查看完整案例

收藏

下载

翻译
The scene of Waste Roads and Deer was made with Unreal Engine. Quixel Mixer was used to mix water maps for roads, and vertex drawing was used to distinguish different damage levels in different areas. Dynamic Volume Light (Video Demonstration) In addition to tree dynamics, there is a dynamic volume fog. The need to pause live dynamic preview in order to better capture the right image also leads to uncontrollability.
Three kinds of wind sound effects are used in the scene. Random and delay nodes are used to control the generation of three kinds of sound effects. The most important thing is that the detailed sound effects will be affected by the distance and proximity of the camera, so as to generate a sense of distance and space.
Post color mixing is done in the engine, and even the integration of clips, so that you can directly output sequence or AVI video, but video integration export is not supported, but also need to import AE for sound track synthesis.
Of course, there are many problems to be solved. The maximum support is 16 images posted in one material, otherwise an error will be reported. There is a big difference between dynamic lighting and fixed lighting output, which causes the movie to lose most of its light. After a lot of trial and error, you can get a preview without using cutscene output.
Even when the resolution is set to 8000x4500, the edge of the object is still jagged and blurred. I have also tried to turn off the motion blur and turn on the anti-aliasing by default, but the screenshot is still not clear. I checked the official document, given below is equal to 100 as a percentage of the explanation is that the screen will be rendered at low sampling or normal sampling, if higher than 100 will enable the sampling, especially for the natural environment, plant a number on the edge of the interspersed with each other is easy to produce a large number of sawtooth is not clear, if you enable the super sampling percentage 200% screen can be appropriately solve the above problems.
conclusion
Personally, I think Unreal Engine is the most efficient tool for creation. If you use traditional rendering methods, especially for personal works with no profit, the cost and time cost is relatively high.
客服
消息
收藏
下载
最近











