Releases: GDi4K/unreal-openland
Make it possible to work nicely with "Virtual Heightfield Mesh"
Some of those changes are:
- RVT height size to 16 * 128 (6, 1)
- Change RVT volume names in the example map
- Add displacement height to the RVT world height
- Add an optional RVT Height Offset
- Remove sRGB from the ground texture. (With sRGB, it doesn't look good with RVT cache)
Upgrade guide for modified materials
This is a backward-compatible update.
Grammar Fix: "Planer" to "Planar"
This is just a grammar fix across OpenLand. Other than that, it's the same as 1.13.0.
Hello Displacements & Planer Mapping
In this release, we bring displacements & planer mapping (tri-planer, bi-planer & top/z-planer) to OpenLand. In order to do that, we had to re-architect some of the core functions for reusability.
Additionally, this version also comes with:
- A new runtime performance debugger
- Various fixes for texture compression & sampling
- Performance improvements for the Mobile Map
- Introduce parallax painting on all layers
Upgrade guide for modified materials
- This is a backward compatibility upgrade, so you can upgrade OpenLand without breaking anything.
- If you are created additional custom layers, you need to recreate them to get displacements & planer mapping support
- We also added a node in the master material to improve displacements-based blends in the auto layer. So, you might need to add that too.
Added Some Rocks in the Example Map
Here the Example map comes with Rocks, so we demonstrate RVT blending without importing MegaScans. As a part of this, now OpenLand comes with a simple Rock material that has features like variations, tri-planer, etc.
Upgrade guide for modified materials
There are no core changes in existing materials & material function. So, you can simply update this version.
Fixed & Revamped our RVT blending implementation
Now it's correctly blending normals.
We also made some improvements on blending (and reducing) unwanted colors in the blend area for mega scan assets.
API will be the same, this is a massive change happening behind the scene.
Upgrade guide for modified materials
- Most of the logic inside
Content/OpenLand/Core/RVT
has changed - Unless you change any of the content above, you don't have to do anything
- In order to get these RVT modifications, we need to use the
OpenLand_RVT_Prepare_Output
node as shown below:
Add support for proper grass removal
Previously, the "RemoveGrass" paint layers did not work well with landscape "Edit Layers". So, it didn't work well for Landsmass or the Water plugin.
Watch this tutorial: https://youtu.be/YHYYFpLc968
This version fixes those issues and no we can simply paint "RemoveGrass" to remove grass at any place. (Even inside various "Edit Layers"). We can also use "RemoveGrass" as a paint layer inside Landmass & as a weightmap layer inside the Water System.
In addition to that, we fixed #15.
Updated 4.26 map to look good
Now, colors are optimized to look good with OpenLand Grass.
Now the Map is configured for RVT. Now it's a matter of enabling the RVT support from the editor.
Add support for OpenLand Grass
Here, we update OpenLand to support RVT based OpenLandGrass features.
1.7.1 - Remove .uplugin files
This is a requirement for publishing into Unreal Marketplace. Product-wise, there's no change.
1.7.0 - Backported to 4.24
Now you can get OpenLand for 4.24 & 4.25 as well. We do that by creating a copy of the current version of OpenLand in 4.24. It contains all the features of OpenLand.
If you are getting OpenLand from Unreal Engine Marketplace, you will automatically get the correct version for your projects. If not, get the OpenLand located in the
OpenLandLegacy
directory.
But there are some minor changes between these two versions:
- RVT resolution is limited due to the platform features of 4.24
- Quality Level Switch of
Epic
is not available since it was added in 4.26 - Main example map in 4.24 version does not use Sky Atmosphere & new features come with 4.26
In the future, we are planning to add extended support for the Unreal Water System. That's another reason why we are maintaining two versions of OpenLand.