蓝图 Procedural Moss & Snow 适配UE5.0-5.1苔藓雪表面蓝图

Unreal插件信息
插件名称: Procedural Moss & Snow
官网地址: https://www.fab.com/listings/7f6707ca-fe3d-43c3-9809-f8a76f13bfa0
版本: 5.0-5.1
解压密码:
引擎版本: UE5 
素材类型: 蓝图
























Description
UPDATE V1.1.1 (5.1 Only):
Fix for bug when baking to static nanite mesh caused UV issues due to deprecated settings in geometry script node in 5.1.1.

If porting tool from 5.0 to 5.1 open the "Bake Mesh" function in blueprint tool and find the "Copy Mesh to Static Mesh" node. Disconnect the "Nanite" bool variable from the "DEPRECATED NANITE SETTINGS Enabled" input and re-connect to the corresponding "Options Nanite Settings Enabled" bool input below.
UPDATE V1.1:
Added two new material examples (coins and alien).
Be mindful that product currently uses box map UV projections on generated meshes. For textures like the alien example that use more obvious large information you may see seams in some cases. This can be mitigated partially by adjusting UV offset/scale values.
Added "preset" asset examples for each of the four material types shown.

Can be found under "Preset" folder.
New coverage options.
"Random Vector" placement was the original algorithm used for generating point placements on a mesh. Best for more organic/random placements like moss.
"Cubic Grid" placement was created specifically for things like snow where a more even distribution of coverage might be desired.
New remesh options.

Exposed "Cell Grid" options as an alternative to "Cell Resolution". Maintains more consistent voxelized mesh resolution regardless of the size of coverage at the potential cost of longer generation times for larger meshes.
Post displacement smoothing options.

Allows for smoothing of mesh after height displacement.
UV offsetting in addition to scaling.

Useful when trying to hide seams present when displacing a texture with large details on a box mapped surface.
DESCRIPTION:
This blueprint tool uses dynamic mesh actors to generate high detail moss and snow meshes over the top of existing scene. Parametric controls are customizable based on the user's needs and can be utilized across a broad spectrum of content targets. Because of the high detail and reliance on Nanite this tool is explicitly built with non-runtime expectations and is only meant to create static meshes (Nanite or non-nanite).


描述
更新 V1.1.1(仅限 5.1):
修复了由于 5.1.1 中几何脚本节点的弃用设置而导致烘焙到静态纳米网格时出现 UV 问题的错误。

如果将工具从 5.0 移植到 5.1,请打开蓝图工具中的“烘焙网格”功能并找到“将网格复制到静态网格”节点。断开“Nanite”布尔变量与“已启用弃用的 NANITE 设置”输入的连接,然后重新连接到下面相应的“已启用选项 Nanite 设置”布尔输入。
更新 V1.1:
添加了两个新材料示例(硬币和外星人)。
请注意,产品目前在生成的网格上使用盒式贴图 UV 投影。对于像外星人示例这样使用更明显的大量信息的纹理,在某些情况下您可能会看到接缝。这可以通过调整 UV 偏移/比例值来部分缓解。
为所示的四种材料类型中的每一种添加了“预设”资产示例。

可在“预设”文件夹下找到。

新的覆盖选项。

“随机向量”放置是用于在网格上生成点放置的原始算法。最适合更有机/随机的放置,如苔藓。

“立方网格”放置是专门为雪等可能需要更均匀覆盖分布的物体创建的。

新的重新网格化选项。

公开“单元网格”选项作为“单元分辨率”的替代方案。无论覆盖范围大小如何,都保持更一致的体素化网格分辨率,但可能会延长较大网格的生成时间。

后位移平滑选项。

允许在高度位移后平滑网格。

除了缩放之外,还有 UV 偏移。

当试图隐藏在盒子映射表面上置换具有大细节的纹理时出现的接缝时很有用。
描述:
此蓝图工具使用动态网格参与者在现有场景的顶部生成高细节苔藓和雪网格。参数控制可根据用户需求进行自定义,并可用于广泛的内容目标。由于细节要求高且依赖 Nanite,此工具明确以非运行时预期构建,仅用于创建静态网格(Nanite 或非 Nanite)。





作者 cg小白兔 发表于 昨天 14:18
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