
Just the trailer 1 of impostors
trailer 2
links:
Ryan Brucks blog: https://www.shaderbits.com/blog/octahedral-impostors
Custom ImposterBaker: https://github.com/LucianoJacomeli/ImpostorBaker
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Modular Cliffs
https://www.unrealengine.com/marketplace/en-US/product/modular-cliffs
Brushify Urban Buildings Pack
https://www.unrealengine.com/marketplace/en-US/product/brushify-urban-buildings-pack
Free assets:
Kite Demo
https://www.unrealengine.com/marketplace/en-US/product/open-world-demo-collection
Koola's Snow Scene
https://store.speedtree.com/store/koolas-snow-example-project-ue4/
The link to download in on Resources
Command:
showflag.lod 0 to enable the best LOD of the StaticMesh
showflag.lod 1 to disable
Always use the map "NaturalScene1"
Remember to use the RMB and type ImposterCaptureSwitch to find the node in material, and check Use Material Attributes on final node of Material.
Learn how to use KOOLA's ImposterBaker parameters to optimize assets in Unreal Engine. See the capture workflow and material attributes setup for octahedral impostors and LODs.
Koola's imposter types and materials teaches selecting octahedral imposters and optimizing materials, projections, and parallax with upper atmosphere settings for realistic LODs.
Learn to generate octahedral impostors for rocks using a master material and material function, using Izumo assets and adjusting texture size and image counts for far-distance lod efficiency.
Test ImposterBaker and materials settings in Unreal Engine to optimize octahedral impostors for distant LODs, examining parallax, metallic values, and simple offsets.
Master octahedral impostors in Unreal Engine 4 by creating and optimizing meshes, exporting static assets, and refining distance settings for improved impostor performance.
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Paid assets:
Michael Gerard
https://www.artstation.com/unrealmike
https://www.udemy.com/course/ue4-create-natural-scene/
Lets know how to enable the console command and use the "showflag.lod 0" again.
The new command will be:
"r.forcelod 0" to show LOD0
"r.forcelod 1" to show LOD1
"r.forcelod 2" to show LOD2
"r.forcelod 3" to show LOD3
"r.forcelod 4" to show LOD4
"r.forcelod 5" to show LOD5
"r.forcelod 6" to show LOD6
Learn how to adjust lod transitions using screen size to create seamless silhouette changes for octahedral impostors, balancing triangle counts, manual distance placement, and reduction settings.
Learn KOOLA's method for creating lods from scratch in Unreal Engine, generate octahedral impostors, and adjust reduction settings and distances for seamless, performance-friendly transitions.
In the record of video i've made a mistake, and i used the wrong command! Try to use the r.forcelod 5 to show our last lod.
"r.forcelod 0" until 12 to force lod to use the lod number. To disable the command and back to normal LOD transition use "r.forcelod -1"
Learn to implement octahedral impostors to replace real meshes with LODs in Unreal Engine, while faking subsurface lighting, managing shadows, and achieving seamless transitions.
Test the final imposter mesh by generating octahedral impostors, bake textures, create static assets and material instances, then export and import into the scene to optimize far-distance rendering.
In this course, I will teach you how to optimize your StaticMesh from LOD0 to your last LOD in UNREAL ENGINE and stay as close to the original as possible without any strange transition. In the end I will show you how to generate Octahedral Impostors in UE4 and put in your last LOD, optimizing your assets as much as possible and gaining a lot of FPS performance in your Unreal Engine game.
The ImpostorBaker plugin created by Ryan Brucks will be used in a version of mine modified to accept Unreal Engine 4.22, 4.23, 4.24, 4.25, 4.26 & 4.27. An exclusive version is present in this course along with a new map to create our Impostors more easily and accurately.
We will practice to the maximum the creation of our Octahedral Impostors and show some important configurations and tips to make it as equal as possible.
The course is divided into several sections:
We will create the impostors for various assets of the Kite Demo, Brushify, Michael Gerard assets course, Koolala Snow Scene, Modular Cliff.
We will learn how to optimize LODs by creating from scratch, using only the tools of the Unreal Engine, tips on how to facilitate our work by reusing LODs settings for other assets, and comparing our lod with the old lod.
We will create our final impostor after several training sessions, and we will create it after creating our LODs and using our last lod to have a smooth transition between all the LODs from the densest mesh to the impostor.
If you are in UE5 that is not is my problem, this course not is for Unreal Engine 5. is like if this was a Windows 10 course and you are using Windows 11.