Professional Documents
Culture Documents
Jack Porter
Engine Development and Support Lead
Epic Games Korea
Topics
• Demo
Gear
Shoot Process
Lighting Reference
Shoot Process
Direct lighting
Process
Indirect lighting
Process
Bounce lighting
from Sun
(Global Illumination)
Lit by Sky
Sun Direct Lighting
• Cascaded Shadow Maps (CSM) near camera
– Supports foliage animation
– Large cost from triangles
CSM
Sun Direct Lighting
• Ray Traced Distance Field shadows (RTDF)
– 3x more efficient for huge view range
– Maintains detail at all distances
RTDF
Shadows
CSM
Sun direct lighting
• A Distance Field stores distance to the nearest surface at every point
Distant landscape tiles are unloaded and replaced with Streaming Level
LOD Proxy
Landscape Material
Weight maps
Landscape Material
Simple blend
Landscape Material
New In UE 4.8:
• Procedural Foliage placement tool (Experimental)
• Landscape Grass
• New UI for Foliage Painting Tool
Foliage Painting Tool
Foliage Painting Tool
Foliage LOD
LOD levels are specified in the
Static Mesh editor
• We typically used 3 or 4
LODs
• eg Tree
– 115,000 triangles
– 13,000 triangles
– 2,500 triangles
– 32 triangles (billboards)
Foliage LOD
Trees 226,000
Bushes 1,170,000
Flowers 6,358,000
Grass 7,879,000
Excluding grass system!
Landscape Grass
• New in UE4 version 4.8
• No collision
• Suitable for
– grass, flowers, pebbles etc
Advantages
• perfect fade out to
texturing
• rules for culling
instances in material
Landscape Grass fade out
FAUNA
Fauna
• Our world is very pretty.. but static
– You must test and adjust content to achieve performance on your targets on
your target device
Performance
• During development we gathered daily performance stats of our
cinematic on our target hardware – mainly GPU and Rendering Thread
(drawcall/driver) CPU time
Optimizing Scenes
Main problem was GPU
time caused by huge
triangle counts
• Up to 20M triangles in
some scenes!
• Reduced triangles in
LODs