UE5+LUMEN 乡村治愈系解析
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发布于 2025-3-12 11:56:18

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高清图包:https://www.element3ds.com/forum.php?mod=viewthread&tid=560193
我的乡村治愈系列作品已经有了一个初步的雏形。这部作品的创作灵感,既是对宫崎骏动画风格的致敬,也源于我对童年乡村生活的深深怀念。我一直希望能借助虚幻引擎,将那些儿时的记忆与情感通过游戏画面呈现出来,为在城市中长大的孩子们带来一份独特的体验,弥补他们与自然之间的缺失。
My rural healing series has already taken on an initial form. The inspiration for this work is both a tribute to the style of Hayao Miyazaki's animations and a deep yearning for my childhood memories of rural life. I have always hoped to use Unreal Engine to bring those childhood memories and emotions to life through game visuals, offering children growing up in cities a unique experience and bridging the gap between them and nature.
视频欣赏

引擎截图
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这次使用UE5+Lumen来制作,整个的制作过程遇到的一些问题记录总结下来分享给对同类制作有兴趣的同学提供一些参考。
This time, I used UE5 + Lumen for the production. Throughout the process, I encountered and resolved various issues, which I have documented and summarized to share as a reference for those interested in similar projects.
地形规划



我选择做大世界的方式去构思一个1X1的地图,池塘 山脉 盆地 公路 梯田 民居 河流 火山口 这个是设计的一些关键词 尽量把一个完整的生态系统表现出来。
I chose to approach the project by designing a large open world, starting with a 1x1 map. The design revolves around keywords such as pond, mountain range, basin, road, terraced fields, residential houses, river, and volcanic crater. The goal is to present a complete and cohesive ecosystem as much as possible.
地形的母材质我按照一般的手游标准,支持四层地形材质,深草,浅草,浅色土地,带碎石的深土,外加一个坡度层
For the base terrain material, I followed the general standards for mobile games, supporting four layers of terrain materials: dense grass, sparse grass, light-colored soil, deep soil with gravel, plus an additional slope layer.
LUMEN



Lumen是一套完全动态的全局光照反射解决方案,UE5技术亮点。之所以选择用lumen 还是在对比屏幕空间效果之后物体对lumen所产生的暗部AO和GI的反弹更胜一筹,尽管在风格化的制作中屏幕空间有可能更为适合,不过作为一种尝试看能做到什么程度吧。
Lumen is a fully dynamic global illumination and reflection solution, and one of the technical highlights of UE5. The reason I chose to use Lumen is that, after comparing it with screen space effects, the ambient occlusion (AO) and global illumination (GI) bounce produced by objects in Lumen are superior. Although in stylized production, screen space might be more suitable, I wanted to give it a try and see how far I could push it.
第一个问题就是用Lumen处理植物死黑问题。在LUMEN SCENE光线无法穿过已遮罩的植被,导致在背光处,尤其是有很多组叶片形成的遮挡区域时会出现很暗的情况。由于Lumen是实时AO,很难控制,在网上也查询了很多方式,比如勾选双向SDF来解决植物背面死黑,直接用代理SDF,不过这样也会影响LumenReflection。试了很多效果一直不太理想可控。最后解决方式是加3S材质效果和自发光结合。皮肤,树叶,牛奶,蜡烛,结冰物体等都是3S材质!
The first issue was dealing with the 'dead black' problem of plants when using Lumen. In the Lumen Scene, light cannot penetrate masked vegetation, resulting in very dark areas on the backlit side, especially in occluded regions formed by multiple layers of leaves. Since Lumen relies on real-time AO, it’s difficult to control. I looked up many solutions online, such as enabling two-way SDF to address the dead black on the back of plants or directly using proxy SDF, but this also affects Lumen Reflection. After trying many approaches without achieving satisfactory and controllable results, the final solution was to combine 3S (subsurface scattering) material effects with self-illumination. Materials like skin, leaves, milk, candles, and frozen objects all benefit from 3S materials
另外控制台命令也能改善阴影噪点和死黑问题
Floiage阴影噪点死黑:r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal 0
视口拉远光追阴影和光追反射消失的问题——r.RayTracing.Culling 0
Foliage对象没有阴影:r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0

草地
草地的制作上还是才用了传统的地形材质草层直接生成插片草。在草的丰富度上面除了用基本的mask去做颜色变化,还加了一个映射地形的mask做颜色混合,这样的好处是不至于草地的变化太重复,基于地形做颜色变化也更加的合理。同时也加了麦浪效果+光照函数的云阴影做进一步的丰富。
For the grassland, I still used the traditional method of generating patch grass directly through terrain material grass layers. To enhance the richness of the grass, in addition to using a basic mask for color variation, I added a terrain-mapped mask for color blending. The advantage of this approach is that it prevents the grassland from looking too repetitive, and the color variation based on the terrain feels more natural. Additionally, I incorporated a wheat wave effect and cloud shadows via a lighting function to further enrich the visual presentation.
SpeedTree10
SpeedTree 10的Global Lighting功能‌允许用户模拟全局光照效果,这对于创建逼真的自然场景至关重要。通过Global Lighting功能,用户可以调整光照的强度、颜色和方向,以模拟自然光照对场景的影响。也解决了做球形法线需要插件以及体积更自然的问题。
SpeedTree 10's Global Lighting feature allows users to simulate global illumination effects, which is essential for creating realistic natural scenes. With the Global Lighting feature, users can adjust the intensity, color, and direction of the lighting to simulate the impact of natural light on the scene. It also addresses the need for plugins to create spherical normals and achieves a more natural volumetric effect.
资产 Tripo+sd
资产部分除了在网上商城找到资源大部分通过AI软件生成,虽然不能当成品使用但是通过适当优化能快速当成设计阶段的素材使用,前期做设计阶段其实已经够用了,后续可以不断迭代打磨到成品质量。
For the asset creation, most resources were sourced from online marketplaces, while a significant portion was generated using AI software. Although these AI-generated assets cannot be used as final products, with proper optimization, they can quickly serve as materials for the design phase. For early-stage design work, this is already sufficient, and the assets can be iteratively refined and polished to achieve final production quality later on.
宠物跟随测试Pet Follow Test
跑图
总结:
整个制作过程反复处理草的层次感、草与植物 山体之间的微妙关系。在颜色的使用上,我尽量做到谨慎克制,通过少量点缀物件中亮眼的颜色来起到画龙点睛的效果,宁缺毋滥,少即是多的设计原则。后续的阶段,我将把重点放在资产细节的优化上,同时进一步提升地形的丰富度,逐步打磨出更接近预期的效果。希望通过不断的调整和完善,最终呈现出理想的作品。感谢大家的关注与支持~!
The entire production process has been full of iterative adjustments and careful deliberation. I have consistently focused on building a solid foundation, striving to refine the layering of grass, the relationships between grass and plants, as well as their connection with the mountains, to make everything more natural and harmonious. In terms of color usage, I have been cautious and restrained, using vibrant colors sparingly on a few decorative elements to serve as finishing touches, adhering to the principle of "less is more."
In the next phase, I will focus on optimizing asset details and further enhancing the richness of the terrain, gradually polishing the work to achieve the desired results. I hope that through continuous refinement and improvement, I can eventually present an ideal piece. Thank you all for your attention and support~!

评分

参与人数 9元素币 +49 活跃度 +39 展开 理由
hweiwen + 4 + 5 精彩的分享
Chen23 + 6 + 4 太赞了!
会飞的鱿鱼... + 5 + 5 这个要顶一下了
kbydfhy + 9 + 5 先定一个小目标,赚它一个亿元素币!
saposuper + 4 + 4 必须收藏
lanch + 7 + 4 每天一早上元素,挖矿撩妹两不误。
swatlyh + 4 + 3 楼主有心了
xiye + 3 + 4 楼主靠谱
aa6096858 + 7 + 5 这就是大触吗?

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黄叶  发表于 2025-4-23 22:50:50  
15#
必须力挺
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zorp888  发表于 2025-4-23 21:42:27  
14#
有内味了
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默默  发表于 2025-4-23 09:54:34  
13#
可以的
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fefeeeefeegee  发表于 2025-4-23 05:47:19  
12#
角色的没有匹配到 宫崎骏的风格..
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43646049  发表于 2025-4-23 03:35:09  
11#
必须力挺
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-_-.  发表于 2025-4-23 02:47:29  
10#
宫崎骏的风格最治愈了!
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bblzylqq  发表于 2025-4-23 01:25:34  
9#
能看出来作者很用心很努力
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ゞYx。  发表于 2025-4-1 09:44:05  
8#
太赞了吧
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guoguo1982  发表于 2025-3-27 16:27:05  
7#
挺好风格很治愈
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一只菜鸟  发表于 2025-3-20 10:36:01  
6#
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avalonmk  发表于 2025-3-14 11:41:38  
5#
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bhyvgt  发表于 2025-3-13 15:07:57  
4#
点赞
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里拉  发表于 2025-3-13 09:18:42  
3#
甚好,甚强大!!!!!!!
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a2050830  发表于 2025-3-12 21:59:53  
2#
羡慕全才的人啊
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