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Unreal engine World partition & Landscapes Technical overview, Setup, Optimization, LODs, Streaming

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Call of the Mountain

Call of the Mountain

5 ай бұрын

We're going to go through the correct setup for landscapes in world partition, the different settings and what do they mean.
linkedin.com/in/michaelvdb3d/
mikkel3d
artstation.com/michaelvdb

Пікірлер: 7
@leakingpear
@leakingpear 27 күн бұрын
Absolutely fantastic video and answered the vast majority of questions I had from not understanding the documentation properly! Hope you do get around to the HLOD tutorial at some point as that would also be very helpful, you're very good at explaining things with appropriate rigour without it being hard to understand!
@callofthemountain
@callofthemountain 24 күн бұрын
Thanks! I've been a bit busy, I have some idea's for other tutorials as well, but I might do the HLODs one first as I alluded to it in this video
@SaltyCoffeeCakes
@SaltyCoffeeCakes 5 ай бұрын
Lovely stuff cheers
@sonic55193
@sonic55193 3 ай бұрын
A question on LOD. I want to make an optimized huge landscape vistas with Mountains at a distance. Is it possible to have more control on LODs such that my LODs don't decimate my mountain from far away even though I have a low LOD quality on the rest of the terrain, I can still keep the mountain LOD high or clamped at some value so it won't get any lower than what I specified.
@callofthemountain
@callofthemountain 3 ай бұрын
I don't think there is a way to clamp the decimation on a portion of the landscape, I would recommend converting the areas in question to meshes that get removed if you get close (if this area is traversable)
@sonic55193
@sonic55193 3 ай бұрын
@@callofthemountain Thanks, that answers my question. I've been looking for an answer for almost a week, no wonder I couldn't find it. I will try that. A mesh version of the mountain from afar could work.
@callofthemountain
@callofthemountain 3 ай бұрын
@@sonic55193 This is what they do in the open world example map as well, they use the HLOD system
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