Foliage TIPS.  Unreal4

Foliage TIPS. Unreal4

Hi everyone!

Today is time to explain some features from Unreal 4 engine, that I used in this fast environment! This level was made in a week and a half, I set up and modelled everything, with some exceptions like fx level. But I can say that this environment had a greater percentage from my own job.
When you are working in the videogame industry (environment art team) you need put a special focus in the FPS and the draw calls from the game, if you not see it maybe the game will be unplayable. For this, the different game engines has some features to do easiest this labour.


One  skill used to upgrade the fps on this level, was regulate the foliage properly, is very easy  paint  with foliage tool along the landscape but without the correct setting of the tool,  your FPS can be fall down. One of the more useful settings of this feature is the Culling, with this you can choose the distance of the foliage rendering. When suddenly disappear you can set a some kind of gradient effect, for arrive at this result you must multiply the input PerInstanceFadeAmount with the alpha channel on your Material. After it, set again the Culling distance, now the folliage is appearing more soft.

I wish that this information were useful!
thanks for read me and I hope to write more about U4 features
kind regards!!

 Javier Cadenas

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