**— Update - 10/30/2017 — **
- Demo Scene has been updated with the new features and settings
- Added ability to switch between seasons in real-time
- Created the “seasonal_landscape_master” material to allow build up of snow directly on landscape in real-time and puddles freeze over into ice
- Added optional fog to the Global blueprint to make the seasonal transition more believable
- Created “seasonal_background_mountains” material to be used in the background which also has real-time snow accumulation based off of the global blueprint “Snow_Coverage”
- Fixed grayed out landscape squares by using “wrap mode” on the texture nodes
- Optimized landscape material functions to reduce texture count
Full Video to come soon!
- As well as slope based landscape painting to create cliffs with ease!
- And bringing over spline tree and wind updates to Procedural Nature Pack v.1 are on their way soon!
Here is a little preview video (not a full production trailer for the updates) but a simple preview of the dynamic season switch.
- Now includes height fog that switches dynamically as more snow and cold enters the scene
- Background mountains build up snow from height point to lowest point in real-time and first because of their altitude
- Terrain and assets build up snow on top of them slowly as the season gets colder and the snow coverage slider is increased
- Ground puddles slowly freeze into ice now
- Ground puddles can also be painted with (non-weight blended layers) to actually create a puddle on top of any landscape surface now. Making the most realistic and cheapest puddles
https://drive.google.com/open?id=0Bx…EE2NVRmZWh4TTQ
**— Update - 4/18/2017 — **
Hey everyone!
I’ve put together an optimization video for both the Nature Pack Vol. 1 and Seasons Pack showing you how to export and import Spline Trees and use them in a much more optimized way. I hope you all enjoy it and get some good use out of it. Cheers!
**— Update - 3/02/2017 — **
The first round of updates to the Nature Seasons Pack are now live on the Marketplace! Here is the list of updates applied to the pack this time.
- Added auto-populating foliage to the pack based off of the landscape material painted layers
- Added non-weight blended paintable landscape layers to remove auto populating foliage
- Optimized Grass cards more to reduce polycount and increase scene performance
- Adjusted Foliage fade-out distances to also increase performance of pack
- Added Pine Tree 01 - Distant Card LOD 2 to help with performance of many pine trees on screen
- Updated Puddle color and roughness values for a more realistic puddle feel
- Added missing lightmaps to Pine Trees
- Added new Screenshots to show off high resolution textures and seasonal switches better
- Created a fly through video to show an overview of the pack
- Created a full tips and tricks video that covers many of the features and optimization techniques for the pack
**— Update - 2/27/2017 — **
I have finished the Fly Through Video and Tips and Tricks Video for those interested in checking them out!
Fly Through - Overview Video
Tips and Tricks - Walkthrough Video
**— Original Post - 01/21/2017 — **
Hey everyone!
Long time no see, I hope you all have been well and enjoying working on tons of Unreal Engine projects for yourselves!
The Procedural Nature Pack Vol. 2 has recently released. I wanted to start this thread for any of you that may have questions or are interested in information on the pack. There have already been a few questions and emails for some of the currently missing information on the pack and I will be sharing all of that here to help everyone better to understand the pack and its features. I am also working on a Demo Fly Through Video and Walkthrough Video to talk about the pack and show off its features as well. Here are some pics of the pack and a link to it on the Marketplace for those unfamiliar with it. Enjoy!
Unreal Marketplace Pack
https://www.unrealengine.com/marketp…re-pack-vol-01
As well as the support page for the pack on my website.
http://www.purepolygons.com/procedur…sons-pack.html
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_01.jpg
FAQ’s
Q: Is this the same as Procedural Nature Pack Vol. 1? If not what is different or new about it?
A: In one word… Everything is new about this pack.
The new pack has entirely new assets, with a whole new set of features, blueprints, materials, and more. The only thing that is the same is the name and the spline tree features, but even the spline trees have been entirely upgraded to a new and better system from the last one. Some of these features I will be porting over to the previous pack as promised, like the new spline tree blueprint and I will see what others might be possible. The amazing thing about this pack that actually gives it an incredible value to you, is the fact that it includes both a summer set and winter set of assets. The Landscape has a full range of dry, green, beautiful summer materials, and a whole set of winter, muddy, ice, and snow covered landscape materials for winter. So there is definitely a lot of work and quality assets in this pack.
Q: How do I adjust the wind or the snow coverage on the assets?
A: All of these features are controlled by the Global Parameters Blueprint:
A Blueprint is included that can globally adjust the parameters of the world with some simple sliders. Increase the wind speed or intensity in any direction. It will seemlessly affect the foliage, snowfall, and water surfaces without you having to worry about a thing. Adjust the “Snow Coverage” and you will see snow falling and starting to build up on all of your assets in the scene, as well as ice starting to form on your water and lakes. All controlled by a few simple values. If you are looking for the “Global Parameters Blueprint” and it’s features, please checkout these screenshots for more information on navigation in the pack.
Q: Does your landscape material include paintable layers for the different materials?
**A: **Yes there are actually two sets of Landscape materials, a summer version with grass, mud, puddles, and a forest floor. As well as the winter time landscape material with ice, snow, rough walked on snow, melted snow on mud, and forest floor materials as well. The two materials use the same landscape layer information and can easily be swapped to switch between summer and winter scenarios. Of course all of the layers are paintable for each type of surface.
Q: You mention Procedurally Generated Snow Build-up on assets, what specifically do you mean by this?
A: There is a Blueprint included with the pack called the “Global Parameters Blueprint,” Once this is added to the level the user can simply adjust some of it’s values to add snow on top of the assets in the level. As you increase the “Snow Coverage” values on the blueprint more and more snow is added on top of the assets and at one point they become entirely white and covered in snow. These same settings can help to control the amount of snowfall, wind speed in any direction, and wind intensity across all of the assets.
Q: Is the Realtime Ice Formation customizable on a blueprint, so you can for example blend a mix of ice and snow?
A: The ice formation is integrated into the water material and the ice is formed also as the “Snow Coverage” value is increased on the “Global Parameters Blueprint” that is placed in the level.
If you know that the “lake” is always going to have ice on it, you can simple paint ice onto your landscape using the landscape materials. Then it is very easy to blend the snow on top of the ice no problem!
**Q: For the tire marks seen in this screenshots, how are you achieving this snow deformation effect? **
**A: **The Landscape currently has tessellation applied to it, which helps to sell the deformation of the landscape and the snow on top of it. It also helps to push the tire marks deeper into the ground and really make everything in the scene pop. Of course it can all be turned off or disabled on the material to increase performance.
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_02.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_03-0.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_03-1.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_04-0.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_04-1.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_04-2.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_04-3.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_05-0.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_05-1.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_06.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_07.jpg
http://images.purepolygons.com/ue4/proc_ntr_v2/PurePolygons_ProceduralNtrv02_08.jpg