UE虚幻资源 [模型/材质] 模块化地形材质虚幻4UE4 Procedural Landscape Material
发布于
2022-9-30
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引擎插件类型
软件版本要求: 未知或无明确软件版本限制
引擎插件类型: 材质|Shader 

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ScreenShot7-1920x1080-896e3d199c9651170d85b5da1afbb281.png ScreenShot2-1920x1080-6d985bad3c4a2785c99f2b0c89e8a873.png
Hello everyone,





This material is going to be your savior. Material itself can generates own layers by the height. Lower heights=beach or desert, Medium heights=Grass, High heights=Snow and Cliff.



Video: https://www.youtube.com/watch?v=7FQicXZOMC8&

Video 2:How to Create a Dynamic Weather System with APLM



What is this new AO thing?



SDFAO is (basically) scanning the landscape with squares,generates the power of shadows and general brightness of the landscape,depending on the distance between squares.



What is the difference between Cinematic,Game and Game Optimized++ APLM Models?



Main differences are puddles and SDFAO,in the Cinematic model each layers got independent puddle systems,Game model got general optimized puddle system and GameOptimized++ model has not got any puddle system.Only Cinematic model got a SDFAO also GameOptimized++ model can not automatically generate any texture maps except diffuse map.







You said we got 7 layers?



Yes I said it and layers are Grass, Snow, Cliff, Mud, Sand, Gravel and EraseFoliage.

技术细节
Features:

Auto Generated Layer System (Sand to Snow)
High Quality Puddle Systems
SDFAO
Snow and Rain Weather Systems
Snow,Rain,Volumetric Fog Particle Systems
High Quality River
Auto Generated UV System
Cloud Shadows System
2 2017x2017 Square Maps
General AO Post Process Material


Texture Resolutions:

17 4096x4096
32 2048x2048


Number of Materials:9 Master Materials,18 Material Functions and 10 Material Instances



Do Materials derive from a Master Material with instances as variation: (Yes)



Number of Textures: 49



Supported Development Platforms: PC/PS4/XboxOne

参与人数 3 元素币 +37 活跃度 +21
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