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What are the minimum specs for quality like this, and what parts of this scene raise the specs mostly? Hi Julien, very great and detailed blog and impressive work behind.
I was interested to look one step further. I assume that placement of large structures, i. Are there plans in future to make generation of such complex environment more automatic i.
I am just interested if this level could be achieved with a single button click in Editor i. MapMagic , or there are some steps which could never become fully automised?
Is Layer Culling using built-in Layers? If yes than I strongly oppose such a solution. Layers are already a mess — they define rendering, physics, are using for postprocessing volumes blending and they have a bunch of other uses.
Their total allowed amount is limited and there are a couple of built-in layers which noone is using Water? Just one question: When will all of these be available out of the box in Unity?
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Thank you. The wind will not, and some of the specific shader tweaks will also not make it in unity out of the box. Occlusion probes, HDRenderPipeline shader working with the terrain, and atmospheric scattering will make it one way or another.
All the rest is either already in Unity And it can be included as different wind mode improving the current wind system in HDRP as additional wind quality.
Ah i see now why it mentioned as specific feature for the demo, Hmm too bad. Baked pivot based wind system for foliage are looks great though.
Maybe it can be adapted into the current HDRP wind system? Machine Learning. Made With Unity. Create intelligent augmented reality experiences that fully integrate with the real world.
Create ultra-realistic worlds using AI-assisted artistry to accelerate your workflow. Search Unity. Book of the Dead: Quixel, wind, scene building, and content optimization tricks Julien Heijmans , June 29, Technology.
Wind The creation of a wind system for vegetation assets and its whole pipeline is always a tricky process. The trees were the more complex assets to prepare, on the content side, they are using the Hierarchy Pivot type of animation and they rely on 3 distinct levels of hierarchy: Trunk, that rests on the ground.
Branches Level A, that are connected to the trunk. Branches Level B, that are connected to the branches of Level A. A value of 0 for the green channel of the vertex color would signify that it is the trunk A value between 0 and 1 would be the branches level A A value of 1 would be the branches level B I did this using Autodesk Maya, with some small scripts I was able to set up all of the LODs of an asset in minutes.
Layout When targeting the level of detail and density of a project like Book of the Dead , it was important for me to think about how I was going to structure the level, to avoid performance issues later in production.
Thanks so much about all these cool stuff. Thank you for this detailed Blogposed on BOD. Hope you will provide some more information and the baking script!
Thank you Julien! Thank you, this was helpful! Video on google drive has restricted permission. If you refresh the page, it should be fixed now :.