Wow, thanks for all the awesome comments! Much appreciated!
Thanks a lot, glad you found the thread enjoyable!
Regarding the college question- this was always (and still is) just a fun project! I think that anything creative can be learned at home with the amount of content on the internet! I’m doing some foliage work with Quixel now yep!
Regarding VR- it is very difficult to get scenes like these to run on VR as they rely on dynamic lighting, SSAO and lots of translucency- all things that heavily take away from performance. I think VR is still limited and in early stages- can’t wait to see it in the future when the hardware is there to support current high end desktop tier scenes in VR.
Thanks! Regarding the GrowFX wind, it’s something I’m currently looking into! Will be posting tests in the coming weeks!
GTX 1080- but running at 4K which is very taxing regardless. All of the scenes here can run at 60FPS @1080p on a GTX 980. Again, this is not meant to be a thread about performance- purely just to have fun with UE4 and see how far the visuals can be pushed in real-time. Creating LODs and scaling down densities is both tedious and unsatisfying, I just want to focus on the fun part for these tests which is building environments.
Thanks! Polycounts vary, but most are on single planar cards. It’s all about the density- the biggest giveaway of game grass is that it’s super sparse and over sized. Worth going a bit denser to match real world cluster density.
I make everything myself but use Megascans textures for the majority of the texturing.
The way I was doing it before was fairly incorrect and caused sorting issues. I am still trying to figure out a way to balance the issues with the nice soft look and have in depth wind control. It’s a planar mesh that is painted in bulk onto the landscape. The ground material is separate.
Yes for sure! Working on it
Working on a LOT of new things, will be posting new scenes soon! Here’s a quick WIP discarded interior scene- decided that I’ll remake this with a much greater amount of detail sometime in the future.