and now a video of the new water
Just bought the Alpine pack and playing around with it. Very cool indeed. Are you adding the water you are creating here to the Alpine pack as well? I.e. Alpine lake.
C
The Alpine pack has already water for lakes in it see that you can use: Content\Automatic_Landscapes\Demo_Map_elements\Landscape_Water\Blueprint\BP_Landscape_Water.uasset
I have the new Palm trees for the Island Pack almost ready.
Awesome work here! Really digging it.
Now Palm Tree with 4 Lod’s down to 18 triennials so that they can fill an island and still have good FPS. No speed tree all hand crafted.
One more question, since you blend material I cant figure out how to use the new 4.8 procedural grass spawner which has to be tied to material texture. Where would I do that in this model? When I add it to a texture it blends in all over all materials. Tell me what I am missing.
Hello cronos3k you mention you are creating a new set but my question is, will it be sold separately for another 65 $ or is it added to this packed ?
Also i do understand that this is very complex texturing system for already made landscapes correct ?
hey cronos3k, do your trees have collision in-game?
Hello Chosker
Yes the trees have collision in-game and I put at some point a demo map build online where you can walk around and test things.
Q Lionard: sold separately ?
A: Yes well you can buy the „Set 1 Alpine edition“ right now in the marketplace. See this link to find the detailed description: descriptionhttps://www.unrealengine.com/content/060bdb4a48334b1d9cf3b430710e477d
Lionard Q:Also i do understand that this is very complex texturing system for already made landscapes correct ?
A: No it is not just a “”complex” texturing system” as you can see it includes high quality gigantic height maps to load on to landscapes as a starting base with a resolution of 4096x4096 and 8192x8192 that fit the „Set 1 Alpine edition“ theme of mountains and valleys. There is also a unique set of special textures in the sets to get the visual look of the stetting. So the desert set has for example a material that is designed to work on open Desert maps that have more flat sections than you would see in an Alpine set. Those materials and associated textures are optimized to look good for the set and has a good performance. So rather than making one global across all setting materiel construct that is inferior in performances I decided to do optimized solutions. This gives visually and in regards to FPS the better results.
Updates to sets are related to performance improvements and bug fixes rather than adding new elements, what would be considering the 3 to 6 GB of data in a set anyway not a good concept.
I started a Thread for every set but somehow everyone posts in the first one. That could be a bit misleading om what is in it but you can get the clear info from the marketplace info text. ( Procedural dynamic Automatic Landscape Material Set 3 Tropical Islands - Work in Progress - Unreal Engine Forums )
In my latest set for Islands I also include plants and vegetation as part of the set along side a special ocean water system that you can see in the images. All of those addons are unique to a set but if you have more than one of them they also work together.
Cronos - On my questions above. Is there a way to handle layers in the material to support the new Grass functionality in 4.8
I am still using 4.7 right now to work with and only tested the basic compatibility in 4.8 so as of now I have not looked in to that. I let you know when I started with the new features in the 4.8 build.
Yeah basically there is a new function to tie grass distribution to textures or layers. But since its all being blended I am not sure how to leverage it. Very powerful functionality. You should look at it for sure. Could open up an entirely new functionality of procedurally generating meshes and grass coverage based on your engine.
Within the master material. Is there a way to identify some for of unique layers. For example: I want to tie a grass mesh to your grass texture 1 but when I do the grass mesh gets added all over the place since I believe you are blended all the textures some how with your magic. How do I isolate a texture within the master material to use with a grass tool.
C
nice. could you be so kind and show me the settings you use? I tried the procedural foliage spawner to place lots of trees, and if I enable any kind of collision in them my framerate dies. I tried every setting, the only one that doesn’t kill my framerate is to disable collision entirely
Hello Chosker
What is the complexity of the collision boxes of your trees and do your Trees LOD’s ( level of detail ) meshes also have collisions, did you set the collision to “Pawn”, “only dynamic actors” or “Block all” and did you compere the results, is one of the first ones better?
here’s how it is - if I have all collision off I get 78 FPS. with collision on I get 16 FPS
I tried unchecking ‘Enable Collision’ for all Elements of every LOD of my tree, and that did help. now i get 32 FPS, but it’s clearly insufficient
for my purposes what I need is BlockAllDynamic, but I actually tried all the Collision modes (Pawn, BlockAllDynamic, BlockAll) and none of that made a difference
sorry for hijacking this thread (though your other threads seem to be getting some attention as well ). could you maybe tell me how big your level is, and the amount of trees you’ve placed?
thanks for the help