Volumetric Glass (4.26-4.27, 5.0) 功能丰富的高级玻璃材料,结合立体效果。立体玻璃是一种高级高效的主材质,设计用于渲染立体形状和玻璃。该软件包对于创建科幻风格的环境非常有用,比如水箱、水族馆、水下隧道甚至是深海潜水器中的玻璃。该包装在质量和效率之间达到了完美的平衡。专为高品质虚拟现实和PC/主机游戏而设计和优化。

特点:

水下体积和异形玻璃两种材质
GPU友好,非常高效(只有150条指令),可以在移动设备上使用,也可以在虚拟现实中使用
多种形状(长方体、球体、椭圆、圆柱体、网格)
基于样条的隧道蓝图
超过70个参数设置:光轴,体积,散射,玻璃颜色,雾密度,湿颜色,反射等。
动画剪辑平面表面
基于顶点颜色的纹理掩蔽
示例地图包含海底世界和科幻实验室
高质量快速散射
快速箱投影反射
自定义多通道点光源
易于与其他水面如水面结合。
没有预先计算,所以可以用作水下深潜器的窗口。


技术细节
材料数量:2(玻璃体积,玻璃形状)

纹理和分辨率:1-1024×1024,5-512×512,1-64×64

材料实例:15个使用示例

支持的开发平台:Windows、Mac OS

支持的目标版本:PC、控制台、VR、

包装尺寸:6MB + 62MB演示内容

多人游戏:不适用


Features:

Two types of material underwater volume and shaped glass
GPU friendly and very efficient (only 150 instructions) can be used on mobile as well as in the VR
Multiple shapes (box, sphere, ellipse, cylinder, mesh)
Spline based tunnel blueprint
Over 70 parameters to set up: light shafts, volumetric, scattering, glass color, fog density, wet color, reflections, etc.
Animated clip plane surface
Vertex color based texture masking
Example map contains underwater world and sci-fi laboratory
High-quality fast scattering
Fast box projected reflections
Custom multi-channeled point lights
Easy to integrate with other water surfaces like Aquatic Surface.
No precomputation so can be used as a window in an underwater bathyscaphe.

***Monthly Unreal Engine Sponsored Content product for November 2020***

技术细节
Number of materials: 2 (glass volume, glass shape)

Textures and resolutions: 1-1024×1024, 5-512×512, 1-64×64

Material instances: 15 examples of use

Supported development platforms: Windows, Mac OS

Supported Target Build: PC, Console, VR,

Package Size: 6MB + 62MB demo content

Multiplayer: N/A

[Documentation]

[Discord]

[Twitter]

Update 1.1

– package size-reduction

– underwater surface specular improvements

– light shaft improvements

– glass normal-map support

The package DEMO folder contains example content from Epic packs (Starter Content/Epic Zen Garden) used only for demonstration purposes.

Ready for your requests. Remember that your positive rating and comments are my fuel for the next update.

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