You dont by any have any idea when mega scans will be released do you and what are your computer specs if you dont mind me asking?
Thanks for the feedback! I’ll be going back over that scene later and polishing it up!
Spent the morning today making some assets wrapped in ivy, aiming to make an overgrown scene. Here’s the first WIP screenshot:
EDIT: updated some lighting and moved around some assets:
What’s the FPS on that scene? Looks like all those leaves would slow it down a lot. Nice work though, looks good!
Thanks!
Currently 35-40 fps @4K resolution- runs well over 60 at 1440p! Keep in mind that I have really done nothing to optimize the scene- no LODs, no sensible densities for anything The performance killer is the directional light and the shadow distance- with those off the scene doubles in performance. With careful LOD creation and use of billboards for distant meshes, a scene like this would easily run really well on most machines. I simply don’t want to spend the large amount of time it takes to properly make good LODs for the meshes for these test scenes!
Any we can get you to reveal your secrets? Not even Epic’s Kite Demo ran that fast, and this has object density even higher than that from the looks of it. Something you’re doing is getting both better results than they did and making it run faster.
You don’t happen to be releasing these scenes anywhere for testing, are you?
And you’re on a GTX 980? Impressive!
Is the new ivy from GrowFX also? I know there’s the one in the Marketplace (Smart Spline Generator)](Smart Spline Generator in Blueprints - UE Marketplace) that looks useful too.
I have upgraded to a GTX 1080, so no- the performance is not impressive but like I said, these scenes have had no optimization done and are purely made to test the foliage models I’m working on- my only personal requirement is to make it run at 30FPS at 4K resolution! I have gotten a Vive recently though which makes me very curious to see if I could make something of similar quality that runs in VR- might go for an all out optimized scene with big foliage texture atlases and crazy LODs but for now these tests are purely for fun/to improve my understanding of how the engine works with lighting. I’ll also try some baked lighting tests with this scene and see how much it improves FPS.
My scene is far less optimal than the Kite Demo- it’s just at a much smaller scale scene so I can get away with a higher density. Also not using DFGI which is a big killer for performance. I keep saying I’ll make a tutorial and then I keep finding more things to learn, so when I feel like I have a good understanding of everything (including creating much more optimized and performant scenes) I’ll definitely be releasing a scene for anyone to pick apart!
Yep, literally everything in the image was created with GrowFX That does actually indeed look useful, I might check it out in the future!
Oh ok, that makes more sense:)
You did good job on realism, which is what this thread is thriving for i guess. With Speedtree use you would have all those meshes LODed with just few clicks, that is in fact one very strong point of ST use. Quick LODs, world color difference, wind. Maybe for scene like yours wind really isnt needed since its forest and there should be no wind.
Some WIP images of some ice shaders I have been working on using Megascans textures. It’s super fun to play around with the varied surface detail masks to create nice layered materials! I’m doing a full tutorial on these shaders for Quixel, so expect it soon!
truly awesome stuff
I sent you a PM
Some awesome work here! The performance numbers show off that there’s some serious optimization for polycount needed in UE4 (when’s async compute culling coming so more compute based culling can be done?). But all the modelling and texturing look great!
Great to hear, Megascans really needs some snow and ice scans:)
Just to be clear, these aren’t ice scans, just used mud and dirt textures that are already on the Megascans site to make the shaders
I do know that ice and snow scans are on the way to the site though!
Yeah I can see that now:) Can’t wait to see what the snow and ice scans look like, a good snow material wood definitely come in handy for my current project!
Amazing, very realistic snow scenes. Water materials look really superb.
I made a free tutorial covering some materials on my latest scene! Watch it here: Megascans Studio + UE4: Creating Ice and Snow - YouTube
Here’s a screenshot of the scene:
I just read through this thread cover to cover and I’ve just had my mouth hanging open the entire time-- every new image was more unbelievable than the last; truly it was like reading a fantastic novel with really satisfying story reveals
And it was extra satisfying after all of that build-up to see a tutorial at the end of the thread!
Keep up the amazing work. And that’s awesome and inspiring that you didn’t go to college. Just curious-- was it something ever under consideration for you, or did you always know you were going to try to make it on your own?
Also I see that you have your own private youtube channel (subscribed!) but the tutorial was posted by quixel. Do you work for them now? Are you still keeping up with the music thing? Lastly, as I’m a big VR guy myself (also sporting a Vive and a GTX1080), I would love to hear if you’ve gotten anything to run smoothly yet. I haven’t seen anything near this quality in VR.
Sweet Jesus! keep it up!