Nature Environment in UE4

Unfortunately there is no official release date -> I think in around 1-3 weeks :slight_smile:

Ello! thread hasn’t been very active in a while, but it has helped me a lot. So I thought I’d drop by and post my results, as I’m looking for a little feedback. Hopefully some of you are still around! :stuck_out_tongue:

://puu.sh/gBnNb/d602990ef8.jpg

I feel so dumb. But how do you get the two green nodes. Nothing I use to search for them brings them up. Sorry for such a noob question. I tried to answer hub but never got an answer.

One is constant and the other is scalar parameter.

Edit:

Shortcut keys are ‘1’ and ‘s’.

the one with the 0 -> search for constant
the subsurface node -> search for scalar parmameter :slight_smile:

@ Posted at the same time :stuck_out_tongue:

Curious about the seconds on the timestamp now. :smiley:

Hehehe, would be cool to see the seconds :smiley:

Appreciate it guys!

Grass implementation, using mainly forum info: (Minius Post)
https://forums.unrealengine/showthread.php?32543-What-Are-You-Working-On-Community-Screenshots-amp-Videos/page12

Screenshot sample:


And video:

?v=a1QIYUB5cq4

Looks pretty good! You used the new foilage shading mode? :slight_smile:

Looks cool. The movement of the grass looks a little odd, though?

Thanks. I use subsurface color, and two sided foliage shading model. Grass on light looks somewhat lighter, but not sure about grass vertex normal correctness.
Now using FXAA (instead of prev TemporalAA):

?v=FfQInzbaRLI

I agree. It doesn’t look natural to me. It will be better to have a general direction of wind mixed with some chaotic subtle mouvements.

Link is dead

Can I please get a better pic, I can’t see anything it says on the picture. And i’m not good enough with bp’s to make it on my own. Better yet, can you send me just the mat?

They updated the wiki, here is the new one ://wiki.polycount/wiki/VertexNormal

hello … where can i set AA method to true and use FXAA. thanks :slight_smile:

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also looking for the answer for ot