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 ...
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...
Back in 2016 I did some research into this topic, coming from a motion picture background this stuff really interests me, especially as real-time rendering and visualization effects are becoming more practical and widely used. The need to capture 360 video and images is still a thing. Surprisingly not much has changed over the last four years. The two strongest and most easily available are the 'Panoramic Capture' plugin by Kite and Lightning devs, and Nvidia's 'Ansel' plugin. The Panoramic Capture plugin for UE4 allows you to capture still images or movies that can then be viewed or played back in stereo, giving the illusion that the world is being rendered in real time. In the following sections, we will take a look at how to set up and use the Panoramic Capture plugin and also take a look at how you can view the stereo images you create. https://docs.unrealengine.com/en-US/Platforms/VR/DevelopVR/StereoPanoramicCapture/index.html https://docs.unrealengine.com/en-U...