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00:00:00
all right so last year we added several
00:00:03
new features to the engine to support
00:00:04
foliage rendering and the fortnite team
00:00:06
used those features to ship battle
00:00:08
royale chapter 4. at the same time Jacob
00:00:11
over there and the team at qixel were
00:00:13
experimenting with what's possible for
00:00:15
photoreal foliage environments as well
00:00:17
as testing out the latest functionality
00:00:19
that we've been building for Unreal
00:00:21
Engine
00:00:22
so Jacob's here with us today in the
00:00:24
unreal editor let's explore the
00:00:26
environment and what better way to do
00:00:28
that than off-roading and what better
00:00:30
way to off-road than an arivian r1t
00:00:37
now rivian uses unreal to power their
00:00:40
instrument cluster including 3D
00:00:41
visualization of their vehicles so we
00:00:44
worked with them to bring the r1t to
00:00:45
life in this experience
00:00:47
let's head on out Jacob sure thing on my
00:00:50
way all right so we're building tools
00:00:53
for interactive and dynamic worlds so
00:00:56
here we have chaos physics simulating
00:00:57
rocks that tumble as we drive over them
00:00:59
leaves Bend out of the way and we also
00:01:03
added some real-time fluid simulation
00:01:09
we worked with the team at rivien to set
00:01:12
up unreal's chaos vehicle model to
00:01:13
simulate the suspension of the truck and
00:01:15
how the electric motors Drive each
00:01:17
individual wheel
00:01:18
chaos also simulates how the tires
00:01:20
compress and deform and meta sounds
00:01:23
enabled the team to precisely
00:01:25
re-synthesize the sounds of the electric
00:01:26
motors and mix them with the ambisonics
00:01:29
of the jungle
00:01:36
so rivien provided us with a highly
00:01:37
detailed model of the truck about 71
00:01:40
million polygons that were able to
00:01:42
render in real time thanks to nanite
00:01:46
now the rivian not only looks incredibly
00:01:47
realistic because of lumen and nanite
00:01:49
but also its materials and today we're
00:01:52
introducing substrate our new material
00:01:55
framework
00:01:57
thank you
00:02:00
and to better demonstrate it let's swap
00:02:03
the paint out for opal
00:02:06
now of course you can't order a rivian
00:02:08
with opal body panels but opal was the
00:02:11
internal code name for this project and
00:02:13
also a really great demonstration of
00:02:15
substrate's capabilities
00:02:17
the base layer models the iridescence
00:02:19
refraction and Reflections that occur
00:02:22
inside of an opal and on top of that is
00:02:24
a layer representing the polished
00:02:26
surface and how light is absorbed as it
00:02:28
travels through that clear layer of
00:02:30
varying depth
00:02:31
and now we can add back on the dust and
00:02:33
dirt layers
00:02:34
and notice how the reflection changes
00:02:37
when interacting with the dust layer and
00:02:39
that there are no artifacts along the
00:02:41
transition from dirt to dust to opal
00:02:44
so substrate is more expressive enabling
00:02:46
artists to create materials like this
00:02:48
with different shading models and
00:02:50
compose and layer those materials as
00:02:52
they see fit
00:02:54
all right let's uh head on out Jacob on
00:02:57
my way
00:02:58
in terms of performance substrate
00:03:00
materials that are similar to the
00:03:02
current Unreal Engine shading model cost
00:03:04
about the same but now artists have the
00:03:06
freedom to author more complex materials
00:03:08
for extremely detailed use cases like in
00:03:11
cinematics and in film
00:03:14
so we're going to drive under this
00:03:15
fallen tree here and everything that
00:03:18
you've seen up to this point was
00:03:20
painstakingly hand built by the
00:03:22
environment theme at qixel everything
00:03:24
since that fallen tree has been built
00:03:26
using our brand new experimental Suite
00:03:28
of procedural content generation tools
00:03:31
entirely an engine that are flexible
00:03:33
deterministic and artist driven our
00:03:37
guiding principle in building these
00:03:38
systems was to empower artists to make
00:03:40
tools for artists
00:03:42
so Jacob's going to go ahead and add a
00:03:44
procedural assembly to the world
00:03:46
and the cool thing is that it
00:03:48
communicates
00:03:50
thank you
00:03:52
yeah
00:03:54
pretty cool
00:03:59
and the cool thing is that it
00:04:00
communicates with other nearby
00:04:02
procedural elements in the scene like
00:04:03
the creek bed so let's say a designer
00:04:06
comes by wants to direct the player to
00:04:08
drive to the left Jacob can simply move
00:04:10
the assembly to the right and everything
00:04:12
updates to accommodate that change
00:04:15
game design is iterative so let's say
00:04:18
the designer comes back wants to give
00:04:19
the player the choice of going left or
00:04:21
right again Jacob can simply move the
00:04:22
assembly back over
00:04:26
now the artist who created this assembly
00:04:28
also added some additional handles that
00:04:30
Jacob can use to Art direct where Rock
00:04:32
slides occur well as in to customize the
00:04:34
piece a little bit more make it a little
00:04:36
easier for the ravian to drive by
00:04:38
so we started by hand crafting that
00:04:41
original part of the level to set the
00:04:42
visuals and art direction for the entire
00:04:44
piece and then built out procedural
00:04:46
tools that allowed the team to create a
00:04:48
much larger play Space much more quickly
00:04:51
now let's see how we can use these
00:04:53
procedural tools to make larger sweeping
00:04:56
changes to the environment
00:04:57
so Jacob let's start by removing some of
00:04:59
the trees in this area absolutely that's
00:05:01
easy enough actually
00:05:05
all right a little too much let's let's
00:05:07
add some trees back in okay and let's
00:05:09
also add in some Cliff formations give
00:05:11
it a little bit more variability
00:05:14
so the procedural systems are all
00:05:15
deterministic as Jacob is experimenting
00:05:17
with different sets of input parameters
00:05:19
once he finds a set that he likes he can
00:05:21
always go back to it and get out exactly
00:05:23
the same results
00:05:24
and the procedural systems aren't just
00:05:26
placing trees and rocks but also fog
00:05:29
cards bugs birds everything that's
00:05:31
needed to bring this environment to life
00:05:34
and everything that you've seen here
00:05:35
works at scale this environment is four
00:05:38
kilometers by four kilometers
00:05:41
if we hide all the procedural elements
00:05:43
we can see that original hand-built area
00:05:44
about 200 meters by 200 meters
00:05:48
we believe that there will always be the
00:05:50
need for hand building environments so
00:05:52
we design these procedural systems to be
00:05:55
tools for artists that work in concert
00:05:57
with hand-built content
00:05:59
both substrate and the new procedural
00:06:01
tools will be available in experimental
00:06:03
form in 5.2 and everything you've seen
00:06:06
here is running in the unreal editor in
00:06:08
real time on a developer machine with an
00:06:11
Intel 13900k CPU and Nvidia RTX 4090 GPU
00:06:16
so Jacob thanks for being here and
00:06:18
helping us out today thank you very much
00:06:20
Nick for having me it's been a pleasure

Description:

At their State of Unreal presentation in 2023, Epic showcased the new features coming to Unreal 5.2. These new features include Substrate, a new method for handling materials, and new procedural generation tools.

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