Hi. I sample the 3d noise material node. This will work on a per object base in the future so different noises with different settings could be addes to subobjects.
That should be pretty easy with this so I sure will
But. I was pushing this project a little too hard in the last weeks, and while I got some really nice progress with a lot of improvements and new feature, I feel kinda burned out from it so I'll try not to touch it in the next days. Im pretty happy with the progress though and whats its capable of already, but I need to rest for a bit. I'll be back on it soon.
Wish this worked with Nanite and game environments in general but unfortunately it doesn't. But it would be super cool. Could be still useful for images or cinematics...
I got bored with megascans ground asset edges not lining up and creating overhangs and gaps, so I made a tool that auto snaps their border with a soft falloff to the underlaying landscape, and you could still move their center up and down softly. Kinda like an ffd. Using these, they nicely overlap along the borders and its so much easier to assemble bigger formations.
Nanite simply doesn't support vertex shaders, and the problem with this method in game environments is rather obvious. Meshes goes out of their collision, and their bounds have to be extended too to avoid false occlusions.
Nice tool. You are saying this tool does not work with nanite meshes? That would have been cool indeed. Epic needs to make something similar but works with nanite. I understand ue5 is still early access. Hopefully something like this is in the works. Also placing nanite meshes around a large especially uneven landscape/terrain would be painstaking compared to using tessellation with blended maps. Wished with this tool you created, the static meshes can be converted to nanite after placement.
You could rotate the mesh to match the surface normal, rotate the mesh randomly to add variation, and still adjust the scale in the z-axis. But you would need to pre process the models to be dome shaped.
Replies
Primitives:
Functionality:
- Export volumes button saves the volumes as static textures.
- Metallic and roughness volumes packed together with distance field.
But. I was pushing this project a little too hard in the last weeks, and while I got some really nice progress with a lot of improvements and new feature, I feel kinda burned out from it so I'll try not to touch it in the next days. Im pretty happy with the progress though and whats its capable of already, but I need to rest for a bit. I'll be back on it soon.
I got bored with megascans ground asset edges not lining up and creating overhangs and gaps, so I made a tool that auto snaps their border with a soft falloff to the underlaying landscape, and you could still move their center up and down softly. Kinda like an ffd. Using these, they nicely overlap along the borders and its so much easier to assemble bigger formations.
Nanite simply doesn't support vertex shaders, and the problem with this method in game environments is rather obvious. Meshes goes out of their collision, and their bounds have to be extended too to avoid false occlusions.
Also placing nanite meshes around a large especially uneven landscape/terrain would be painstaking compared to using tessellation with blended maps.
Wished with this tool you created, the static meshes can be converted to nanite after placement.