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  1. #1
    Skaarj
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    Default Terrain Material Test WIP

    Hi,

    I just wanted to share this image with you guys.
    A terrain material I have been working on since yesterday.
    It uses a variation of blending techniques; world normals, depth textures and one RGB mask image.

    It still needs to be cleaned up and optimized.

    So here it is:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by whammes; 04-01-2010 at 12:05 PM.

  2. #2

    Default

    Wow nice man!!!!

  3. #3
    MSgt. Shooter Person
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    Default

    Looks Great! Cant wait to see more

  4. #4
    Prisoner 849
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    Gamertag: prophet64 PSN ID: Piranhi

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    Really nice material, good work!
    Level Designer on UE4 Title - Fable: Legends.
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  5. #5
    Skaarj
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    Default

    Thanks guys!

    Here is another shot, added some trees:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  6. #6
    MSgt. Shooter Person
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    Default

    Thats awesome Willy

  7. #7
    MSgt. Shooter Person
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    Default

    That looks incredible. Theres also some atmospherics going on, what is that?

    Edit: Who is the idiot that is now running google? Google and Youtube just changed their layouts. I hate it, its ugly like an XP interface.
    Last edited by Shelke; 04-01-2010 at 02:44 PM. Reason: Complaining

  8. #8
    Skaarj
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    Default

    One more:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  9. #9
    Prisoner 849
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    Looking even better, what's your current Triangle count? And are these just UDK assets (apart from the tree's obviously)?
    Level Designer on UE4 Title - Fable: Legends.
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  10. #10
    Skaarj
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    Default

    The atmosphere is a HeightFog Actor and some balancing with the intensity/height and post effects.

    Current triangle count is 12,716 + 104,363 instanced triangles. Each tree got around 1800 triangles.

    All the assets are custom, including textures, post effects and materials.

    Still have to add LODs to everything, but that's something for tomorrow.

  11. #11
    MSgt. Shooter Person
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    This looks awesome...all I can say is SHARE!!! I see some vignetting and a tiny bit of chromatic abberation too. Are you doing those in the post shader chain...the one that has the SSAO stuff in it?

    You have to tell us your secrets Top notch, can't wait to see more.
    Pushing poly's...one vert at a time.

  12. #12
    MSgt. Shooter Person
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    Default

    Wow, incredible, great work! I'd also love to see some more of what's happening behind the scenes

  13. #13
    MSgt. Shooter Person
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    Default

    That looks... KICK ASS!

  14. #14

    Default

    Good stuff, making me want to get my ass into gear and learn this stuff again XD

  15. #15
    MSgt. Shooter Person
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    Default

    Me like it alot.

  16. #16
    Iron Guard
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    I cry.
    That's very beautiful.
    Sorry for my bad English, it's not my native language.
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  17. #17
    Redeemer
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    Default

    Very nice work!
    I notice you don't use precomputed shadows and there are canopy shadows in your scene. If you 're using lightmass how did you achieve lighting the trees?

  18. #18
    MSgt. Shooter Person
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    may i suggest that you smoothen the terrain a bit.
    it seems very jagged,i don't know if that's what you were aiming for or not,but i would fix that,other than that,the map is beautiful,perfect shadows and great trees.
    can't wait to see more.

  19. #19
    MSgt. Shooter Person
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    Default

    AMAZING! will you be releasing this for download?

  20. #20
    Skaarj
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    Default

    Thanks everyone,

    Here are two more highres screenshots. There is a problem with a post effect when taking highres screenshots, some clamping issue, have to look into the material.

    Other then that, all fully LODed, tweaked pretty much everything, models, material, and textures.
    Next step is more detail.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Last edited by whammes; 04-03-2010 at 07:03 PM.

  21. #21

    Default

    holy god the day you make a tutorial of this you gona be my hero

  22. #22
    Skaarj
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    Default

    That is actually the goal of this little exercise, building a concept for a workshop.

    To answer some of the questions;

    Post Effects, yes they are hooked up in the post material chain. Vignette, Chromatic Aberration and Grain.

    Tree lighting and shadows, the trees have only vertex lighting using lightmass. All materials are set to masked, so they work correctly with the shadowing of the dominant light. The dlight is set to use realtime shadow, radius set to 500 units.

  23. #23
    Redeemer
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    Default

    Thanks for the lighting info whammes.
    Much appreciated.

  24. #24
    Skaarj
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    Default

    Here are a few screenshots showing; wireframe, texture density, lighting, diffuse color, beauty output and post effects. I also made a few more material tweaks and added some rock models to the scene.

    Wire frame:
    http://www.willihammes.com/webtemp/u...01_wire_01.jpg

    Texture Density:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Lighting:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Diffuse Color:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Beauty Output:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Post effects:
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  25. #25

    Default

    man those trees look good, and the lighting is sooo on point!

  26. #26

  27. #27
    Skaarj
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    Default

    Here is a shot of just the assets, working on some more right now:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  28. #28
    MSgt. Shooter Person
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    Default

    very nice assets matey..love ya plants.

  29. #29
    Iron Guard
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    Default

    Speedtree or you own work the trees and grass ?
    Sorry for my bad English, it's not my native language.
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  30. #30
    Skaarj
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    Default

    Those are all my own models, haven't really looked into the speedtree tools that much yet.

  31. #31
    Redeemer
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    Default

    Ah, finally I understand why you were able to create those nice shadows :0) The trees are not speed tree actors but static meshes. With all the lighting problems coming with speedtree using static actors sounds like a good choice.
    But what about the animations (wind effects) have you managed to do that with static mesh trees? Of cource you can use a wind source and foliage layers but usually having the trees animating at the same rate as the grass is doesn't look very realistic.

  32. #32
    MSgt. Shooter Person
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    You could vertex paint the foliage part of the tree and use a clever vertex shader to offset the leaves depending on the wind actors in the scene and add variation by changing the sway of the leaves depending on the objects world position. But saying that the shadows wont move when using the world position offset.

  33. #33
    MSgt. Shooter Person
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    Can you post the material you used for chromatic abberation. I tried it and couldnt get it to work once I ran the game...but it worked in the viewport It would be awesome if you could share that with us.
    Pushing poly's...one vert at a time.

  34. #34
    Skaarj
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    Default

    hi pain_gate,

    here is a screenshot of the chromatic aberration material:

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  35. #35

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    Nice post effects whammes, just curious, would it be the same thing if you imported a texture that looks like the final result in your LensMask group?

  36. #36
    MSgt. Shooter Person
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    @whammes : really really beauttifull ... congratulation

    any chance that you make a nice tutorial on this in the near future


    i think that the outdoor terrain rendering is among the least covered aspect of udk by docs/tutorials


    good day

  37. #37
    Skaarj
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    @blood falcon: sure you can also use a texture to get the same effect, i actually had that in my first version but i was getting some banding against the sky so I switch to the procedural approach.

    @amigoface: thanks, that's actually what i had in mind, a little workshop for creating natural environments in UDK will see how it goes. i will hopefully have figured out the foliage actors this week and add some more detail.

    ta

  38. #38
    MSgt. Shooter Person
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    Default

    Looking great.

    Can I ask if the terrain itself is a static mesh or a terrain object created in UDK? I need to create a terrain like this and I'm not sure how to go about it.

    Thanks

  39. #39
    Skaarj
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    Default

    Hi there,

    @mickyg: Yes it's a StaticMeshes, I just painted a displacement map in Photoshop and used it to displace a 256x256 plane in max, roughly 6000x6000 UU in size. This way you also get specular on your terrain, which seems to be ignored when using a terrain mesh in UDK. Also all the plants are StaticMeshes, no foliage or SpeedTree. I actually tested a lot of different ways over the last two weeks but StaticMeshes still give the best results lighting wise and they work nicely with InteractiveFoliage actors.

    Here are two new screenshots, did a lot of work on the terrain material some texture work and fog elements. Also extended the terrain, more shots coming next week.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  40. #40
    MSgt. Shooter Person
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    Amazing, looks as good as Crysis, actually i think its better!
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