less shader instructions.

https://farm4.staticflickr/3839/14777159040_3a0129b5e7_o.jpg

First off like to say thank you for responding and trying to help me out, and your trees look great so far man!

Mmmm so not sure what to do at point maybe you can take a look at my texturesample and my shader setup. is my first time around doing vegetation so I might be doing it all wrong!

I followed method of creating my grass and such, I see he has the gradient from white to black, that would be the vertex painting?

://www.crydev.net/viewtopic.php?f=315&t=100319

What texture did you use for the SSC?Screenshot cuts the Fuzzy node that goes into SSC and i cant see what is going on there.Btw what is doing the Fuzzy thing into the SSC.Can you post also your instance material, because i think your SubSurface Color is too strong(bright). :slight_smile:

Btw is what i’m using for the grass.

https://farm4.staticflickr/3926/14962523281_fce81eab78_o.jpg

https://farm6.staticflickr/5582/14965287222_1642a9ca1b_o.jpg

SSS is used for specular.

https://farm4.staticflickr/3920/14816655736_8a5c2555c2_o.jpg

@ICO

Hey here is a screen shot of my SSC material, please let me know what I messed up xD

a3ed61233ba9936eb9fc8ec7860fc2ae88b2872e.jpeg

So is the SSC shader/mat an entire different shader? Or is the grass shader combined with the SSC Shader?

Right now I only have my Diffuse + Normal… how do you do your SSS and roughness?

On the top of the image you’re combining two Texture samples with Add node.I think is where you’re loosing the detail, you should use Multiply instead, or just copy my diffuse network without the second Multiply(it shouldnt be there) and plug it into the Fuzzy shading node.Thats way you can create material instance and changing the color from there without compilation times.

SSC is the shading model.I just dont use it.

If you ask about how textures are done, SSS map is thickness map baked from Xnormal, roughness is hand painted, you can also hand paint the SSS.

Hey,
tryed to get rid of the dark backfaces. Sucess but i dont think i can do the same for trees. I simply copied/rotated/mirrored the grass planes with 1 millimeter space betwen.I also edited the normals to point upwards. The dark backfaces are gone.

That looks great! Good job!

Why space?

U can flipt the planes and use edit normals. The distance clipping in corner.

My grass was to dense. Because of i had some really dark shadow spots on the ground. I deleted some blades and it looks much better now. These grass patches are extrem lowpoly too.
But i cant think is the right way to go. For grass it’s ok but since technic doubles the polycount its not practical for trees.


YOu are not suppose to post right photos you know! :wink:

I’m happy with my new grass now. No complex shader, no performancehit and only 5 minutes on extra work in 3d app. :wink: You should try it out!


You do waste twice as much polygons though, might be a bad idea.
Sooner or later Epic should put some effort into making a proper foliage(one sided) lighting model, then we don’t have to bother with any of the workarounds. Really hope it’s “sooner” though.

Love thread so far!

I tried to recreate Ulrichs Material (Thank you so much for the insight), however I ran into a quite severe problem as you can see in the attachment. Seems to be an with the alpha mask. However changing the Opacity Mask Clip value does not seem to change anything.

My Material setup is currently pretty much 1:1 the one posted by , but the problem remains. I followed all of the instructions exept for modifying the Vertex Normals.

Did anybody ran into similar problems?

Thanks in advance!

Picture

I mean the edge padding is your problem? should be helpful:
://wiki.polycount/wiki/Edge_padding

Basic Mask Setup:
://s7.directupload.net/images/140925/xvxgadee.jpg

Dilate Setup:
://s14.directupload.net/images/140925/j25o8mxx.jpg

The texture is tilling as mipmap use the center of texture and use a border:
://s7.directupload.net/images/140925/qwdk8ohb.jpg

Jep, das war´s!

Thank you so much for the quick answer!