Модератор раздела «Unreal Engine»
это архив разделенный на 3 части. сперва надо все скачать и потом извлечь.а какой именно архив на 5-ю? я пробовал все парты ни один не подходит
Ща скачаю и проверю
это архив разделенный на 3 части. сперва надо все скачать и потом извлечь.а какой именно архив на 5-ю? я пробовал все парты ни один не подходит
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Пожалуйста, зарегистрируйтесь или авторизуйтесь, чтобы увидеть содержимое.
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[/Script/Engine.RendererSettings]
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
;Lighting
r.SupportStationarySkylight=False
r.SupportLowQualityLightmaps=False
r.Mobile.EnableStaticAndCSMShadowReceivers=False
r.Mobile.AllowDistanceFieldShadows=False
r.DefaultBackBufferPixelFormat=4
;Optimized
r.optimizedWPO=1
;AntiAliang
r.AntiAliasingMethod=4
r.MSAACount=4
r.TSR.AsyncCompute=3
;MotionBlur
r.DefaultFeature.MotionBlur=False
;Shadow.Virtual
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
r.Shadow.Virtual.TranslucentQuality=0
r.Shadow.Virtual.Cache.DrawInvalidatingBounds=1
r.Shadow.Virtual.Cache.StaticSeparate=1
r.UseClusteredDeferredShading=1
r.Shadow.Virtual.OnePassProjection=1
r.Shadow.Virtual.NormalBias=1
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
;Distance Fields
r.DistanceFields.MaxPerMeshResolution=256
r.DistanceFields.SupportEvenIfHardwareRayTracingSupported=0
;SkinCache
r.SkinCache.MemoryLimitForBatchedRayTracingGeometryUpdates=128
r.SkinCache.MaxRayTracingPrimitivesPerCmdList=1000000
r.SkinCache.MaxDispatchesPerCmdList=1000
r.SkinCache.AllowDupedVertsForRecomputeTangents=1
r.SkinCache.RecomputeTangentsParallelDispatch=1
r.SkinCache.SceneMemoryLimitInMB=148
r.SkinCache.CompileShaders=True
r.SkinCache.DefaultBehavior=0
;GPU SkinCache
r.GPUSkin.Support16BitBoneIndex=True
r.GPUSkin.UnlimitedBoneInfluences=True
r.GBufferDiffuseSampleOcclusion=1
;Lumen
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.UncertainTraceRelativeDepthThreshold=.02
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal.ApplyDuringIntegration=0
r.Lumen.Tracing.MaxTraceDistance=20000
r.LumenScene.SurfaceCache.MeshCardsMergedResolutionScale=1
r.LumenScene.SurfaceCache.MeshCardsMaxLOD=0
r.LumenScene.DirectLighting.OffscreenShadowing.TraceMeshSDFs=0
r.Lumen.HardwareRayTracing=1
r.Lumen.TranslucencyVolume.TraceFromVolume=1
r.Lumen.Reflections.RadianceCache=1
r.LumenScene.Radiosity.ProbeOcclusion=0
r.LumenScene.FarField=1
r.LumenScene.FarField.MaxTraceDistance=100000
r.Lumen.HardwareRayTracing.MaxIterations=128
r.Lumen.TraceMeshSDFs=0
r.Lumen.SampleFog=0
r.Lumen.Reflections.Contrast=0.75
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=True
;ShadingRejection
r.TSR.History.SampleCount=32
r.TSR.ShadingRejection.Flickering.FrameRateCap=30
r.TSR.ShadingRejection.Flickering.MaxParralaxVelocity=2
r.TSR.ShadingRejection.Flickering.Period=3
;World Partition
wp.Runtime.RuntimeSpatialHashUseAlignedGridLevels=0
wp.Runtime.RuntimeSpatialHashSnapNonAlignedGridLevelsToLowerLevels=0
wp.Runtime.RuntimeSpatialHashPlaceSmallActorsUsingLocation=1
wp.Runtime.RuntimeSpatialHashPlacePartitionActorsUsingLocation=0
;Texture Streaming
r.Streaming.PoolSize=8000
r.MeshStreaming=True
;Occlusion
r.NumBufferedOcclusionQueries=2
r.InstanceCulling.OcclusionCull=1
;LevelStreaming
s.LevelStreamingActorsUpdateTimeLimit=10
s.UnregisterComponentsTimeLimit=5
;Nanite
r.Nanite.Streaming.Imposters=0
r.Nanite.CoarseMeshStreaming=True
r.Nanite.ProxyRenderMode=2
r.Nanite.Streaming.NumInitialRootPages=6144
r.Nanite.MaxNodes=2621440
;Shaders
r.Shaders.RemoveDeadCode=1
;GPU scene
r.GPUScene.ParallelUpdate=1
;Virtual Texture
r.VirtualTextures=True
r.VirtualTexturedLightmaps=True
bEnableVirtualTextureOpacityMask=True
r.VT.MaxUploadsPerFrame=500
r.VT.MaxUploadsPerFrameInEditor=1000
r.VT.MaxTilesProducedPerFrame=100
r.VT.MaxReleasedPerFrame=5
r.VT.NumGatherTasks=6
r.VT.SyncProduceLockedTiles=0
r.VT.IOPriority_HighPagePri=4
r.VT.CsvStats=2
[/Script/Engine.VirtualTexturePoolConfig]
+Pools=(Formats=(PF_DXT1), SizeInMegabyte=120, bAllowSizeScale=True, MinScaledSizeInMegabyte=37, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_DXT5), SizeInMegabyte=37, bAllowSizeScale=True, MinScaledSizeInMegabyte=8, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC4), SizeInMegabyte=37, bAllowSizeScale=True, MinScaledSizeInMegabyte=16, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC5), SizeInMegabyte=72, bAllowSizeScale=True, MinScaledSizeInMegabyte=16, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC6H), SizeInMegabyte=60, bAllowSizeScale=True, MinScaledSizeInMegabyte=30, bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_BC7), SizeInMegabyte=72, bAllowSizeScale=True, MinScaledSizeInMegabyte=37 bEnableResidencyMipMapBias=True)
+Pools=(Formats=(PF_G8), SizeInMegabyte=200, bAllowSizeScale=True, MinScaledSizeInMegabyte=70 bEnableResidencyMipMapBias=True)
+Pools=(SizeInMegabyte=64, bAllowSizeScale=False, bEnableResidencyMipMapBias=False)
;NVidia DLSS
r.Streamline.DLSSG.Enable=1
r.NGX.DLSS.WaterReflections.TemporalAA=1
[/Script/DLSS.DLSSSettings]
bEnableDLSSInEditorViewports=True
; ------------------------------------------------------------------------
[ShadowQuality@3]
r.RayTracing.Reflections=0
r.RayTracing.GlobalIllumination=0
r.RayTracing.AmbientOcclusion=0
r.RayTracing.SkyLight=0
r.Shadow.MaxResolution=4096
r.Shadow.MaxCSMResolution=4096
; Please do not delete
[ShadingQuality@0]
r.HairStrands.SkyLighting.IntegrationType=2
r.HairStrands.SkyAO.SampleCount=4
r.HairStrands.Visibility.MSAA.SamplePerPixel=4
r.HairStrands.Interpolation.UseSingleGuide=0
[ShadingQuality@1]
r.HairStrands.SkyLighting.IntegrationType=2
r.HairStrands.SkyAO.SampleCount=4
r.HairStrands.Visibility.MSAA.SamplePerPixel=4
r.HairStrands.Interpolation.UseSingleGuide=0
[ShadingQuality@2]
r.HairStrands.SkyLighting.IntegrationType=2
r.HairStrands.SkyAO.SampleCount=4
r.HairStrands.Visibility.MSAA.SamplePerPixel=4
r.HairStrands.Interpolation.UseSingleGuide=0
; ------------------------------------------------------------------------
[FoliageQuality@0]
ai.mass.scalability.SpawnDensityMultiplier=0.1
MassTraffic.NumTrafficVehiclesScale=0.1
MassTraffic.NumParkedVehiclesScale=0.1
Привет, ознакомьтесь с правилами форумаПривет, я новенький, можно мне скачать V5.1.7 UE5.3 ?
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Changelog: Oceanology 5.1.8
- minor fix with the water volumes to cover both Standalone Mode & Packaged Game differences
- adding UI button labels for the Demo maps map selector Widget
- Virtual Texture / RVT fixes and object height fixes in RVT
- warning fixes regarding WaterParent mobility
- Demo Blueprint collision fixes and corrections
- an IK RIG provided for animation re-targeting (useful for swimming anim retargeting)
- disable HLOD generation for all Oceanology actors
- Ship/Boat Collision re-design to prevent sinking in Packaged Exe mode (this is a workaround to mitigate an Engine issue, not directly related to Oceanology)
- RVT actor re-designed to save the Heightmap to a Static Texture (T_Heightmap) - several new buttons added for easier setup
- new RVT visual options added to alter the shore foam appearance
- ocean/lake surface visuals improved by fixing normals
- now Flipbook normals are included in the Underwater post process as well
- added a new Reload Settings button to both ocean and lake - this reinitializes the whole water body (useful for presets)
- water preset system added with preset examples (ocean and lake both handled) see: right click -> Misc -> Oceanology Lake and Ocean presets
- Shoreline Surface Scattering option added to RVT category to alter two colors of the Ocean
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Changelog: Oceanology 5.1.9
Preset system now has 2 mode: use the preset directly (previous behaviour, no value change in actor panel allowed) OR apply the preset (new behaviour, preset values applied to actor panel, you can have individual changes)
BubbleSettings added to the presets now
new WaveSolver system was added: Runtime wave manipulation is now supported - there is a demo map to present this behaviour with a Blueprint on a quick actor timeline
lerping between Oceanology structs and presets is now possible - this is also presented in the runtime wave manipulation map
InfiniteComponent was reworked - you can configure separately to use it in editor/game, or globally disable it, a follow update interval was added you can configure a delay now - additional "Force Follow" button was added to actor panels
the bubbles niagara component of the ocean was fixed which caused huge FPS drop while moving through World Partition regions first time while actor relocation
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Swimming/Buoyancy:
- swimming customization functions added
- buoyancy customization functions added
- swimming state alteration is now configurable via BP override (bUseControllerRotationYaw/MaxWalkSpeed/MaxSwimSpeed/bOrientRotationToMovement/Buoyancy)
- Buoyancy tick interval config added
- Swimming tick interval config added
WaterVolume:
- WaterVolume got reworked - now there is ONE OceanologyWaterVolume
- Users will have to delete their old OceanologyWaterVolume(s) from their levels, and re-add them - an error message will be thrown as popup for incorrect old volumes
- We added a new "Set Volume Bounds" button to make WaterVolume setup easy and fast. This will snap the water volume to the selected water body OR to the bounds align actor. The Bounds Align Actor is OPTIONAL, and recommended for Ocean to use the Landscape. In some cases the "Z" position axis might need to be manually adjusted a little.
- the old OceanologyPhysicsVolume actor is now REMOVED - so please resave ALL your levels that used Oceanology to avoid all errors
- WaterVolume now supports PRIORITY properly. This fixes the issue of buoyancy/swimming breaking when Ocean's and Lake's WaterVolume intersects. By default Lake's priority is higher than Ocean's priority, but it can be manually adjusted via "Physics Volume Priority" config.
- Debug of the WaterVolume improved. Allowing Debug you may see the intersect events being ignored if the priority is configured properly.
Quad Tree:
- The old procedural plane-based QuadTree was removed, so please re-save all your levels that used Oceanology to avoid errors.
- The engine built-in Water Quad Tree has been added. Several modifications/optimizations and taste tailoring has been made for Oceanology use-cases. No additional plugins necessary, you only need Oceanology.
- The Ocean supports Quad Tree.
- The Lake supports Quad Tree.
- The scale of the Actor affects the number of tiles used. So increasing actor scale = more quad tree tiles. Both actor scale and number of tiles can be configured by the user.
- Tessellation is now supported - you can manually adjust tessellation, but lower quality means inaccurate waterline and worse water quality, higher quality means more accurate waterline and water quality - the default settings provide great performance and quality (balanced)
- both lake and ocean supports far mesh
- ActorRotation is not supported, and never were (it caused shader issues as well), so we disabled it to avoid visual problems/wave computation problems and quad tree problems.
- MaxWaveHeightMultiplier config option added for the quad tree to configure the ActorBoundsHeight. Lower this value is the sooner your water is culled from distance. You may increase this value if you wish to view the Ocean from unrealistic high heights. The default values cover 99% of the use-cases.
Waves:
- Now lakes support GerstenerWaves as well. (If your scene still uses the empty wave solver, you will have to pick the GerstenerWave solver class from the dropdown menu, OR restore WaveSolverClass to default. Newly placed lakes uses GerstenerWaves by default.)
- WaveSolver no longer modifies the Material/MaterialFar
- There is different GameTimeInSeconds MPC variable for OCEAN and LAKE now.
- Wave Simulation of lakes and ocean can be separately stopped/started for each Water Type. (NOT each water actor!!!)
- Lakes now support gerstener waves in the Presets as well.
Visuals:
- bubbles config is disabled by default now on Ocean, you can still turn that on manually
- ALL material instance accessors has been reworked to be crash safe via lazy-init design using the EpicGames pattern, now they use proper blueprint accessible getters (GetWaterMID, GetWaterFarDistanceMID, GetUnderwaterMID, and so on.)
- caustics and wetness components now deactivate if you disable them to save performance
- Volumetric Fog related issues has been fixed
- Fog height related issues has been fixed
- a new GGX lighting system has been added (Day & Night Cycle) and for stylized water look
- Stylized Lake preset added
- Stylized Ocean preset added
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Я выше скидывал. Они вроде с тех пор его не меняли.А можно попросить код который дается после верификации у них в дискорде? он делает плагин более оптимизированным.
NO.А можно попросить код который дается после верификации у них в дискорде? он делает плагин более оптимизированным.
Added GetMinWaveHeight support for wave solvers
Updated SDF texture to support up to 16K heightmaps (Up to 32K depending on computer)
Updated SDF internal system to support more future features
GGX lighting errors has been fixed (chasing the sun on water)
Presets are now live-reloadable, no need to press "Reload Settings" button anymore
HLSL Gerstner waves (most optimized and ready equation for Niagara waves)
Parallax has been removed from the foam
Added Flow in Foam
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Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz