UE5 Asset Incredible Earth 80K

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V5.1
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Трейлер / Trailer:

Incredible Earth 80K - проект с высоким разрешением для создания реалистичных ландшафтов и атмосферы Земли.
  • Проект включает пользовательские шейдеры, сотни часов работы над текстурами и оптимизацию для максимального разрешения.
  • Текстуры и данные о высоте взяты из реальных источников NASA 80K+.
  • Уровень разработан с помощью вращателей, которые вращают Землю, солнце, Луну и вселенную.
  • Текстура облаков была изменена и стала мозаичной, исправлены сотни битых пикселей и линий сканирования.
  • Включены и другие вспомогательные текстуры, от высоты до различных масок.
  • Ограничения и причины, по которым этот актив может не подойти для вас, указаны в статье "Информация".
Рекомендации по системе:

Используйте "r.Streaming.Poolsize 10000" для работы над этим проектом.
Код:
r.Streaming.Poolsize = 10000
Если не переключаться между разрешениями, 64K должно работать с 9000, 32K с 4000 и 80K VT с 3000. Следовательно, для графического процессора требуется не менее 3080 с 12 ГБ видеопамяти. У вас должно быть не менее 32 ГБ оперативной памяти и 250 ГБ свободного места на системном диске для замены памяти. Рассмотрим процессор на уровне 5900X.

Limitations / Why this asset may not be for you:
  1. The Incredible Earth is not made to scale, nor is the moon or distances between. The atmosphere ground radius is 1080km (About 1:6th of real scale). While the scene spinner structure will help you keep your main actors near 0.0.0, please familiarize yourself with Unreal's large world coordinates (LWC) to make sure that whatever you are planning, is actually supported by UE.
  2. If you haven't worked with virtual textures, please understand that the VT tiles may sometimes appear blurry when entering the frame before loading up. That's just how virtual textures work. If you migrate to a new project, check the VT tile, border, and feedback on the project settings. VT "popping" depends on the speed you move and your scene's total process heaviness compared to available system resources. Regular 32K/64K versions can be used without such limitations.
  3. This is not an "Earth Zoom Kit". Regardless of the model's scale, 80K on texture means that each pixel represents 500x500 meters. While there's a basic displacement for some control over the flatness. In reality, 80K textures aren't enough to go on altitudes to appreciate the height differences on the ground. Therefore, the Earth mesh is just a sphere. A detailed Earth model with individual mountains would require something around 256K or 512K textures to go with it.
  4. Perceived resolution depends on both the color and normal detail. In areas where the ground is flat and normal detail is minimal, you may feel less clarity than in areas with height differences. Some areas are better than others due to differences in the source data quality. Single parameter values may produce different visual results at different parts of the Earth.
  5. While many errors on the textures have been fixed, you will still find them. With 3 billion pixels per texture and some of the satellite data lacking information or being corrupted, it would be impossible to produce perfect results.
  6. Some of the textures are 16K. While they exceed the marketplace guideline's 8K maximum size and are heavier to open on the first time, they help on delivering more resolution and save texture samplers for extra functionality. They also help to simplify the dynamic masking of tileable clouds' movement.
  7. Opening the levels, the Earth blueprint, or the materials for the first time in a project, may take a long time, depending on the number and size of the textures referred to within the opened asset. If your system runs out of memory, open each texture file one by one first
  8. This project has Oodle Textures plugin disabled. If you need it, resize all 16K normal maps and the glow mask first to 8K. Otherwise, Oodle will crash. Oodle might be important to you if you wish to package a product.
  9. TAA and TSR do not produce the same results as seen in the rendered videos. The result may also vary if you plan to use this asset on real-time products.
  10. Aurora and thunder are game-time-based. You may need to preroll on renders to get the desired results.

Технические детали / Technical Details:

Features:

  • Built into a blueprint with easy-to-access parameters on the details panel and exposable to cinematics
  • 80/64/32K versions of ground, water mask, and normals. 32K tileable clouds
  • A huge number of errors on source data fixed to create textures unique to this project
  • Automatic day-night cycle with many adjustable settings on the feature-rich custom shaders
  • Multiple cloud layers with independent control. Additional local Z-axis projected layer with working normals
  • Enhanced night looks with procedural city details and glow masks
  • Spinner structure on the level to create perfect orbits around the Earth without needing to move the camera or actors
  • Utilizes UE's atmosphere system. Optional Niagara aurora, material thunder, chaos normal for ocean

Meshes: 7 (Just simple spheres)
Materials: 10 Masters, 7 Instances, 14 Material Functions
Textures: 39 Regular + 4 VT of 25 UDIM tiles each. Total 139
Texture Resolutions: 16384x16384, 16384x8192 , 8192x8192, 8192x4096, 4096x2048, 2048x2048, 1024x1024, 512x512, 64x64
Disclaimer: The 16K textures exceed the Unreal Marketplace's guideline maximum size of 8192x8192
Supported Platforms: Windows (No other platforms tested. Nanite and Lumen not required)
Documentation: See the product description above. Linked video sequences included in the project for study. Material graphs with comments.

Important/Additional Notes:
  • Requires Oodle Textures Plugin to be disabled (or limiting the max size of certain textures)
  • Requires Virtual Textures to be enabled
  • Read the full product description above carefully. Understand the limitations and requirements

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