Description
4 months of hard work , doing all by scratch , the only scanned asset is the cactus. This is a new technique of mine to create rocks , the material is all explained and every asset and what you need to do is in the description tutorial video , including performance and tons of tips.
PLS CHECK THE CINEMATIC HERE (I also made the music for the cinematic.)
https://www.youtube.com/watch?v=UYlvgBd4eGE
PLS CHECK THE TUTORIAL HERE
https://www.youtube.com/watch?v=xmoTI8y5i_Q
-You have awesome vfx like glowing worms that goes through the rocks using collision , you have awesome fake lightrays that you can tweak in many ways , Torches that can illuminate your way in out or in , awesome hanging moss, you also have falling sand going down the rock and going along the floor.
-Also many rock assets and cliff that can be built in many ways as I show in the video using the level instance , so that why you can build unique shapes and reuse it to propagate in different way.
-Long video explaining each thing so you wont get lost.
-Some foliage bushes and grasses also.
-All is nanite ready.
-Demo level you see in the cinematic is there for you.
-Good balance between dark and light been able to balance lumen well , all post and light setting is in the level for you.
-Including some line commands for you to put for improve performance and be ready to play!
-Water material included with some video tutorial also so you can understand it well and save performance in reflections.
-Demo is using virtual shadows and lumen all direct light.
-Pls check out first the Cinematic I made and most important the whole tutorial video . (its long but you need to see it)
IMPORTANT
-Remember to activate virtual texturing and ray trace method and virtual shadows.
– Open your config folder and in the DefaultEngine.ini copy and put this………
[/Script/Engine.RendererSettings]
r.ReflectionMethod=1
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.Lumen.TraceMeshSDFs=0
r.Shadow.Virtual.Enable=1
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
r.RayTracing.Shadows=True
r.AllowStaticLighting=False
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=2
r.Streaming.PoolSize=80000
r.Tonemapper.Sharpen=6
r.TonemapperGamma=2.2
r.RayTracing.Shadows.EnableTwoSidedGeometry=0
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Lumen.Reflections.DownsampleFactor=1.98
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=1.7
r.MeshDrawCommands.DynamicInstancing=0
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Lumen.Reflections.DownsampleFactor=1.98
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=1.7
r.RayTracing.NormalBias=5.0
r.MeshDrawCommands.DynamicInstancing=0
r.Lumen.ScreenProbeGather.MaxRayIntensity=10
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal=0
r.Lumen.Reflections.HierachicalScreenTraces.MaxIterations=4
r.Shadow.RadiusThreshold=0.05
r.Shadow.Virtual.Clipmap.LastLevel=15
r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.1
r.Shadow.Virtual.Clipmap.UseConservativeCulling=0
r.Shadow.Virtual.Cache.MaxMaterialPositionInvalidationRange=3500
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
r.Shadow.Virtual.UseFarShadowCulling=0.1
r.Shadow.Virtual.ResolutionLodBiasLocal=-1
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.DepthDistributionScale=64
r.VolumetricFog.GridSizeZ=256
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=64
r.SSR.Quality=1
r.MaxAnisotropy=8
r.HZBOcclusion=0
r.DOF.Gather.RingCount=3
r.DOF.Gather.EnableBokehSettings=1
r.DepthOfFieldQuality=1
r.DepthOfField.DepthBlur.Amount=1
r.DOF.TemporalAAQuality=1
Technical Details
Number of Unique Meshes: 100
Collision: Custom collisions and automated collisions
Vertex Count: From 4k triangles to 5 million in nanite
LODs: No
Number of Materials and Material Instances: 20 Master Material and 76 material instances
Number of Textures: 200
Texture Resolutions: 512 , 1024, 2048, 4096, 8192
Supported Development Platforms: PlayStation, Xbox, PC
Windows: Yes
Mac: No
Important/Additional Notes: Please watch the tutorial video and put the console command I put in the description, remember to use virtual shadows and virtual textures and all in ray trace mode.
Also the triangle percent of everything is reduced for performance, but you can tweak that if you want full resolution I’m explaining in the video.
How to use the water amazing tutorial!
https://www.artstation.com/learning/courses/qPV/water-shader-creation-in-ue5/chapters/5xGJ/caustics
Supported Engine Versions
5.1 – 5.3