Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –Scots Pine Forest Biome 4.27 苏格兰松林生物群落 大小解压后:15.7G

逼真的松树环境,基于3D扫描,可供游戏使用的树木、植物、岩石等,具有高达8K的纹理,以及各种完全程序化的亚生物群落,以创造难以置信的森林多样性。可调整的主材质和景观着色器,风。

现有最全面、最真实的苏格兰松木环境。完全基于扫描的、游戏就绪的资产,具有高达8k的纹理、距离广告牌,以及各种子生物群落,以创造令人难以置信的森林多样性。

使用我们直观的“生物地图”工作流程快速绘制和程序化生成子生物群落,并通过我们可扩展的风力系统使森林充满活力。

使用附带的蓝图工具来帮助您更快地创建。

附带了一个巨大的、完全生成的实验性64km2示例地图,带有距离网格和各种示例照明条件。(照明条件将在下一次更新中提供)



新一代视觉效果

我们的目标是提供尽可能好的视觉质量,同时仍具有足够的可扩展性,能够在普通硬件上运行。附带一些最详细的游戏就绪资产,可在线获得。

我们所有的资产和瓷砖都完全基于3D扫描,并包括高达8k的纹理分辨率,以获得令人难以置信的特写细节。

游戏就绪

我们所有的资产都是完全游戏就绪的,具有现成的LOD、风、碰撞、优化的视图距离和LOD比率。

多个亚生物群落

在6个不同的子生物群落中进行选择;苔藓的、混合的、干燥的、边界的、死的和开放的田野,都准备好用它们自己独特的属性和视觉身份生成。

程序工作流

使用我们的BiomePainter工作流程快速绘制和生成不同的子生物群落,使您能够以最少的努力和时间创建令人难以置信的各种环境。

我们正在充分利用虚幻的程序系统,以确保你创造的每个世界都是独特的和有机的感觉。

微观到宏观

从小的地面分散到巨大的悬崖和远处的网格,我们的生物群落不仅仅是一个简单的森林,它允许你组成广阔的景观,无论你看哪里都可以支撑。

1平方公里示例地图

我们的包附带了一个完整生成的1km2示例地图。这包括一个美丽的组成区域,有道路、泥石流、巨大的悬崖以及高细节距离的山体网格。

巨大的64平方公里示例地图(实验性)

此外,我们还发布了一个完整生成的64km2示例地图。这包括与1km2示例地图相同的区域,但空间更大。请记住,这是一个实验性的增加,由于发动机相关的问题/限制,它不是最优化的体验。为此,我们包括了一个更轻、更平滑的1K地图。




照明(发布后版本)

我们的产品包将提供3种不同的照明条件,标准、黎明和暴风雨,并配有各自的HDRIs。一个很好的基线,帮助你创造自己的外观。《黎明》和《暴风骤雨》将很快被添加到即将发布的后期更新中!

着色器

附带4种全面的主材质,包含多种功能,如多纹理混合、PDO阴影、宏/细节贴图、对象到风景混合、每实例颜色变化、位移贴图/偏移凹凸贴图等。

我们还包括控制风和湿度的MPC

蓝图

为了帮助加快中到大规模的创建,我们制作了一个SplineTool蓝图,允许快速重复放置和弯曲静态网格,如悬崖、泥石流、道路等。

我们还包括一个风力控制器,它允许更直观的风力调节方式。




资产列表

树木:8棵
小树/树苗:9棵
树木生病/死亡:4
树木破损/腐烂:7
岩石:24
悬崖:16
泥石流:13
道路/路径:7
植物:29种
地面散射:33
地面基地:6

重要注意事项:

我们发现不同发动机版本的性能非常不一致。我们的测试表明,4.21、4.22、4.23和4.24更好,而其余的测试在相同的场景中显示高达25fps的下降。
由于内容/大小的原因,64km2的实验地图是一个非常重的加载地图。根据我们对一台配备i7和GTX 970m的笔记本电脑的测试,较弱的机器可能会遇到这种情况。
我们的产品以最佳状态发货。这意味着为了获得完整的“下一代”体验,您需要下载我们定制的DefaultEngine.ini。这将对性能产生严重影响。
我们很大程度上依赖距离场照明。这可能需要手动启用,因为默认情况下是禁用的。要启用:编辑->项目设置->搜索:距离字段->选中“生成网格距离字段”复选框->重新启动引擎。没有这个,灯光看起来就不正确!!
为了能够生成PFS,您需要在编辑器首选项中启用程序叶子。启用:编辑->编辑器首选项->搜索:程序性->检查“程序性树叶”。
有关计划的未来更新、产品或已知的现有问题的更多信息,请访问我们的文档。

免责声明:展示照明不一定代表最终产品。



技术细节
特点:

下一代视觉保真度
三维扫描资产和波形
高达8K的纹理分辨率
6个不同的子生物群落可供选择:草地、林缘、枯死森林、干燥森林、混交林、苔藓森林
直观的生物电子程序工作流程->通过绘画创建一个变化的森林,然后通过单击生成。
详细的1平方公里示例地图
巨大的64平方公里示例地图
优化的LOD和广告牌
距离网格
4个全面的主着色器
云阴影材质
样条工具蓝图
全局湿度物质函数
可扩展风力系统
完全游戏就绪和优化


唯一网格数:156

碰撞:是的

顶点数:10-60000

目数:所有网格都有1-6个目数

材料和材料实例的数量:65

纹理数量:106

纹理分辨率:2k-8k

平台:个人电脑

标签
REALBIOMESPROCEDURALGENERATIONPLANTSTREESFOLIAGELANDSCAPEFORESTNEEDLESPHOTOGRAMMETRYENVRIONMENTS8KREALISTICPINE64SQKM

The most comprehensive and realistic Scots Pine environment available. Fully scan-based, game-ready assets with up to 8k textures, distance billboards, complete with various Sub-Biomes to create incredible forest diversity.

Quickly paint and procedurally generate the Sub-Biomes with our intuitive “BiomePainter” workflow and bring the forest alive with our scalable wind system.

Use included Blueprint tools to help you create faster.

Comes with a massive, fully generated experimental 64km2 example map complete with distance meshes and various example lighting conditions. (Lighting Conditions available in the next update)

NEXT-GEN VISUALS

Our goal is to provide the best possible visuals quality while still being scalable enough to run on average hardware. Comes with some of the most detailed game-ready assets available online.

All of our assets and tileables are fully 3D Scans based and include up to 8k texture resolution for incredible close-up detail.

GAME READY

All of our assets are fully game-ready with LODs, wind, collision, optimized view distances, and LOD ratios out of the box.

MULTIPLE SUB-BIOMES

Choose between 6 different Sub-Biomes; Mossy, Mixed, Dry, Border, Dead, and Open Fields, all ready to be generated with their own unique properties and visual identities.

PROCEDURAL WORKFLOW

Use our BiomePainter workflow to quickly paint and generate the different Sub-Biomes which allows you to create incredibly varied environments with minimal effort and time spent.

We are fully utilizing Unreal’s procedural systems to make sure that every world you create is both unique and organic feeling.

MICRO TO MACRO

From small ground scatter to massive cliffs and distance meshes, our biome packs are much more than just a simple forest, it allows you to compose vast landscapes that hold up no matter where you look.

1 square kilometer EXAMPLE MAP

Our pack comes with a fully generated 1km2 example map. This includes a beautifully composed area with roads, mudslides, and massive cliffs as well as high detail distance mountain meshes.

MASSIVE 64 square kilometer EXAMPLE MAP (experimental)

Furthermore, we ship a fully generated 64km2 example map. This includes the same areas as the 1km2 example map but much vaster spaces. Keep in mind this is an experimental addition and due to engine-related issues/limitations, it is not the most optimized experience. We include a much lighter and smoother 1K map for this reason.

LIGHTING (post-launch release)

Our pack will come with 3 different lighting conditions, standard, dawn, and stormy, complete with respective HDRIs. A good baseline to help you create your own look. Dawn and stormy will soon be added in an upcoming post-launch update!

SHADERS

Comes with 4 comprehensive master materials all containing a wide range of abilities such as multi-texture blending, PDO shadows, Macro/Detail maps, object to landscape blending, per instance color variation, displacement mapping/offset bump mapping, and much more.

We also include MPC’s to control wind and wetness

BLUEPRINTS

To help speed up to medium to large scale level creation we made a SplineTool Blueprint, allowing for quick repeated placement and bending of static meshes such as cliffs, mudslides, roads, and more.

We also include a Wind controller which allows for a more visual way of wind adjustment.

ASSET LIST

Trees: 8
Trees Small/Saplings: 9
Trees Sick/Dead: 4
Trees Broken/Rotten: 7
Rocks: 24
Cliffs: 16
Mudslide: 13
Roads/Paths: 7
Plants: 29
Ground Scatter: 33
Ground Bases: 6

IMPORTANT NOTES:

We found performance to be quite inconsistent across engine versions. Our tests indicate that 4.21, 4.22, 4.23, and 4.24 are superior while the rest see up to 25fps drop in the same scenarios.
The 64km2 experimental map is a very heavy map to load due to the amount of content/size. Weaker machines may struggle with it based on our tests on a laptop with an i7 and a GTX 970m.
Our products ship in an optimized state. What this means is that to get the full “Next-Gen” experience, you will need to download our custom DefaultEngine.ini. This will have a serious impact on performance.
We rely heavily on Distance Fields for lighting. This is something that might need to be enabled manually as by default it is disabled. To enable: Edit -> Project Settings -> Search: distance fields -> Check “Generate Mesh Distance Fields” tickbox -> restart engine. Without this, the lighting will not look correct!!
To be able to generate the PFS’ you need to have procedural foliage enabled in the editor preferences. To enable: Edit -> Editor Preferences -> Search: procedural -> Check “Procedural Foliage”.
For more information about planned future updates, products, or known existing issues please head over to our documentation.

Disclaimer: Showcased lighting not necessarily representative of final product.

技术细节
Features:

Next Generation visual fidelity
3D Scanned assets and tileables
Up to 8K texture resolution
6 different Sub-Biomes to chose from: Grassy Fields, Forest Border, Dead Forest, Dry Forest, Mixed Forest, Mossy Forest
Intuitive BiomePainter procedural workflow -> Create a varied forest by painting and then generating via 1 click.
Detailed 1 square kilometer example map
Massive 64 square kilometer example map
Optimized LODs and Billboards
Distance meshes
4 comprehensive master shaders
Cloud shadows material
Spline Tool Blueprint
Global wetness material function
Scalable wind system
Fully Game Ready and optimized

Number of Unique Meshes: 156

Collision: Yes

Vertex Count: 10-60000

LODs: All meshes have 1-6 LODs

Number of Materials and Material Instances: 65

Number of Textures: 106

Texture Resolutions: 2k-8k

Platform: PC

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