This looks just awesome man, really nice! Do you mind if I ask you some questions?
1 - Are you using the UE4 landscape or you're using imported meshes? What do you think is the best between those two solutions? 2 - Could you shortly explain how do you get that nice sand texture blend with the rocks? 3 - Are you using assets made by yourself (I mean textures and models) or you got them from another source like Megascans?
Hope you will find the time to reply, again fantastic work, it looks almost like a photo!
This looks just awesome man, really nice! Do you mind if I ask you some questions?
1 - Are you using the UE4 landscape or you're using imported meshes? What do you think is the best between those two solutions? 2 - Could you shortly explain how do you get that nice sand texture blend with the rocks? 3 - Are you using assets made by yourself (I mean textures and models) or you got them from another source like Megascans?
Hope you will find the time to reply, again fantastic work, it looks almost like a photo!
1. I created a flat landscape in UE4 and using the sculpt mode to make some forms. That's enough for what I'm going for. 2. I'm using distance fields for the rocks to detect the intersections with landscape to then blend in the second material. 3. For this I have used is 1 sand texture from cgtextures and substance designer for rocks. (All rocks share 1 tiling material). There is no megascans involved in this project.
I've done some more composition and shader work and tried to take some photo-like screens. Preferably view each screen in new tab for less distraction. I hope you enjoy.
A preview of my WIP Modular Moving Dust Function for UE4 that can be placed inside any material and give it the effect of having dust moving on the surface as if there is wind doing it. Amount, speed, scale, movement direction, opacity (per channel), color, shape, etc. can be controlled on the fly through the material instance. Watch on YouTube.
Chidambhar_Swaroop, Thanks! hmm_rock, Not using POM in UE4 due to extreme performance cost and also not working properly with decals when they are placed on anywhere other than 100% flat surface. Tack!
Bit more work. In addition to the moving sand on the ground, there's now Heat Haze and fog/particle sheets, making it look hot in motion.
could u maybe give a breakdown or screenshot of the blueprint for the sand-rock transition! it would be incredibly helpful for anyone who sees it!! (the environment looks amazing btw )
Kaine123, It's done inside the material using distance fields. I'd hold on sharing/breakdowns for now until I'm completely settled with implementing my ideas in there. Cheers.
Replies
You've got to tells about your texture blending
Pom + ue4 = hell.
Makkon , Still refining.
1 - Are you using the UE4 landscape or you're using imported meshes? What do you think is the best between those two solutions?
2 - Could you shortly explain how do you get that nice sand texture blend with the rocks?
3 - Are you using assets made by yourself (I mean textures and models) or you got them from another source like Megascans?
Hope you will find the time to reply, again fantastic work, it looks almost like a photo!
2. I'm using distance fields for the rocks to detect the intersections with landscape to then blend in the second material.
3. For this I have used is 1 sand texture from cgtextures and substance designer for rocks. (All rocks share 1 tiling material). There is no megascans involved in this project.
Thanks.
I've done some more composition and shader work and tried to take some photo-like screens.
Preferably view each screen in new tab for less distraction.
I hope you enjoy.
This one recorded at 60 FPS.
And this one at 30.
hmm_rock, Not using POM in UE4 due to extreme performance cost and also not working properly with decals when they are placed on anywhere other than 100% flat surface. Tack!
Bit more work. In addition to the moving sand on the ground, there's now Heat Haze and fog/particle sheets, making it look hot in motion.
Heat Haze in action!