Managed to play this beauty and got some questions in mind that I can hopefully get some direction to reproduce the effect in UE4.
Q1: Like 80% of the meshes translate seamless to the other meshes. You can look at the rocks from desert/canyon/snow maps to see what I mean. There is no hard line at the intersection with terrain.
Q2: Is it tessellation, or pixel depth offset, or something else that makes very tiny details to pop out as well? Notice the little sand slopes. (Performance is so good!)
Or this little guy here that I had to zoom in on him.
Q3: On all levels there are a lot of places that have details in a way that you can't really have sculpted on a regular terrain. Such as lines like this below. How can this be done on a terrain?
Cheers to you!
Replies
And it's definitely tesselation.
For the blend, there are a couple of possibilities:
http://polycount.com/discussion/148143/ue4-terrain-mesh-normal-blending
http://docs.cryengine.com/plugins/servlet/mobile#content/view/1048726
Any ideas?
CLICK ON: "LOAD MORE IMG..." there is ~100 of them
http://imgur.com/gallery/ib8nW
http://imgur.com/gallery/GinWK
http://imgur.com/gallery/86NSf
Could be a POMed (new word?) layer used with their road tool to draw these lines?
I'm feeling pretty horrible to see we're left behind so much.
I'm hoping for some presentations, those would be very helpful. (if any)
^ That last one seems to be another story..
Basically this is what this sample is using as transparency: https://docs.unrealengine.com/latest/images/Engine/Rendering/Materials/ExpressionReference/Depth/DepthFade1.jpg
You can simply add that as a mask and with world projection you can get what you're looking for.
When crouching and look at them closely from side it's possible to see the POM steps.
http://fr.slideshare.net/VesselinEfremov/authoring-of-procedural-rocks-in-the-blacksmith-realtime-short-51753674
And it appeared the guy used my script
So the distorted uv might be caused by a displacement map and planar mapping
Landscape texture is using a world aligned texture node for 3D projection in both landscape and rock.
Technically both of these are per pixel effects, because you sample a height map, but tessellation/displacement do a lot of extra things.
PDO is expensive only where the transition is, but it has roughly the same cost as transparency, regarding the shader complexity view, while tessellation/displacement makes the whole mesh/material expensive.
so,
-they projected light from terrain on to meshes?
-and used world uv's on terrain and meshes?
If yes I figured it out few years ago and used it on project I done on UE4. That was super easy and gave me good results. I was able to paint on the ground and all custom meshes, soil, sidewalks ect. and I got seamless transitions:
.
KURT_HECTIC, In your example those entities are all meshes. No landscape.
I just downloaded the .pptx and I'm a little shocked to see all we got is this slide. Is there anybody who can shed some light on "Terrain radiosity projected on to them" phrase please?
Can you explain a little more how that transiton is working ?
https://answers.unrealengine.com/questions/61109/how-do-you-manipulate-light-vectors-in-blueprints.html
@Paulh, I have absolutely no knowledge of blueprints. Would be nice if you could figure it out though.