element3ds.com
地编-CG场景 [引擎地编] Procedural Landscape & Lighting Study
发布于
2022-8-13
11994
2

您需要 登录 才可以下载或查看,没有账号?注册

x
[翻译] : 这是我在业余时间完成的,我专注于性能和质量的多个方面,目标是打造一个完全程序化的作品。关键在于材质功能和Unreal Engine 4中的自动材质。我最近创建的一些材质提供了很多特性,比如基于距离的分形(Distance Based Tesselation,DBT)和基于距离的法线强度(Distance Based Normal Intensity,DBNI),对于远处的细节,如果法线强度高,随着摄像机远离几何体,它会自动降低。自动材质还具有坡度效果,例如在顶部混合草丛、山坡上使用岩石材质,以及在坡顶和顶部材质之间的砾石。我没有使用自己的资产,因为那需要时间,而是从Marketplace和Megascans获取了不同的资源,以节省时间。这是一个练习照明和Unreal Engine 4中光线追踪的好机会。我只用了一个定向光源和雾,未来会有更多项目。干杯!

I did this in my free time, i focused on many things considering the performance and quality, to create something 100% procedural the main thing here was the material functions and the automatic material in UE4 with the materials that i created recently, they offer many features like DBT(Distance Based Tesselation), DBNI (Distance Based Normal Intensity) for macros and further distances if the normal intensity is high, it will be reduced when the camera is far from the geometry, also the automatic material has slope features as well, like blending grass on top, rocky material on the slopes and gravel between the slope and the top material, i didn't use my own assets because they will take me time to create them, i used different assets from the Marketplace and Megascans to gain more time. It was a good chance to practice on some lighting, and how the Ray Tracing works in UE4 it was worth testing i used a single directional light and fog, more projects are coming in the future, Cheers!
1.jpg


2.jpg




























A站:https://www.artstation.com/abderrezakbouhedda

使用道具 举报 登录

回复 <
俊哥  发表于 2022-8-17 19:56:49  
2#
楼主好人,再接再厉哦!
回复 收起回复
使用道具

快来发表你宝贵的意见吧!

Abderrezak 实名

通过了实名认证的内容创造者

Material & Shader Artist (

快速回复 返回顶部 返回列表