在本课程中,我将一步一步地向您展示如何从头开始创建一个森林环境。从使用Speedtree 9创建植被到最终在UE5.1上合成。我们将看到使用Quixel Mixer创建纹理,使用Gaea(可选)创建地形以修饰场景背景,我们将创建所有必要的着色器以获得最高质量。我们将使用电影渲染队列完成4k渲染。Artstation – Unreal Complete Scene – Forest Environment

我会学到什么?
在Speedtree 9中:
使用混合逻辑创建几个下一代树(具有纳米结构和具有普通负载/冒名顶替者的树叶)
创建3d分支以用作纹理
创建一个贴图集,将几个部分合并到一个纹理中
创建为实时渲染优化的地面植物模型。
UE5中:

树干,树叶,地形和Megascans资产的复杂着色器。
先进的地形着色器,具有距离混合纹理,视差遮挡贴图,RVT,自动逻辑和用遮罩生成树叶。
完整的构图(程序布局、照明、视觉特效……)
使用电影渲染队列创建渲染
在Quixel混合器中:

UE5中创建多个带有和不带有动画水坑的高级纹理
使用正确的打包纹理导出

Gaea:
创建一些地形来装饰我们场景的背景
导出遮罩以在UE5中使用它们进行纹理处理

在Photoshop中:
替换一些纹理的颜色
提高质量
组合遮罩

课程时长:51小时 1920X1080 mp4 语言:英语+中英文字幕(云桥网络 机译)含课程文件 作者:Michael Gerard

有哪些章节?

白杨树(完整创作)–(7小时26分钟)
树皮和树叶高级着色器-(2小时35分钟)
松树(完整创作)–(6小时55分钟)
白杨和松树的变种和树苗-(3小时)
复杂景观着色器和Quixel混合器纹理(UE5.1)–( 4小时47分钟)
地面植物(速度树9)–(7小时25分钟)
场景创建(第一部分)–(2小时52分钟)
远处地形+着色器(盖亚/UE5.1)–(1小时10分钟)
Megascans高级着色器(UE5.1)–(1小时5分钟)
场景创建(第二部分)(UE 5.1)–(7小时27分钟)
贴花着色器(UE5.1)–( 51分钟)
在树叶上添加风(speed tree 9/UE5.1)–(1小时24分钟)
简单颗粒(环境灰尘/移动花粉…)(UE5.1)–( 40分钟)
场景创建(第三部分)(UE 5.1)-(1小时10分钟)
使用电影渲染队列进行渲染(UE5.1)–(1小时)

重要提示:

本课程是在5.1版本中创建的,强烈建议使用相同的版本!如果您选择使用另一个版本,请注意您可能会遇到本课程中未涉及的错误。

课程目录:
01-AspenTree
01.01.Speedtree_Overview
01.02.AspenTree Structure
01.03.AspenTree TexBranch P1
01.04.AspenTree TexBranch P2
01.05.AspenTree GenTex&Test
01.06.AspenTree 2ndBranch
01.07.AspenTree GenerateAtlas
01.08.AspenTree BaseCutouts
01.09.AspenTree 1stBranchCreation
01.10.AspenTree 1stBranchTest&LODs
01.11.AspenTree 2ndBranchCreation
01.12.AspenTree Improvements
01.13.AspenTree Lumps
01.14.AspenTree SmallBranches
01.15.AspenTree AddingTessellation
01.16 SetupUE5Project
01.17 AspenTree ExportStructure
01.18 AspenTree ExportFoliage
01.19 Speedtree RemoveNoisyAlpha
01.20 ImportInUE5

02-1-BarkFoliageShader
02.01 UE5ShaderBasics
02.02 ImportDefaultTextures
02.03 TilingFunction
02.04 AlbedoControlsFunction
02.05 SpecRoughEmissive
02.06 NormalIntensity
02.07 GreyscaleControls
02.08 SortInstance
02.09 Billboards
02.10 Test&RDO
02.11 FoliageFunction
02.12 Comparison

03-PineTree
03.01_PineTree_Trunk
03.02_PineTree_Branches
03.03_PineTree_BarkTexture
03.04_PineTree_GB_Structure
03.05_PineTree_GB_Improvements
03.06_PineTree_GB_Needles
03.07_PineTree_GB_Texturing
03.08_HowToCreateGradient
03.09_PineTree_GB_AssignGradient
03.10_PineTree_GB_OverlapImprovement
03.11_PineTree_GB_ImproveTopNeedles
03.12_PineTree_GB_AddingDetails
03.13_PineTree_GB_TryTextures
03.14_PineTree_GB_Rework
03.15_PineTree_DB_CompleteCreation
03.16_PineTree_DB_TestOnTree
03.17_PineTree_GBDB_Variations
03.18_PineTree_GBDB_SmallParts
03.19_PineTree_GB_Atlas
03.20_PineTree_DB_Atlas
03.21_PineTree_Atlas_Cutouts
03.22_PineTree_AnchorPoints
03.23_PineTree_SmallTopBranches
03.24_PineTree_ImproveDensity
03.25_PineTree_TopDetails
03.26_PineTree_DownDetails
03.27_PineTree_AddingTessellation
03.28_PineTree_ExportToUE5
03.29_PineTree_TestInUE5

04-Variations-Saplings
04.01_Variations_Aspen
04.02_Variations_Pine
04.03_Variations_IncreaseSegments
04.04_Variations_ExportAspens
04.05_Variations_ExportPines
04.06_Saplings_AspenCutouts
04.07_Saplings_Aspen
04.08_Saplings_PineStructure
04.09_Saplings_PineNeedles
04.10_Saplings_ExportImportToUE5

05-LandscapeShader
05.01_UpgradeProject
05.02_DistanceBasedTextureBlending
05.03_MF_Layers
05.04_LandscapeLayer01
05.05_AddingLayers
05.06_SlopesLogic&Clean
05.07_GrassTexture
05.08_MainGround&Variations
05.09.1_HeightBasedPaintLayers
05.09.2_FixGreyTerrainIssue
05.10.1_ParallaxOcclusionMapping
05.10.2_POM_RDOSupport
05.11_RockTexture

06-GroundFoliage
06.01_Grass
06.02_LandscapeAutoFoliage
06.03_Fern
06.04_PurpleFlowers
06.05_YellowFlowers
06.06_Reeds
06.07_WhiteFlowers
06.08_DryPlants
06.09_MaskedAutomaticFoliage

07-SceneCreationP1
07.01_SetupLevel&Terrain
07.02_LandscapePaintBrush
07.03_PathCreation
07.04_PathMaterial
07.05_TerrainIssues
07.06_DrawingThePath
07.07_AddingReliefsWithBP
07.08_TreesBP
07.09_ProceduralFoliage_Aspens
07.10_ProceduralFoliage_Pines&Saplings
07.11_VolumetricFog
07.12_PathTextures
07.13_Improvements

08-DistantMountains
08.01_DistantMountain_Creation
08.02_DistantMountain_MeshCreation
08.03_DistantMountain_TexturesSetup&Import
08.04_DistantMountain_MasterMaterial

09-MegascansShader
09.01_MasterMaterialCreation
09.02_CoverSystem

10-SceneCreationPart2
10.01_SC2_Explanations
10.02_SC2_BigClean
10.03_SC2_FixLandscapeModeCrash
10.04_SC2_ReliefImprovement
10.05_SC2_LayersVariation
10.06_SC2_SetLGTs
10.07_SC2_GroundFoliage_Rework
10.08_SC2_GroundFoliage_Color
10.09_SC2_OptimizeShadows
10.10_SC2_GroundFoliage_LODs
10.11_SC2_SetupTrees
10.12_SC2_ImproveLighting
10.13_SC2_RVT
10.14_SC2_DistantMountainsPlacement
10.15_SC2_PathImprovements
10.16_SC2_AddingRocks&Ruins
10.17_SC2_Improvements
10.18_SC2_LocalVolumetricFog
10.19_SC2_ScalabilitiesBlueprint
10.20_SC2_FinalGrassRework
10.21_SC2_AspenStumps
10.22_SC2_AddingStumps

11-DecalsWindVFX
11.Decals
11.01_Decals_FullCreation
11.02_Decals_Water_FullCreation

12.Wind
12.01_Wind_Groundfoliage
12.02_Wind_AspenTrees
12.03_Wind_PineTrees
12.04_Wind_Billboards_Broken
12.05_Wind_Ferns

13.VFX
13_VFX_AmbientDust&Flies

12-SceneCreationPart3
14.01_SC3_GroundFoliage
14.02_SC3_DistantMountains
14.03_SC3_RemovePathFlatness
14.04_SC3_FarTreeBillboards
14.05_SC3_FinalImprovements

13-Rendering
15_Rendering

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