Obsidian: [[12-01-01-LevelDesign]] [[10-01-01-U_PCG]]
Fog > bloom > exposure > white balance > contr brig sat > tonemapping > gamma (gammma works only on LDR)
World Partition
OFPA pipeline - One File Per Actor. (Unlike the old world comp system)
Cells are streamed
- Cell size - można zmienić później determin gird size to stream - default is 25600 «< can prev grid in world details for larfge worlds vomponent resolution is bigger 511x511 to reduce draw calls
Cell loading range
- Grid size -
- World partition + HLOD (bake geo for background)
- Level Instances
Landscape
Heightfields
verts (res) | Quads / section | SUBSections | Component size | Total Landscape Components |
---|---|---|---|---|
32767 | max res without tiles | |||
8129 x 8129 | 127 | 4 | 254 | 1024 (32x32) |
4033 x 4033 | 63 | 4 | 126 | 1024 (32x32) |
2017 x 2017 | 63 | 4 | 126 | 256 (16x16) |
1009 x 1009 | 63 | 4 | 126 | 64 (8x8) |
1009 x 1009 | 63 | 1 | 63 | 256 (16x16) |
505 x 505 | 63 | 4 | 126 | 16 (4x4) |
505 x 505 | 63 | 1 | 63 | 64 (8x8) |
253 x 253 | 63 | 4 | 126 | 4 (2x2) |
253 x 253 | 63 | 1 | 63 | 16 (4x4) |
127 x 127 | 63 | 4 | 126 | 1 |
127 x 127 | 63 | 1 | 63 | 4 (2x2) |
Export
Only loaded 511 / 1021 < includ vert edges export on streaming proxies
Calculating Heightmap Z Scale
height range is a total of 512 units -256 cm and 255.992, stored with 16-bit precision then multiplied by the Z scale value that you input when you import the heightmap data.
512 units * 40 scale = 20480 20480 cm * 0.001953125 = 40 scale 204,8 m * 0.1953125 = 40 scale
512 units * 50 scale = 25600
Landmass: https://youtu.be/GwJiN8LLnQI?t=1230
Virtual texture & displacement
- create rtv x2.
- change one texture to height
- create RVT volume actor,
- bounds align actor, probe landscape and setbounds
- select landscape and add 3 draw in virtual tex slots.
Displacement
\Config\DefaultEngine.ini
- r.Nanite.AllowTessellation=1
- r.Nanite.Tessellation=1
- Enable in material
- in editor console
- r.Nanite.AllowTessellation 1
- r.Nanite.Tessellation 1
- Enable Nanite in landscape & rebuild data
Water
Create water
- water manager
- water body ocean » tell water brush
- water brush > passing h map info about changes to water mesh
- water mesh > mesh surface itself
- water bodies > r.Water_WaterMEsh.ShowTileBounds 1
- make a hole in surface: https://youtu.be/d5Ft7UaYayM?t=1667
HLOD
World map sizesz
Apex - 3.6
Fortnite (ch1) - ~6.7km^2
GTA III - 8km^2
L.A Noire ~21km^2
The Elder Scrolls V: Skyrim ~37km^2
GHTA SA - 38
PUBG - 64
RDR2 - 75
GTA 5 80
Fluid Flux
Create enviro
BP_FluxSimulationDomain BP_FluxModifierSourceActor BP_FluxSurface_Water
Create staic mesh
- select surface
- Procedural mesh editor [x]
- component should apear: surfaceProceduralMesh > GENERATE MESH (pivot same as in sim)