Virtual Texture support for your project enables you to create and use large-sized textures for a lower—and more consistent—memory footprint at runtime. RVT supplies an efficient way to render complex, procedurally generated, or layered materials. This makes RVT ideal for rendering complex materials for Landscapes. It enables improved rendering performance and workflows for Landscape Splines, decals for meshes and materials, along with general Landscape and object blending. The unreal Sensei provides a great tutorial on how to set up virtual textures: The unreal engine documentation can be found here: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/VirtualTexturing/ The process is divided into four parts: 1. Enabling VT in the project 2. Creating Runtime Virtual Textures 3. Landscape Master Material for RVT 4. Asset Master Material for RVT 1. Enable virtual Textures and mobile support in project settings. As simple as it sounds, also enable mobile support. The projec...
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 ...
The above is a wonderful example of how great vegetation foliage can look in UE4. The above forest valley scene is by Douglas Davis. The rest of his amazing work can be found here: https://www.artstation.com/artwork/gaQoZ So, this is just a quick one as it's something that I keep having to come back to but strangely not many people know about it. When adding foliage into a scene you often get a strange morphing movement effect. The first reaction is to think the animation or frame rate is to blame, but usually, this is being caused by the temporal anti-aliasing (TAA). This happens when using masked material with vertex animation as the temporal anti-aliasing reuses results from past frames and blends them together It needs a sort of history buffer with anticipation of where it will move next to have fewer artefacts. This can be achieved through the use of motion vectors. Open Project settings, Rendering, and then Optimizations. Find the tick box ...