Now that we have a terrain we're happy with, we have 2 choices The features of the landscape terrain itself shouldn't change, but Vue will "smooth" the terrain based on the new sub-division.īe wary of this before painting, because if you paint in the default 256x256 size, and then sub-divide, Vue will smooth out what you have just painted, and you might lose detail(s). Your terrain should auto update to the higher resolution in both the Terrain editor, and in the (background) scene in Vue. Using 1 meter = 1 Pixel ratio, the default Vue terrain of 256x256 (before pressing 2x) will be 255 meters squared in UE4.Īfter pressing 2x, the terrain should then be 512x512, or 511 meters squared. You should avoid going below 512x512 unless you know exactly what you are doing and why.įor more info about the Scale in UE4, read the top section ofĮven though this guide is fairly different because the options in Vue are vastly different to World Machine, the scale theory still applies. ![]() Inversely, low resolution terrains will lead to bad terracing on the exported terrain, and within the Vue editor. The higher the resolution, the more 'detailed' the terrain will be, at a great cost to rendering performance, editing performance and final in-game performance. The size (resolution) for the terrain is important and has distinct advantages and disadvantages based on the size. This should create a default "mountain" terrain that is auto-generated inside your Vue scene.įor the sake of time, we'll leave this auto-generated terrain as-is.ĭouble click this terrain in one of the Perspective views, or right click the newly created Terrain in the Layers panel, and choose "Edit Object".Īlong the top toolbar inside the Terrain Editor, look for the "2x" button to "double the terrain resolution" To start, open your version of Vue to a new scene. This tutorial should apply to any Vue version from about 7 and up. Modules for VUE 2015 - RenderUp on cornucopia3d This may not include exported heightmaps or models, but Render watermarks can be removed by purchasing the RenderUp module for about $69USD VUE Pioneer 2015 is now free for non-commercial use, but carries a watermark on Rendered images. Landscape Visualization with e-on software The different Landscape Visualization editions can be found over on the E-on software website: XStream edition is not critical, but this is the version I will be using for this tutorial. * Working with weightmaps for texturing will be covered in the next tutorial. * And finally importing it into Unreal Engine 4. * Exporting landscapes from Vue as either heightmap (Heightfield) or OBJ mesh * Setting up a basic terrain generation in e-on software's Vue xStream "The Lost Coach," by Hossan Hassam, a hobbyist, who used Vue d'Esprit to create a unique blend of colors for this natural scene.Welcome to the first part in my Vue Series of tutorials. "The Gorilla Front," by Eli D'Elia, a professional digital artist, who used Vue d'Esprit and Poser 5 to generate this striking image from an animation, created with e-on software's Mover 4 software. ![]() ![]() "Yellow Snow," by Pascal Marie, a hobbyist, who used Vue d'Esprit to create this peaceful, photorealistic panorama. "Leo," by Nicholas Phelps, a professional engineer, who produced this detailed outdoor scene using Vue d'Esprit for the environment and Poser 4 for the wildlife. "For instance, Pascal Marie works with panoramic formats and creates realistic natural scenery, while Hossan Hassam uses colorful, tormented Van Gogh-like skies." A selection of work from the gallery artists is featured on these pages. Many Vue d'Esprit users share their artwork with e-on, which features some of the most impressive pieces on its Internet gallery ("Each artist has a unique style," says Nicholas Phelps, president of e-on software. Most of the imagery created with Vue d'Esprit contains nature-oriented, outdoor settings, though a number of artists use the software for generating detailed indoor or surreal scenes. Some artists-professional and amateur alike-have approached this task by using e-on software's Vue d'Esprit program, which includes a proprietary SolidGrowth vegetation system based on complex random-growth technology that gives each plant a unique appearance. That's because nature itself is complex, and a realistic virtual representation must reflect the same level of detail. "Bridge," by Eran Dinur, a professional digital artist, who used Discreet's 3ds max and Vue d'Esprit to create this realistic rendering.įor most digital artists, re-creating natural scenery is a difficult and time-consuming process. "Ritter Nebal," by Michael Janssen, a hobbyist, who used Curious Labs' Poser 4 to create this imposing character and Vue d'Esprit to generate the volumetric lighting and atmospheric effects. "Still Life," by Eric Kinzelin, a hobbyist, who used Vue d'Esprit to achieve a traditional painterly style for this digital still life image.
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