Caporegime
I can't remember where i said it but i'm working on something in UE 5.3 with some Ray Tracing.
I've just finished grey-boxing out the basic cavern / cave enclosure, this already took quite a lot of hours as i was figuring out the a workable way to do it, the ceiling for example is serval rock types painted extremely densely along the contours of the terrain above, yes its subterranean, its using the foliage paint tool, instead of painting foliage i painted rocks, the way i got it to paint under the terrain along its cantors was to use a setting option that allows whatever you're painting to sit a little in the terrain, i set it so high that it painted under the terrain its not visible from the surface and it gives a nice carved out look from the inside, or at least it will once i've added all the detail, along with the detail in the rest of the space.
The ceiling is made of of about 400,000 individual rocks, think's to Nanite that's possible at all and with minimal performance loss.
The second image is the scale of the map, it all needs filling out...
I've just finished grey-boxing out the basic cavern / cave enclosure, this already took quite a lot of hours as i was figuring out the a workable way to do it, the ceiling for example is serval rock types painted extremely densely along the contours of the terrain above, yes its subterranean, its using the foliage paint tool, instead of painting foliage i painted rocks, the way i got it to paint under the terrain along its cantors was to use a setting option that allows whatever you're painting to sit a little in the terrain, i set it so high that it painted under the terrain its not visible from the surface and it gives a nice carved out look from the inside, or at least it will once i've added all the detail, along with the detail in the rest of the space.
The ceiling is made of of about 400,000 individual rocks, think's to Nanite that's possible at all and with minimal performance loss.
The second image is the scale of the map, it all needs filling out...
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