Venus (Hell) Overview, Venus (Hell) Quick Start
Create an open-world Venusian (Hell) landscape in minutes! The pack can also be used to generate Hell environments in Unreal Engine 5. It comes with landscape auto-material with 12 layers (melting rock, flowing lava, cliffs, sand, dirt, rocky ground etc ). Heat-haze, wind blowing effects (visual and audio) and 4 - 8k and 4k heightmaps are also included in this pack. 2 heightmaps are 16 square km and 2 heightmaps are 64 square km. Everything is highly customizable and easy to use.
The Wind Blow and Heat-Haze effects, are in fact materials applied on a plane in front of the player and because of this, the effects are very cheap from the GPU resources consumptions point of view. Because of this method, the effects can be used on huge maps without having a performance impact proportional to the landscape size. So if you want to use the effects with your own character, all you have to do is to add a plane component to your character (disable cast shadows for the plane) for each effect and apply to the plane one of the effects materials. Use as model, the character from this pack, just to be sure you are doing everything right. The Wind Blow material should be placed first at about 40-80 units in front of the player/camera and the Heat-Haze plane/material should be placed at about 500 - 700 units in front of the player/camera. If you don't respect the distances, it is not a problem but, in this case you will have to tweak the materials parameters a little bit to look good.
This product supports Lumen for Unreal Engine 5.0 + . if You want to use the pack at it's full potential, I recommend using Lumen. In order to enable Lumen (if it is not already enabled in your project) you should go to Project Settings/Engine/Rendering and make sure you have the following setup:
- Dynamic Global Illumination Method - LUMEN
- Reflection Method - LUMEN
- Shadow Map Method - Virtual Shadow Maps
Important/Additional Notes: The lava layer of the auto-material is designed to detect the slopes/normals of your landscape and on a macro scale, for the far view, the lava will always flow physically correct (from up to down). (We are talking about the last layer of the auto-material). This effect can not be implemented for the close view because of some technical difficulties. This means that, when you look in the distance, you will always see lava flowing from up to down but for the close view, the lava speed and direction is determined by a parameter that can be changed inside the Material Instance. So, for the close view, the lava flow is not physically accurate.