Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –Surface Trails 4.26 表面痕迹
大小解压后:33.3M
曲面轨迹系统允许您通过将球形组件附着到角色或曲面上的任何其他对象来捕捉轨迹。作为主要的使用例子,有雪景演示与步行字符和物理对象后留下变形痕迹。100%蓝图。

特点:

轨迹被捕获并存储在玩家相机周围的某个区域(可配置),因此该系统与地图大小无关。
可以配置旧轨迹的衰减(可以设置为零,以便轨迹永远停留在摄像机周围的定义区域内)。
轨迹形状由硬度可配置的球形组件定义。例如,为了定义一个盒子,你需要给它附加几个组件(组件数量取决于所需的精度,在示例场景中,每个盒子有8个组件,每个角色脚有2个组件)。
通过对演员应用特殊的标签,演员被标记为踪迹接收者。
通过将一种材料功能拖到另一种材料中,该系统可用于各种情况(水上痕迹、草地褶皱、任何其他表面VFX)。
雪景示例包括出现在雪下的基于摄影测量的泥土材料。
技术细节
性能说明:

系统使用渲染来渲染目标,因此会影响GPU性能。这可以通过降低渲染目标分辨率来针对低性能平台进行优化。默认情况下,分辨率为2048×2048,所有渲染目标将消耗24 MB的GPU内存。

如果您打算在项目中使用示例中的雪变形,请确保景观镶嵌也符合您的性能预算。

多人游戏注意:

该系统在多人游戏中为每个玩家独立工作,因为它取决于玩家的相机。它会为不同的玩家产生相似的结果,只要他们的相机比BP _ TrailsManager中的参数MaxDistance更靠近对方。在多人游戏中测试时,确保游戏实例不要使用单一编辑器进程。取消选中“高级设置…”中的复选框“使用单个进程”在“播放”按钮下。(UE4文档页面)

蓝图数量:6

网络复制:否

支持的开发平台:窗口

支持的目标构建平台:窗口

文档:示例地图和教程视频

附加信息:资产是作为一个完整的项目分发的(因为需要为演示目的处理用户输入),但是系统本身不需要任何附加的项目配置,并且可以很容易地迁移。

标签
景观材料




Surface trails system allows you to capture trails from characters or any other objects on a surface by attaching spherical components to them. As main usage example there is snow landscape demo with walking character and physics objects leaving deformation trails after them. 100% Blueprints.

Features:

Trails are captured and stored in some area (configurable) around player’s camera, so this system is independent from map size.
Attenuation of old trails can be configured (can be set to zero so the trails stay forever inside defined area around camera).
Trail shape is defined by spherical components with configurable hardness. So for definition of a box, for example, you need to attach several components to it (components count depends on required accuracity, in example scene there are 8 components per box and 2 components per character foot).
Actors are marked as trails receivers by applying special Tag to them.
System can be used for big variety of cases (trails on water, grass crumpling, any other surface VFX) by draging one material function into material.
Snow landscape example includes photogrammetry based dirt material appearing under the snow.
技术细节
Performance notes:

System uses rendering to render targets, so it will affect GPU performance. This can be optimized for low performance platforms by decreasing render target resolution. By default resolution is 2048×2048 and all render targets will cost 24 MB of GPU memory.

If you are going to use snow deformation from example for your project, make sure that landscape tessellation also fits your performance budget.

Multiplayer note:

The system works in multiplayer independently for each player because it depends of player camera. It will produce similar results for different players as long as their cameras are closer to each other then the parameter MaxDistance in BP_TrailsManager. When testing in multiplayer be sure that game instances DON’T use single editor process. Uncheck checkbox ‘Use single process’ in ‘Advanced Settings…’ under the Play button. (UE4 documentation page)

Number of Blueprints: 6

Network Replicated: No

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation: ExampleMap and tutorial video

Additional information: Asset is distributed as a complete project (because of necessity to handle user input for demo purpose), however system itself doesn’t require any additional project configuration and can be easily migrated.

标签
LANDSCAPEMATERIALSSNOWBLUEPRINTSDEFORMATIONTRAILFOOTPRINT

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