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Landscape Procedural Ecosystem for UE5 - Quick Start 

Ioan Matei
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Everything in this pack is automated. It will take you less than 5 minutes to create an advanced ecosystem specially designed for open world games. Watch this video to see how it's done!
USA real-world heightmaps link: www.unrealengi...

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15 окт 2024

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Комментарии : 12   
@im.jewels5349
@im.jewels5349 Год назад
thank you for sharing, i just wish you could of said what you were click on because seeing where your mouse went is very small and difficult to track sometimes
@bobsort
@bobsort Год назад
Nice work, I was wondering, can you modify parameters using blueprint, such as tree, grass and rocks that will spawn? e.g. only birch, 10% birch and 90% oak ..., grass + 10% red flower, 5% yellow flowers? can I adjust spawn boxes so they are not cubes? Also I noticed trees keep changing on different LODs is that a side effect of plugin or the issue with LOD of tree asset itself?
@ioanmatei5900
@ioanmatei5900 Год назад
Hello, you can modify all parameters but not from a blueprint. The density of every plant (trees grass flowers etc) can be modified from the Grass Type and there you can set how many units you want per square meter. You have full control over the amount of every foliage type. The automatically spawned plants (grass, flower) will always spawn around the player within a radius (you can change the radius as you want but the bigger will be the the more resources you will consume). The big trees are not spawned during the gameplay but before and the spawning area will always be a rectangle (the dimensions of the rectangle can be modified by you so you have full control here). In the foliage types of the trees you can also introduce exclusion layers (so the trees will not be spawned on certain layers of the landscape auto-material). If you don't want birch trees, all you have to do is to delete the birch Foliage Spawner from the level. There is no problem with LOD's, they just change like in any other game or engine. Of course you can set the LOD s different changing distances so the lod's will not change right in front of the player (but this will also impact the performance). In the future versions of the Engine LOD s will not be necessary because you will be able to use nanite for foliage so I would not worry very much about LOD s.
@Fettman89
@Fettman89 Год назад
I was just curious can this be used on different landscapes in the same level? If I have one grassy can I use a modified copy to make one a desert?
@ioanmatei5900
@ioanmatei5900 Год назад
I am not sure what you mean? Can you please explain what you want to do?
@83yoh
@83yoh Год назад
Great package! Do you think I can turn the grass into nanite later?
@83yoh
@83yoh Год назад
Or change the textures of the rocks?
@ioanmatei5900
@ioanmatei5900 Год назад
@@83yoh of course you can turn grass into nanite starting with version 5.1 of the engine.. I have already made some tests with nanite enabled for grass in 5.1 Preview 2 and everything seems to work fine. I am waiting for the final 5.1 version and I will most probably update the pack with nanite enabled by default for versions 5.1 +. I have seen some small issues with the trees after enabling nanite for the trees (nothing that can not be solved but I am waiting for the final 5.1 version and if the issue is still there I will fix it). As I said the grass works out of the box with nanite enabled (with wind effect etc) and for trees I am using a sway system to move the trunks in the wind. The sway system is an extra feature for the wind (which in the worst case can be turned off without affecting very much the wind effect) but I am confident that the issue will disappear with the final version of the engine. The rocks are nanite by default and of course, if you know how to do it, you can change the textures.
@83yoh
@83yoh Год назад
@@ioanmatei5900 Thank you for your answer! Yes I think I know how to change the textures.. Unless there is a special technique with your pack?
@ioanmatei5900
@ioanmatei5900 Год назад
@@83yoh the rocks are created in Blender and the material was also created in Blender so I guess everything is pretty standard
@83yoh
@83yoh Год назад
@@ioanmatei5900 merci!
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