4 months of hard work , doing all by scratch , the only scanned asset is the cactus. This is a new technique of mine to create rocks , the material is all explained and every asset and what you need to do is in the description tutorial video , including performance and tons of tips.
PLS CHECK THE CINEMATIC HERE (I also made the music for the cinematic.)
https://www.youtube.com/watch?v=UYlvgBd4eGE
PLS CHECK THE TUTORIAL HERE
https://www.youtube.com/watch?v=xmoTI8y5i_Q
-You have awesome vfx like glowing worms that goes through the rocks using collision , you have awesome fake lightrays that you can tweak in many ways , Torches that can illuminate your way in out or in , awesome hanging moss, you also have falling sand going down the rock and going along the floor.
-Also many rock assets and cliff that can be built in many ways as I show in the video using the level instance , so that why you can build unique shapes and reuse it to propagate in different way.
-Long video explaining each thing so you wont get lost.
-Some foliage bushes and grasses also.
-All is nanite ready.
-Demo level you see in the cinematic is there for you.
-Good balance between dark and light been able to balance lumen well , all post and light setting is in the level for you.
-Including some line commands for you to put for improve performance and be ready to play!
-Water material included with some video tutorial also so you can understand it well and save performance in reflections.
-Demo is using virtual shadows and lumen all direct light.
-Pls check out first the Cinematic I made and most important the whole tutorial video . (its long but you need to see it)
IMPORTANT
-Remember to activate virtual texturing and ray trace method and virtual shadows.
- Open your config folder and in the DefaultEngine.ini copy and put this.........
[/Script/Engine.RendererSettings]
r.ReflectionMethod=1
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.Lumen.TraceMeshSDFs=0
r.Shadow.Virtual.Enable=1
r.Mobile.EnableNoPrecomputedLightingCSMShader=1
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true
r.RayTracing.Shadows=True
r.AllowStaticLighting=False
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth=2
r.Streaming.PoolSize=80000
r.Tonemapper.Sharpen=6
r.TonemapperGamma=2.2
r.RayTracing.Shadows.EnableTwoSidedGeometry=0
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Lumen.Reflections.DownsampleFactor=1.98
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=1.7
r.MeshDrawCommands.DynamicInstancing=0
r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0
r.Lumen.Reflections.DownsampleFactor=1.98
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=1.7
r.RayTracing.NormalBias=5.0
r.MeshDrawCommands.DynamicInstancing=0
r.Lumen.ScreenProbeGather.MaxRayIntensity=10
r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal=0
r.Lumen.Reflections.HierachicalScreenTraces.MaxIterations=4
r.Shadow.RadiusThreshold=0.05
r.Shadow.Virtual.Clipmap.LastLevel=15
r.Shadow.Virtual.ResolutionLodBiasDirectional=-1.1
r.Shadow.Virtual.Clipmap.UseConservativeCulling=0
r.Shadow.Virtual.Cache.MaxMaterialPositionInvalidationRange=3500
r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
r.Shadow.Virtual.UseFarShadowCulling=0.1
r.Shadow.Virtual.ResolutionLodBiasLocal=-1
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.DepthDistributionScale=64
r.VolumetricFog.GridSizeZ=256
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=64
r.SSR.Quality=1
r.MaxAnisotropy=8
r.HZBOcclusion=0
r.DOF.Gather.RingCount=3
r.DOF.Gather.EnableBokehSettings=1
r.DepthOfFieldQuality=1
r.DepthOfField.DepthBlur.Amount=1
r.DOF.TemporalAAQuality=1