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06_ UE4 advanced_ Set up a large map using the terrain tool

2022-07-26 00:06:00 Ruthless reading machine

Select the terrain in the mode .

  The large grid consumes cpu resources , Small grid consumption GPU

This is a relatively balanced configuration strategy .

  Click create custom terrain .

  We can import the terrain from the file .

 

Generated effect  

 

Now the house is hanging in midair , We can pull the map up .

  It can also be set directly z Axis data , Finally, the house landed directly .

In order to save resources , From the perspective of lattice .

Choose this mountain

  find LOD Distribution , from 3 Transfer to 1

  We saw the mountain lattice in the distance getting bigger .( The higher the value, the clearer the mountain in the distance )( In fact, I started from 3 It's on 2.5)

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Next, write materials for the mountain : Dynamic materials with different materials can be automatically added to the mountain .

Create folder

  Import our material map

 

Select this picture , Then create a material

  This material is created

Get into

  Drag in the other two pictures

attachment

  Click Save to create our material

Then the material on the map .

I feel like laughing

  next step , We modify this material scalar, To change the density of the material spread . Open material

 

The initial value of the constant is set to 0.1 

Create material instances

  Assign material instances to the map

  Modify the parameter of the instance to 0.01

effect

  There is a problem with the current map, which is to repeat the map

We are in our own materials , Find a material , I'm looking for this

  Find this function module , Copy it into the material we created

You will now 34 The picture of No. 1 stone is also put in our material

 

  Then put it in the corresponding position

  Use linear insertion nodes to mix pictures of two stones .

Alpha The parameter is the degree of mixing .

 

  Put the noise picture into the material .

  Start mixing pictures

 

 

  Connect to the display board

  take scalar Connected to the stone picture uv On .

  Create a new variable , To control noise uv

  Material re instantiation , Set parameters

effect

Add vertex normals vertexnormalws, Pixel normal node pixelnormalws.

 

Add a combined mask node

 

  Only keep B passageway

 

Ellipsis steps  

 

 

Modify two places

  Material instantiation , Set parameters

effect

 

 

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