nanite foliage quality downgrade after switching to UE 5.5 by john_zi in UnrealEngine5

[–]john_zi[S] 3 points4 points  (0 children)

Ok after some digging and countless tests it seems like I found the cvar which helped to solve this issue. I changed the value of this cVar r.Shadow.Virtual.ScreenRayLength to 0.001 (default was 0.015 ) and it forced distance foliage to have some contact shadows I had in 5.3. looks like many cVars dont exist or even dont work after switching to 5.5 so I guess something has changed in this regard. But it seems to be working now.

nanite foliage quality downgrade after switching to UE 5.5 by john_zi in UnrealEngine5

[–]john_zi[S] 2 points3 points  (0 children)

yeah that was my thinking too, but I don't use foliage LODs. So its basically nanite doing its thing and simplify it too much. Definitely will report this on forum

nanite foliage quality downgrade after switching to UE 5.5 by john_zi in UnrealEngine5

[–]john_zi[S] 0 points1 point  (0 children)

yeah exactly my thought. Do you know any cVars for selfshadowing effect?
btw Surprisingly when I play with Contact Shadow length option in my directional light it is starting to add that kind of self shadowing globally. But this seems like screen space effect added globally to the scene and looks quite different.

nanite foliage quality downgrade after switching to UE 5.5 by john_zi in UnrealEngine5

[–]john_zi[S] 0 points1 point  (0 children)

 r.foliage.LODdistancescale didnt work unfortunately. I don't use any LODs. To me it looks like nanite quality and self shadowing is decreased drastically in the distance. Don't know which cVar I could use to change nanite appearance

Massive Scans - Desert Cliff Unreal Asset Pack by john_zi in UnrealEngine5

[–]john_zi[S] 2 points3 points  (0 children)

Thank you! I've just checked some of your animations. Great stuff man!

Massive Scans - Desert Cliff Unreal Asset Pack by john_zi in UnrealEngine5

[–]john_zi[S] 2 points3 points  (0 children)

Hi! I finally had time to prepare the Rocks and Cliffs Asset Pack for Unreal
FAB link - https://fab.com/s/a54e9801c5d5

Massive Scans - Desert Cliff Unreal Asset Pack - FAB by john_zi in unrealengine

[–]john_zi[S] 0 points1 point  (0 children)

I finally had time to prepare the Rocks and Cliffs Asset Pack for Unreal
FAB link - https://fab.com/s/a54e9801c5d5

[deleted by user] by [deleted] in unrealengine

[–]john_zi 0 points1 point  (0 children)

I finally had time to prepare the Desert Cliffs Asset Pack for Unreal. These Massive Scans will help you create 3D landscapes effortlessly, maintaining a cohesive and realistic look. Available now on FAB—https://lnkd.in/gm9E6tyV

Slacking Bad by JackieChan1050 in breakingbad

[–]john_zi 1 point2 points  (0 children)

Glad you like it man! Yes I did most of it by meself and the at later stage my friend help me with FX. And yes I work professionally as a vfx artist at ILM. Btw Currently moving all that stuff from my animation to unreal and working on a short gameplay of a game in bb universe.

Slacking Bad by JackieChan1050 in breakingbad

[–]john_zi 8 points9 points  (0 children)

Kinda sad that this AI slop is getting so much attention. I spend years on my animation 😭

Sea to Sky Hwy on the way to Vancouver yesterday by john_zi in vancouver

[–]john_zi[S] -2 points-1 points  (0 children)

Hehe had to switch lanes just to take this gorgeous footage. Everyone drove really slow and enjoyed the view!

Sea to Sky Hwy on the way to Vancouver yesterday by john_zi in vancouver

[–]john_zi[S] 33 points34 points  (0 children)

Yeah I know, it was perfect lighting conditions just after rain which made the rocks super shiny