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    #16
    Originally posted by Stefan Lundmark View Post
    Profiles or presets (like found in the FarCry 2 editor) would be such a huge improvement over what we have now, for foliage-heavy scenes. It's such a chore having to find your old combination when repainting.

    I suggested this a few months ago but it wasn't met with any interest. I guess I wasn't very detailed either.

    So, bump!
    Preset combinations are critical, rather than having to load a series of elements all over again to paint a different set of objects. Im surprised this was overlooked.

    Thanks

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      #17
      Originally posted by Adam Davis View Post
      Hi everyone,

      This is something that is already under consideration by the development staff. Unfortunately I do not have a timeframe readily available when this will be incorporated into the engine, but know that we are looking at it!
      Glad to hear that! Nice to see that Epic focus at least a bit on Foliage. It have always been handled pretty poorly. Just hope a better lighting model for foliage will eventually be available as well.

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        #18
        Originally posted by Sitrec View Post
        Just hope a better lighting model for foliage will eventually be available as well.
        Yes, Yes, Yes ! Lots of people are waiting for that
        STONE RAGE
        StoneRage Steam: https://store.steampowered.com/app/640860/Stone_Rage/
        https://stoneragegame.com/

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          #19
          May I allow myself to bump this wonderful thread of high value again?
          STONE RAGE
          StoneRage Steam: https://store.steampowered.com/app/640860/Stone_Rage/
          https://stoneragegame.com/

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            #20
            Originally posted by Adam Davis View Post
            Hi everyone,

            This is something that is already under consideration by the development staff. Unfortunately I do not have a timeframe readily available when this will be incorporated into the engine, but know that we are looking at it!
            Any updates on this so far?

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              #21
              Originally posted by Adam Davis View Post
              Hi everyone,

              This is something that is already under consideration by the development staff. Unfortunately I do not have a timeframe readily available when this will be incorporated into the engine, but know that we are looking at it!
              I don`t mean to be harsh here, and you guys do a great job.
              And i understand that developing UE 4 is no small task and stuff needs to be done in order.

              But with that sad, i have to say that everytime there is a feture,
              that realy needs improvements and/ or it something the community is screaming for.
              Way dose it always feel like we are getting half ignored with empty answers.

              Should not stuff like this get a higher priorety when so many people are asking fore on spesific improvement?
              And is there any chance EPIC will improve on this in the future?
              And the fact that you say is under consideration don`t give me much hope should it no be planned allready?
              Last edited by WCode; 09-25-2014, 06:46 AM.

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                #22
                Hey guys, sorry for the lack of attention this thread has received from Epic.

                Originally posted by Lawrie
                Does it mean, that i will be able to paint foliage meshes, using the foliage tool within a blueprint components window? And would anyone happen to know that if this feature would be added, could it possibly work on movable meshes? Such as a rotating cube?
                The idea with this feature is that instead of just spawning instances wherever you paint with the foliage tool, these locations get passed into to a custom blueprint event which you can use to do any kind of procedural logic you like. This will allow artists to create complex blueprints that use artist or gameplay-defined rules to procedurally place foliage instances, but with the user interface of the foliage tool paint brush rather than having to place individual blueprint actors which cover a limited area.

                - Jack

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                  #23
                  Originally posted by JackP View Post
                  Hey guys, sorry for the lack of attention this thread has received from Epic.



                  The idea with this feature is that instead of just spawning instances wherever you paint with the foliage tool, these locations get passed into to a custom blueprint event which you can use to do any kind of procedural logic you like. This will allow artists to create complex blueprints that use artist or gameplay-defined rules to procedurally place foliage instances, but with the user interface of the foliage tool paint brush rather than having to place individual blueprint actors which cover a limited area.

                  - Jack
                  That sounds perfect!

                  Please tell us it's planned for 4.6 along with a foliage lighting model, then I can die happy.

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                    #24
                    To expand on what Adam Davis said, we have had an open task to add folders to the foliage tool for quite some time.

                    I think Ulrich's suggestions such as the simplified folder view with thumbnail on mouseover, and moving the instance type and cluster properties to a separate details panel that changes depending on what mesh type you have highighted makes a lot of sense.

                    I've added this info to the folder support feature request entry (TTP#324090) and I've updated it to target version 4.6. I'm not sure we'll get to it in time for that release, but we'll do our best. Static lighting support for foliage be available in 4.6 also.

                    Cheers
                    Jack

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                      #25
                      Static lighting support for foliage be available in 4.6 also.
                      Many thanks Epic guys

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                        #26
                        Originally posted by Sitrec View Post
                        That sounds perfect!

                        Please tell us it's planned for 4.6 along with a foliage lighting model, then I can die happy.
                        +1 Yeah, me too, hahah!
                        STONE RAGE
                        StoneRage Steam: https://store.steampowered.com/app/640860/Stone_Rage/
                        https://stoneragegame.com/

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                          #27
                          Originally posted by Sitrec View Post
                          Just hope a better lighting model for foliage will eventually be available as well.
                          Does this affect dynamic lighting too or is it just a problem with static lighting?

                          Comment


                            #28
                            Originally posted by Stefan Lundmark View Post
                            Does this affect dynamic lighting too or is it just a problem with static lighting?

                            I hope it does affect dynamic lighting too... otherwise its just useless, I mean who uses static lighting anyway? All the people I know are using dyanmic lighting ...
                            STONE RAGE
                            StoneRage Steam: https://store.steampowered.com/app/640860/Stone_Rage/
                            https://stoneragegame.com/

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                              #29
                              Static lighting looks much better, and allows otherwise demanding games to run significantly better on the same hardware.

                              Dynamic lighting allows things to move around without issues, and offers acceptable lighting.

                              Use the one appropriate to your situation.

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                                #30
                                Originally posted by reok View Post
                                I hope it does affect dynamic lighting too... otherwise its just useless, I mean who uses static lighting anyway? All the people I know are using dyanmic lighting ...
                                ArchViz, Indoorlevels, Hardsun Levels manny people use static lighting
                                reference
                                http://dirty-windows.de

                                my blog
                                http://ulrichthuemmler.blogspot.com/

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