We add new 3D SCANS every week

Shop Now
Search
Cart
Sign in
  • offerCustomer zone
  • offerYour special offers
  • offerYour orders
  • offerEdit account

  • offerAdd project
  • offerLiked projects
  • offerView your artist profile

  • Dark mode

Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail: iod@evermotion.org

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.

OK

Making of Unreal Engine Forest Scene - Tip of the Week

Michal Franczak 2017-07-27 09:09 tutorial  > Unreal Engine  > rendering

The Unreal scene with Evermotion greenery.

Archmodels for Unreal Engine vol. 4 is a collection of animated trees for architectural visualizations in Unreal Engine 4. The collection features:

  • 60 models: 54 trees + stones, bough, trunk, grass and fern models.
  • All foliage models are animated. Each model has at least 1k textures for leaves and 2k textures for trunk.

We also included a scene: a lake surrounded by forest. On the launch of this collection we presented a video with a fly-through this landscape:

 

You can also watch timelapse of placing models into scene:

 

Now I want you to familiarize with other scene settings.

Unreal_Vegetation_Archmodels_01

This is how the scene looks after opening in Unreal Engine 4. As you can see in the bottom right corner, we have a message that Unreal is building Mesh Distance Fields. The scene uses dynamic lighting only. This way we can forget about baking lightmaps each time when we want to move a single element. But it also means that during first opening we need to wait until UE4 compiles all Mesh Distant Fields, which, in this case, can take more than 1,5 hour. Luckily it's a one-time process.

Unreal_Vegetation_Archmodels_02

We included three scenes in the project. The first (trees) are just scattered trees, you'll need to drag and drop some light to see them, it's working scene only. The second is "Overview" with all trees placed in order on backdrop so you can take a closer look at each model. The third one "showcase" is our Lake and forest scene.

 

 

 

Unreal_Vegetation_Archmodels_03

Each model has it's on material instance, easily editable in Material Editor.

 

Unreal_Vegetation_Archmodels_06

The lake is a separate mesh - it's a simple plane but with quite sophisticated material. 

 

Unreal_Vegetation_Archmodels_07

It doesn't look so daunting at first - just normal material, but...

 

Unreal_Vegetation_Archmodels_08

...when we zoom out, we can see some serious nodes wrangling!

 

Unreal_Vegetation_Archmodels_09

The base idea was to animate water surface using TimeWithSpeedVariable node that would alter UVs of normal map. We have separate speed parameter (it's a scalar parameter, easy to change). We finetune UVs scale with couple of Multiply nodes.

 

Unreal_Vegetation_Archmodels_10

We add two normals, multiply them with a yellow color and then with white color which controls normals strength. If you make "Water Normal Strength" darker, the surface of the lake will be less affected by normals animation and it will look more calm.

 

Unreal_Vegetation_Archmodels_11

This part of material controls water distortion (when you look through it, not distortion of waves). Increasing distortion parameter makes the water more muddy.

 

Unreal_Vegetation_Archmodels_12

Distortion nodes go into "height" input of Bump Offset. "cheap contrast" controls contrast of stones on bottom map - so, it's not just water material, the bottom of the lake is included here too.

 

Unreal_Vegetation_Archmodels_13

Mixing the bottom texture with water and other bottom texture.

 

Unreal_Vegetation_Archmodels_14

We made a bodkin and we placed some rocks on it. One of them in static Mesh Editor.

 

Unreal_Vegetation_Archmodels_15

The rocks have very simple materials - just basic textures plugged in with Texture coordinates nod for controlling UV tiling.

 

Unreal_Vegetation_Archmodels_18

Atmospheric fog settings.

 

Unreal_Vegetation_Archmodels_19

Sky Sphere settings

 

unreal_directional_light

Directional Light Settings

 

Unreal_Vegetation_Archmodels_23

Exponential Height Fog settings

 

Unreal_Vegetation_Archmodels_24

Skylight settings

 

Unreal_Vegetation_Archmodels_25

Skylight settings (continued)

Thanks for reading! You can see more images and download Archmodels for UE4 vol. 4 in Evermotion Shop.

 

Author: Michal Franczak Editor: Michał Franczak
Tags: forest unreal ue4 vegetation greenery lake
You may also like...
Unreal Engine  - free direct access for students

Unreal Engine - free direct access for students

Unreal Engine 4 is now free for students through Github.
×

LEAVE A COMMENT

You need to be logged in to leave a comment. Don't have account? Register now.