Friday, 10 May 2019

Gaea to Unreal Engine workflow development tests

Here's some screen shots of a real time Unreal Engine scene that I'm using to develop a shader setup for Gaea terrains.  This shade shows the non displaced shader using parallax occlusion mapping and maps for masks output from Gaea.

This is basically a dev / dry run before I record the final sections of the next tutorial video that will provide some rock solid useful workflows for Gaea (or even world machine for that matter) to UE4.