If you are completely new to Gaea terrain software, start with watching the 6-minute video to create your first landscape terrain and to familiarize yourself with the Gaea Interface in the Getting around documentation. 3D Viewport, 2D viewport, the graph and properties panel: The Using Gaea section explains various concepts in detail, such as using Create with Primitives to build scenes, harnessing the power of Eroding Terrains to make realistic terrains, creating Procedural Textures , and outputting using the Build Manager . https://docs.quadspinner.com/Reference/ The Node Reference gives you access to details about every node and sculpting tool in Gaea. Use the top menu to navigate the different node type groups. In individual node pages, you will find detailed descriptions, usage advice, parameter reference, and usage examples. The Tutorials section contains complete tutorials that show you how to accomplish a complete project. The QuickStarts section has over 50 scenarios of di...
Volumetric lighting is something I've been using more and more in my projects and slowly, I'm starting to get the hang of it. With each new version of Unreal some interesting updates happen. Unreal Engine recently had a fantastic session at GDC 2018 covering this. Here are the main points. The first thing you'll need to create is a simple Directional Light. This represents the direction of the light from the sun. The Skylight is the indirect lighting that gets caught in the atmosphere. It comes from all directions back into the scene. The Skylight takes a cube map from the skydome image and gives precise richer colors and more light bounces. These can be configured in the World Settings under Num Sky Lighting Bounces. Volumetric lightmaps have replaced the sparse volume lightmap system and now has many more samples and a much larger density. This can be adjusted for larger scenes in the World Settings under Lightmass. Volumetric Lighting Detail Cell ...
Performance Guidelines for Mobile Devices - A quick reference guide In-depth documentation here: https://docs.unrealengine.com/en-US/Platforms/Mobile/Performance/index.html LDR (Low Dynamic Range) Low Dynamic Range (LDR) mode is the lowest performance tier supported in UE4 and is recommended for games that do not require lighting or Post Processing features. To use this mode, you must disable Mobile HDR for your project in the Rendering section of the Project Settings . Basic Lighting In this tier, you will leverage Static lighting and fully rough Materials to create levels with interesting lighting while maximizing performance to reach a broader range of mobile devices. To use this mode, you must disable Mobile HDR for your project in the Rendering section of the Project Settings . Full HDR (High Dynamic Range) Lighting In this tier, you take advantage of most of the HDR lighting features available for mobile in UE4, as well as some of the Post Processing features. Using these ...