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by MillenialMan
1647 days ago
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Those rivets probably aren't modelled, they'll be reconstructed from volume information in the texture. Which is still impressive and a great way of dealing with that type of geometric detail, but it has limitations, and the engine isn't processing actual models at that level of detail. You can still do stuff like that in UE4. Have a look at what's possible with Quixel Mixer, you can create detail like that surprisingly quickly. I'd tentatively argue that modelling tools are the real MVP when it comes to increased geometric LOD in modern engines. They allow you to add that kind of detail quickly enough that it becomes economical to actually detail rivets. Either way, it's very cool. The crowd simulation stuff is going to be useful, current tooling there absolutely sucks outside of a few very expensive dedicated products. |
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Nanite really blurs the line between geometry and texture - in a sense it’s a shader that uses triangle mesh data as if it were a texture source.
This siggraph session will expand your mind: https://m.youtube.com/watch?v=eviSykqSUUw