In this Quick Start guide, we will take a look at how you can set up and apply a grass texture to a landscape. Over the course of this Quick Start tutorial you will learn how to create, set up, and spawn static meshes to make your Landscape appear covered in thick grass. You will be introduced to key properties and settings that will help you shape your virtual grasslands to fit your project's needs.
You will also learn about the Actors and properties required for a grassy-looking result to function correctly and deliver the results you want. When you have completed this Quick Start, you will have a new level that should look similar to the image above. Currently, the Grass system will only work with the Landscape Terrain Actor. Trying to use the Grass system to spawn grass on any other Actor type will not work.Megascans - UE4 LiveLink : Foliage Workflow
Download the Open World Demo Collection content pack as some of the content from the collection will be used in the following Quick Start. Once the Open World Demo Collection is downloaded, add it to the project that you are using to follow along with this Quick Start by doing the following:.
A list of projects that you can add this to will appear. Select the project that you are using to follow along with this Quick Start and then press the Add to Project button. Now, we will create a new level and Landscape terrain so that we have something on which to apply the grass. Add a new Landscape Actor to the level by clicking on the Landscape Tool icon, and then clicking on the Create button.
To help better show off the Grass Tool, we are going to add a some noise to our Landscape terrain so it is not completely flat. In the Modes panel, select the Landscape Tool and under the Landscape Editor section click on the Sculpt Tool icon to expose the available tools, then pick the Noise tool from the tool list.
Set the properties with the following values. Since we only want a very subtle effect, set the Tool Strength very low and add more intensity by painting more.
Making the Noise Scale bigger makes the noise look smoother and more natural when applied to the Landscape. Position the Landscape Brush in the viewport so that it covers the entire Landscape terrain.
Click the Left Mouse Button 3 to 4 times to add some very subtle noise to the Landscape terrain. When completed, you should have something that looks similar to the following image.
The Grass system works on a completely flat Landscape terrain. The above modification to the Landscape was done purely for artistic reasons, to help show the final result.More results. Opacity-Masked leave textures look very off with default lighting, producing very bright areas next to very dark ones. This also causes individual polygons to clearly stand out, which looks even more artificial. I guess the problem is, that light doesn't shine through to the other side of a leave like it normally would.
And indirect scattered lighting is probably missing, too. When I disable lighting completely, these problems are gone. But that's not really satisfying either. Luos 9. I remember that there was a 'Two Sided Foliage' option somewhere, but now it's gone? I can't find it under Blend Mode or Shading Model. I dont think you have to enable the seperate "two sided" option, but I am not sure. Ill forward it to someone from epic to see if they can change the name a little.
I'd be happy to take a look at your set up. If you could provide me with a screenshot of your material s and of your trees placed in your scene, I can gauge where you could be going wrong or if you are overlooking a step. Attachments: Up to 5 attachments including images can be used with a maximum of 5.
Answers to this question. Static lighting artifacts on Foliage LOD models. How foliage density impact foliage lighting? Search in. Search help Simple searches use one or more words. Separate the words with spaces cat dog to search cat,dog or both. You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Trees, Plants and Lighting.
I need some advice regarding the rendering of trees etc. So, how can I make a material that will look good in this case? Product Version: UE 4. Viewable by all users. Slavq Aug 27 '16 at PM. Am I missing something?Toggle navigation Polycount. Author: Vizimir. DxDen null.
Jul Hello everybody, first thing first, I would like to apologize for my english. Since I've been travelling through Austria in the past days I decided to shot some photos of the local vegetation to use them as textures in Unreal Engine 4.
Greenery & Plants
I'm also pretty new at modelling and creating levels, I watched videos around and checked the Polycount wiki many times and I have made some progress and understood the workflow.
Anyway I'm not sure if my work is well done or if I should start from the beginning. This is one of the plants I've been working on, what do you think about this?
This is another one, but I definitely need to model more variations of it. This one is a very small plant that's about 3cm to 5cm tall in nature, so I'm not worried about it too much, should I? And this is how it looks in a mediocre scene with just a material, a directional light, a Sky light and a Sky sphere. I should also say that I shot pics of every plant I could find, and for every plant I took photos of a healty leaf, an almost-dead leaf and a dead leaf, in the future I will model more variations for every plant.
I created an atlas like this one for every plant: Last question: I searched a lot on google and on the forum but I couldn't find an answer. How many triangles should a foliage mesh have? I've tried to create models as low poly as I could, trying to get them to look realistic. The average is tris for small plants and for bigger plants.
I can't wait to read what you think of this work, if you have any suggestion or critique I will be very happy to know. Thanks in advance, have a nice day! Obscura veteran polycounter. To be able to give better feedback, we would also need to see your plants wireframes, and some another textures, like normal, roughness. You could also show your references. Like how the real bush looks. I think they look very flat shaded. You should have a much stronger normal map that shows the bending of the leaf towards the middle vein, and the humps between them.
They aren't this flat and straight in the reality. It doesn't seem too bad from here. Butthair polycounter lvl 8. Hey DXDen, glad to see another taking a stab at foliage. Get your foliage material up when you can, that's going to be a primary working place. Majority of the effect comes from that. Google for foliage in unreal, you'll get a lot of resources. Simple things, if you haven't already set them: Blend Mode: Translucent Shading Model: Two Sided Foliage Use a desaturate or more saturated version of your base color for your Subsurface Color this will only look right with two sided foliage.
You can also add a AO map. The big missing element is having light penetrate through the leaves a bit, mainly for thin broadleaves.
Having your material set up should allow this, but I know a lot of people use a thickness map, where the leaves are white and only get dark at thicker areas - leaf veings and towards their base. But this map needs to be added to shader somewhere. Which is based on how the shader is setup. When I use them, I combine them with a fresnel and distance based mask to control the effect at glancing angles over a distance this way close up leaves use the mask more than those further away.Posts Latest Activity.
Page of Filtered by:. Previous 1 2 3 4 11 14 template Next. Last edited by Slavq ;PM. Reason: 4. Tags: dynamicgeneratorplanttreeunreal. This looks exactly what I needed for my project, but I have one question: is there only 1 type of leaves per tree? Comment Post Cancel. Originally posted by BardicKnowledge View Post. Last edited by Slavq ;AM. Reason: Info correction. Great stuff! Will be very helpfull especially for level designers. Originally posted by Slavq View Post. For now it's possible to add more after editing one of the blueprints, but I see how this could be useful - possibility to add many leaf types on one tree, out of the box, will be added in the next update.
Thank you! That's great to know, cause I need a lot of outlandish vegetation, but having the same leaves over and over would make them all look too similiar.
Attached Files differentLeafs. Very interesting Asset Slavq, I liked!. For sure I'll buy it when I go to get my next payment, soom. Is a very good asset, thanks. I'm not sure if I understood you correctly before, do you need to have e.
If you want to break repetition, you can always change leaf type on any of your trees, to any leaf type you want. Last edited by BardicKnowledge ;AM. That looks cool,gj. Oh yes I didn't mean different leaves on the same tree, I just wanted to know if there was just one type of leaves or more. Anyway what's the performance hit using this system?
Can you make a forest on a landscape or it will kill the frame rate? Originally posted by Luos View Post. Reason: Fresh accurate info. About exact amount of drawcalls, I'll check this with single tree today and let you know what's the average value.Posts Latest Activity. Page of Filtered by:. Previous 1 2 3 4 11 27 template Next. Today I have a very special thread for you guys. Everything for free!! You can use them in your commercial and non-commercial projects.
Attached Files preview2. Last edited by fighter ;AM. Tags: bushfighterfoilagefreegrass. This means that I will add new features, improve the meshes, add new meshes and textures, Comment Post Cancel.
This will probably be useful for a lot of people that are new to the engine. Good job! Will use it sometime What about some pinetrees? Originally posted by Frequia View Post.
Awesone, thanks for the contribution. David Boura. That is a big gift, exactly what i needed for my first Vegetations approach in UE4, thanks a bunch!!!
You're a hero fighter. If you claim that you still plan on updating this I cannot even wait to see what this pack will look like when its done! I've added this to the Free resources list in the content creation and given credit to you. Hope you don't mind! Originally posted by VeerWolf View Post. Tim Hobson.In this Quick Start tutorial we will take a look at how the Procedural Foliage Tool that is now available with the 4.
Over the course of this Quick Start tutorial you will learn how to create, setup, and spawn an entire forests worth of trees inside of UE4 using only the Procedural Foliage tool.
You will also be introduced to key properties and settings that will help you shape your virtual forest to fit your project's needs. You will also be exposed to all of the required Actors and properties the Procedural Foliage tool requires to function correctly and deliver the results you want. When you have completed this Quick Start you will have a new level that should look similar to the image above.
Before you can use the Procedural Foliage tools in your project, you must first enable them by doing the following. Inside of the Editor Preferences right - click on the Experimental section. Enable the Procedural Foliage option by clicking on the checkmark box next to the word Procedural Foliage. You will also need to download the Open World Demo Collection content pack from the Unreal Engine Marketplace as some of the content from the collection will be used in the following Quick Start.
Once the Open World Demo Collection is downloaded add it to the project that you are using to follow along with this Quick Start by doing the following. You will then be shown a list of projects that you can add this to, select the project that you are using to follow along with this Quick Start and then press the Add to Project button.
Add a new Landscape actor to the level by first clicking on the Landscape Tool icon and then pressing the Create button to add the Landscape Actor to the level. If you are not familiar with how Landscape Terrain works or would like to know more about how it works please check out Landscape Outdoor Terrain for more information. Exit the Landscape tool by clicking on the Place icon in the Modes Panel.
Using a Landscape Terrain Actor quickly provides you with a very large area to spawn your forest on. Drag the Procedural Foliage Spawner from the Content Browser into the level and position it so that it is in the center of the level or at 0,0, in the X, Y, and Z axis. Now that we have our spawner, we need to give it some types of Foliage to spawn.
To do this, right - click in the Content Browser expanding the Miscellaneous section and then click on the Foliage Type.
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At this point you should have something that looks similar to the image below. If you have not done so already, save your work and level by pressing the Save All button to save all content and the Save button to save the level. In the following section we will cover how to set up the Foliage Type Actors to work with the Procedural Foliage Spawner.
Add a new item to the Foliage Types array by clicking the Plus Sign icon that is to the right of the Foliage Types menu option. Back in the viewport select the Procedural Foliage Spawner that was placed in the level and then expand the Procedural Foliage section under the Details panel. Under the Procedural Foliage section click on the Resimulate button and you should now see the Procedural Foliage Spawner densely packed with tress like in the image below.
Foliage Types come with a number of different properties that you can adjust to control anything from how the Foliage types are placed on other objects in the level to how the Foliage types will grow and spread throughout the Foliage Spawner. In the following section we will take a look at what properties available in Foliage types and how you can manipulate these properties to get the results you desire.
The Placement section is where you can adjust how the Static Meshes used in the Foliage Type are placed on objects in the level. Under the Procedural section of the Foliage type expand the Collision section and set the Shade Radius to The Collision section determines which Foliage types should be removed when two Foliage Types are competing for the same spawn location or relative space.
When a Virtual Seed's collision radius overlaps an existing collision or shade radius from another Foliage Type's Virtual Seed, the Virtual Seed will be replaced or killed based which Foliage Type has the higher propriety. Select the Procedural Foliage Spawner that was placed in the level and under Procedural Foliage section click on the Resimulate button.
When completed you should have something that looks similar to the image below. Clustering uses a number of properties such as density, age, and proximity to help determine how the specified Static Meshes should be placed, grouped and spread around inside of the Procedural Foliage Spawner.
While we now have some space in between our trees, the overall density is still a little too high. To fix this, set the Initial Seed Density to 0. As you can see, setting the Initial Seed Density to 0. To fix this set the Num Steps back to 3which will grow and spread the trees for 3 years, and then click on the Resimulate button. Expand the Growth section then set the following parameters to the following settings. The Growth section allows you to adjust how the Static Mesh used for the Foliage type will grow and get bigger over time.
Finally in the Instance Settings under the Cull Distance option, set the Max value to 20, and then click on the Resimulate button.The data administrator is Evermotion SC, ul. Personal data shall be processed for promotional purposes by the newsletter. Personal data will not be shared with other entities.
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