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Arcane repliedHow do you make the plants and rocks stop dissappearing a small circle from the camera ? i can't find the distance lod or culling field thanks
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Haoris repliedI don't understand how the river works. I tryied to play with the setting but most of them do not look like being used. Is there a tutorial or doc somewhere?
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Spaehling repliedDear SDVenom,
iam using now your material for a while and exepct of waiting for shader compiling, i will really love it.
i have a wish for the future or maybe you can help me to bind it in by myself.
i want to Scale Global Distance Tiling based on Camera Distance.
Take a look at the screenshots. i wasn't able right now, to replace it with global scale, but i keep trying
With Color:
https://imgur.com/a/6lkz8Jr
With Texture
https://imgur.com/a/hmuiXrL
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scha repliedOriginally posted by scha View PostI have problem scaling grass. I put min 0.1 and max 0.5 scale values in landscape grass types grass_01 and grass_02 but still I have 1m high flowers. Scaling seems to work only when splatter mask is disabled. When its enabled it seems not working correctly. Does someone have this problem?
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scha repliedI have problem scaling grass. I put min 0.1 and max 0.5 scale values in landscape grass types grass_01 and grass_02 but still I have 1m high flowers. Scaling seems to work only when splatter mask is disabled. When its enabled it seems not working correctly. Does someone have this problem?
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Keiterheit repliedOriginally posted by Praseodyl View PostI have a question:
I am using a camera perspective that is more top-downish than third person. The camera is about 5-7 meters above the ground.
The problem is that the smaller grass meshes fade out in that range. Not only leaves that ugly holes in the foliage but it creates some horrible flickering due to meshes popping in and out.
I wasn't able to figure out how to control the distance at which this is happening. I assumed it would be controlled by the 'Start/End Cull Distance' in the Landscape Grass Type objects, but those don't seem the have any impact.
Can someone help me with that?
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JackKnife repliedHi, I'm having a trouble with framerate when applying LAM to my terrain. I figured it was because I have a large area that I have it applied to, so I cut a portion out to apply it only to /that/ portion, but I'm still getting framerate issues. Anyone know what I'm doing wrong? I loaded up some of the other example maps, but I'm not quite sure what I'm doing wrong. The imgur link is the portion I'm cutting out. It's an 8x8 255x255 quads (section size), 17x16 components, and an overall resolution of 4336x2551. I also need to keep the resolution of a few key areas since I'm using lidar data and my project needs to be somewhat historically accurate. Here's a screenshot of the terrain editor: https://imgur.com/a/txMWD
Any tips are appreciated! Thanks.
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DK Buzzin repliedHello! Does anyone know how to add a snow material to the 9 that come with LAM? I would like the mountains in the background of my scene to have snowy tops!
Any tips/ pointers on this? Thanks
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Praseodyl repliedI have a question:
I am using a camera perspective that is more top-downish than third person. The camera is about 5-7 meters above the ground.
The problem is that the smaller grass meshes fade out in that range. Not only leaves that ugly holes in the foliage but it creates some horrible flickering due to meshes popping in and out.
I wasn't able to figure out how to control the distance at which this is happening. I assumed it would be controlled by the 'Start/End Cull Distance' in the Landscape Grass Type objects, but those don't seem the have any impact.
Can someone help me with that?
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SDVenom repliedHello Jerry,
Probably it's a strange cooking bug:
There are couple solutions:
1. Try to disable "compressed cooked packages"
2. If you need to use "compressed cooked packages" disable "Exclude editor content when cooking"
Please give feedback after trying this solutions.
Kind regards,
Dmitry
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Jerry.Richards replied -
SDVenom repliedHello [MENTION=32265]lunyBunny[/MENTION],
1. Yes, River Tool is included in our latest update. Please see "River-Map".
2. You can use Foliage Eraser layer to remove grass you don't want.
As for "phantom" grass which sometimes could appears - it's bug of UE4 Landscape Grass Output and could be in different landscape situations. You can solve it next way: duplicate landscape, than delete old actor and all things will works fine.
3. Yes you can make a Zero-height layer with no grass. See "Sea-Map" as for an example.
4. Yes, we still plan to add POM in the future updates
Sorry for a bit late reply (it's more fasten to send feedback to info@veagames.com)
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lunyBunny repliedHey
Bumping Again!!!!!!!
Has anyone tried LAM in Open World environment with world composition and level streaming using Procedural Foliage Tool Plugin like in Open World Demo Collection?
Could be really cool the LAM set up to use the Procedural Foliage Tool for spawning rocks, trees, grass, plants, etc.
I think collisions are supported within Procedural Foliage Tool
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lunyBunny repliedHi [MENTION=26388]SDVenom[/MENTION] VEA GAMES
First of all I would like to thank for the excellent work. LAM really is a very beautiful work. See it as a positive feedback.
About [MENTION=24522]John Alcatraz[/MENTION] post below:
Originally posted by John Alcatraz View PostRiver Tool? That sounds really exiting. People are waiting for a nice way to create rivers in UE4 for years now. I can't wait to see that!
There is a river tool included in LAN?
Where? OK! Does not have a river tool! No problemIt can be found in Procedural Nature Pack 1 and the Kit Demo, but you only wants the a river creation tool using splines, the Kit Demo is only 30GB of wonderful content offered by Epic.
But the biggest problem is not lack of river authoring tool in LAM. The problem is, when I excavate the landscape with a lot of grass using displacement tool, a lot of grass remains under the ground, where should be the bottom of the river, and it is very difficult to erase when the terrain under the river is quite irregular. Some foliage can not be erased and remains consuming a lot of performance as phantom grass and flowers (non aquatic vegetation) scattered under the rivers.
THE QUESTION:
There is a way to automatically delete foliage that reach to a certain depth or height (setting a foliage occlusion/erasing value, as Z depth/height)?
About new Features mentioned in the post below posted in 09-22-2016
Originally posted by SDVenom View PostThe problem of a big fps drop on a huge landscape with LAM - Tesellation.
You need turn it off in Material properties to get a fine fps results - the checkbox for tessellation in LAM material instance unfortunately don't turn's off the tessellation system...
...
So there is no problems with material at all, but tessellation setup is need to be improved.
We plan next features in LAM v1.04:
- Make tessellation disabled by default
- Parallax Occlusion Mapping (POM) as alternative for tessellation (tessellation still be available)
- Add Quality Configuration - switching between customized grasstypes (grass shadows, density, lods of grass will be custom for diferrent setup)
....
We want to improve quality of our products and your feedback is highly appreciated.
If you have any questions, ideas, suggestions, please feel free to contact our customer support (info@veagames.com).
Any NEWS???? PLEEEEASE!!!!
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unrealjin repliedI don't think this plugin can be used in a map of 2km x 2km size, correct? What is the borderline of map size can build with this without having the crazy FPS drop? Like for GTX550 or maybe lower GPU? Especially a multiplayer online game map.
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