• Unreal and Unity Summer Bundles: $4,453 Value for Only $40!

    Summer Limited-Time Mega Discounted Unreal Engine Bundle


    Summer Limited-Time Mega Discounted Unity Engine Bundle


    Use the S60 discount code for 60% Discount from original price and grab it for 40$

    -----------------------------------------------

    unreal engine 5,ue5 asset bundle,tutorial,quixel,megascans,unreal engine environments,leartes in unreal engine 5,ue5 leartes studios,unreal big environment bundle,huge discount marketplace,unreal engine 5 how to get environments,unreal engine 5 assets at 50 dollars,unreal engine 5 big bundle, marketplace sale
    #unreal #unity #summer #bundles #value
    Unreal and Unity Summer Bundles: $4,453 Value for Only $40!
    Summer Limited-Time Mega Discounted Unreal Engine Bundle 🔗 Summer Limited-Time Mega Discounted Unity Engine Bundle 🔗 Use the S60 discount code for 60% Discount from original price and grab it for 40$ ----------------------------------------------- unreal engine 5,ue5 asset bundle,tutorial,quixel,megascans,unreal engine environments,leartes in unreal engine 5,ue5 leartes studios,unreal big environment bundle,huge discount marketplace,unreal engine 5 how to get environments,unreal engine 5 assets at 50 dollars,unreal engine 5 big bundle, marketplace sale #unreal #unity #summer #bundles #value
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    Unreal and Unity Summer Bundles: $4,453 Value for Only $40!
    Summer Limited-Time Mega Discounted Unreal Engine Bundle 🔗 https://gumroad.com/a/39658451/rqvyh Summer Limited-Time Mega Discounted Unity Engine Bundle 🔗 https://gumroad.com/a/39658451/dalmi Use the S60 discount code for 60% Discount from original price and grab it for 40$ ----------------------------------------------- unreal engine 5,ue5 asset bundle,tutorial,quixel,megascans,unreal engine environments,leartes in unreal engine 5,ue5 leartes studios,unreal big environment bundle,huge discount marketplace,unreal engine 5 how to get environments,unreal engine 5 assets at 50 dollars,unreal engine 5 big bundle, marketplace sale
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  • Quixel Derelict Corridor | Unreal Engine 5 Cinematic

    Hey all!
    I decided to create a short cinematic using the Quixel Derelict Corridor environment. I removed all the existing lights and used a spotlight as my main light source. I used Lumen, volumetric fog and niagara par…
    #quixel #derelict #corridor #unreal #engine
    Quixel Derelict Corridor | Unreal Engine 5 Cinematic
    Hey all! I decided to create a short cinematic using the Quixel Derelict Corridor environment. I removed all the existing lights and used a spotlight as my main light source. I used Lumen, volumetric fog and niagara par… #quixel #derelict #corridor #unreal #engine
    FORUMS.UNREALENGINE.COM
    Quixel Derelict Corridor | Unreal Engine 5 Cinematic
    Hey all! I decided to create a short cinematic using the Quixel Derelict Corridor environment. I removed all the existing lights and used a spotlight as my main light source. I used Lumen, volumetric fog and niagara par…
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  • Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter

    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out.
    The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce.
    RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten.

    To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube
    Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons.
    The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies.
    So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment.

    To see this content please enable targeting cookies.

    The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not.
    The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures.
    Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface.

    Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube
    New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky.
    Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful.
    That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game.

    Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry

    Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas.
    Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation.
    The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
    #painkiller #rtx #pathtraced #upgrade #classic
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games. #painkiller #rtx #pathtraced #upgrade #classic
    WWW.EUROGAMER.NET
    Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
    Nvidia's RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We've seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 - but I was excited to see a community of modders take on 2004's Painkiller, enhanced now to become Painkiller RTX. It's still a work-in-progress project as of version 0.1.6, but what I've seen so far is still highly impressive - and if you have the means, I recommend checking it out. The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce. RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer - and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It's an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten. To fully enjoy the modders' work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route - like Doom 3, for example. Painkiller took all of those 'modern' trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons. The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game's enemies. So, what's the score with Painkiller RTX? Well, the original's baked lighting featured hardly any moving lights and no real-time perspective-correct shadows - so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment. To see this content please enable targeting cookies. The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals - and even if the titanic enemies are off-screen, their shadows are not. The main difference in many scenes is just down to the new lighting - it's more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX's lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures. Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels - perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface. Half-Life 2 RTX - built on RTX Remix - recently received a demo release. It's the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky. Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful. That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game's second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting - but without the plasticy sheen you might typically find in a seventh generation game. Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry Make no mistake though: path tracing doesn't come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that's still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy - even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas. Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s - and even into the 60s with frame generation. The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can't run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that's often overlooked and more than holds its own against some of the period's better known games.
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  • The GENIUS new Unreal Engine workflow people are using!

    Grab Dash by Polygonflow and revolutionize your Unreal workflow here: /

    Ever wondered how some artists are building incredibly detailed and vast environments in Unreal Engine with shocking speed? In this video, I'm revealing the "genius" new workflow powered by Dash by Polygonflow, a plugin that's truly transforming how we approach environment creation in Unreal Engine 5!

    Join me as we dive deep into how Dash makes complex procedural content generationaccessible and incredibly fast. We'll build a stunning road environment from scratch, showcasing Dash's core features step-by-step:

    Lightning-Fast Content Browser: Discover its integrated asset management, seamless Quixel integration, and awesome AI tagging for effortless organization.
    Intuitive Scattering Tools: Learn how to quickly populate your scenes with plants, rocks, and custom meshes, precisely controlling their placement.
    Powerful Masking Features: Master Dash's sophisticated proximity, height, angle, and border masks to achieve incredibly realistic and nuanced distribution of your scattered assets.
    Dynamic Curve-Based Generation: See how to create full roads, add detailed borders, and build complex structures along custom curves, all with instant, procedural updates.
    Interactive Physics Tools: Watch how "Physics Drop" and "Physics Paint" allow you to add natural-looking debris and scatter elements with real-time physical simulation.

    Whether you're struggling with traditional PCG, tired of manual placement, or just looking for the next big leap in your Unreal Engine workflow, Dash is a game-changer you won't want to miss. Get ready to build bigger, faster, and smarter!

    PolygonFlow's videos for Smart Content Browser:

    Tools & Assets Used/Mentioned:

    Dash by Polygonflow: /
    Ultra Dynamic Sky:
    Conifer Trees Biome:

    Chapters:Intro: The GENIUS new Unreal Engine workflow
    01:24 Dash's Content Browser & AI Tagging
    03:48 Easy Scattering & Proximity Masks
    08:50 Advanced Feature & Border Masking
    11:47 The Power of the Curve Tool & Path Creation
    17:45 Building a Procedural Road Scene from Scratch
    22:39 Dynamic Landscape Sculpting & Tree Placement
    25:03 Detailed Road Shoulders & Barriers
    27:21 Lighting with Ultra Dynamic Sky
    30:00 Physics Drop & Physics Paint Showcase
    31:40 Final Thoughts & Outro

    Music Licenses:
    The Life and Death of a Certain K. Zabriskie, Patriarch by Chris Zabriskie is licensed under a Creative Commons Attribution 4.0 licence. /
    #genius #new #unreal #engine #workflow
    The GENIUS new Unreal Engine workflow people are using!
    Grab Dash by Polygonflow and revolutionize your Unreal workflow here: / Ever wondered how some artists are building incredibly detailed and vast environments in Unreal Engine with shocking speed? In this video, I'm revealing the "genius" new workflow powered by Dash by Polygonflow, a plugin that's truly transforming how we approach environment creation in Unreal Engine 5! Join me as we dive deep into how Dash makes complex procedural content generationaccessible and incredibly fast. We'll build a stunning road environment from scratch, showcasing Dash's core features step-by-step: Lightning-Fast Content Browser: Discover its integrated asset management, seamless Quixel integration, and awesome AI tagging for effortless organization. Intuitive Scattering Tools: Learn how to quickly populate your scenes with plants, rocks, and custom meshes, precisely controlling their placement. Powerful Masking Features: Master Dash's sophisticated proximity, height, angle, and border masks to achieve incredibly realistic and nuanced distribution of your scattered assets. Dynamic Curve-Based Generation: See how to create full roads, add detailed borders, and build complex structures along custom curves, all with instant, procedural updates. Interactive Physics Tools: Watch how "Physics Drop" and "Physics Paint" allow you to add natural-looking debris and scatter elements with real-time physical simulation. Whether you're struggling with traditional PCG, tired of manual placement, or just looking for the next big leap in your Unreal Engine workflow, Dash is a game-changer you won't want to miss. Get ready to build bigger, faster, and smarter! PolygonFlow's videos for Smart Content Browser: Tools & Assets Used/Mentioned: Dash by Polygonflow: / Ultra Dynamic Sky: Conifer Trees Biome: Chapters:Intro: The GENIUS new Unreal Engine workflow 01:24 Dash's Content Browser & AI Tagging 03:48 Easy Scattering & Proximity Masks 08:50 Advanced Feature & Border Masking 11:47 The Power of the Curve Tool & Path Creation 17:45 Building a Procedural Road Scene from Scratch 22:39 Dynamic Landscape Sculpting & Tree Placement 25:03 Detailed Road Shoulders & Barriers 27:21 Lighting with Ultra Dynamic Sky 30:00 Physics Drop & Physics Paint Showcase 31:40 Final Thoughts & Outro Music Licenses: The Life and Death of a Certain K. Zabriskie, Patriarch by Chris Zabriskie is licensed under a Creative Commons Attribution 4.0 licence. / #genius #new #unreal #engine #workflow
    WWW.YOUTUBE.COM
    The GENIUS new Unreal Engine workflow people are using!
    Grab Dash by Polygonflow and revolutionize your Unreal workflow here: https://www.polygonflow.io/ Ever wondered how some artists are building incredibly detailed and vast environments in Unreal Engine with shocking speed? In this video, I'm revealing the "genius" new workflow powered by Dash by Polygonflow, a plugin that's truly transforming how we approach environment creation in Unreal Engine 5! Join me as we dive deep into how Dash makes complex procedural content generation (PCG) accessible and incredibly fast. We'll build a stunning road environment from scratch, showcasing Dash's core features step-by-step: Lightning-Fast Content Browser: Discover its integrated asset management, seamless Quixel integration, and awesome AI tagging for effortless organization. Intuitive Scattering Tools: Learn how to quickly populate your scenes with plants, rocks, and custom meshes, precisely controlling their placement. Powerful Masking Features: Master Dash's sophisticated proximity, height, angle, and border masks to achieve incredibly realistic and nuanced distribution of your scattered assets. Dynamic Curve-Based Generation: See how to create full roads, add detailed borders, and build complex structures along custom curves, all with instant, procedural updates. Interactive Physics Tools: Watch how "Physics Drop" and "Physics Paint" allow you to add natural-looking debris and scatter elements with real-time physical simulation. Whether you're struggling with traditional PCG, tired of manual placement, or just looking for the next big leap in your Unreal Engine workflow, Dash is a game-changer you won't want to miss. Get ready to build bigger, faster, and smarter! PolygonFlow's videos for Smart Content Browser: https://www.youtube.com/watch?v=rjTv9jWfY4s Tools & Assets Used/Mentioned: Dash by Polygonflow: https://www.polygonflow.io/ Ultra Dynamic Sky: https://www.fab.com/listings/84fda27a-c79f-49c9-8458-82401fb37cfb Conifer Trees Biome: https://www.fab.com/listings/e7de608e-94c4-4b9e-9bb2-3085604fdf5e Chapters: [0:00] Intro: The GENIUS new Unreal Engine workflow 01:24 Dash's Content Browser & AI Tagging 03:48 Easy Scattering & Proximity Masks 08:50 Advanced Feature & Border Masking 11:47 The Power of the Curve Tool & Path Creation 17:45 Building a Procedural Road Scene from Scratch 22:39 Dynamic Landscape Sculpting & Tree Placement 25:03 Detailed Road Shoulders & Barriers 27:21 Lighting with Ultra Dynamic Sky 30:00 Physics Drop & Physics Paint Showcase 31:40 Final Thoughts & Outro Music Licenses: The Life and Death of a Certain K. Zabriskie, Patriarch by Chris Zabriskie is licensed under a Creative Commons Attribution 4.0 licence. https://creativecommons.org/licenses/by/4.0/
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  • Our team has worked very hard to put together Derelict Corridor. Check out the Art Blast on ArtStation!
    Our team has worked very hard to put together Derelict Corridor.
    Check out the Art Blast on ArtStation! ArtStation.com: Dive into the "Derelict Corridor" Art Blast, brought to you by the @quixeltools team.Learn how the team achieved high visual quality with tiling textures, blending, tessellation, and innovative use of Megalights in Unreal Engine 5.5. https://epic.gm/artblast-derelict-corridor" style="color: #0066cc;">https://epic.gm/artblast-derelict-corridor
    Source: https://x.com/quixeltools/status/1922356196301828154" style="color: #0066cc;">https://x.com/quixeltools/status/1922356196301828154
    #our #team #has #worked #very #hard #put #together #derelict #corridor #check #out #the #art #blast #artstation
    Our team has worked very hard to put together Derelict Corridor. Check out the Art Blast on ArtStation! 👇
    Our team has worked very hard to put together Derelict Corridor. Check out the Art Blast on ArtStation! 👇ArtStation.com: Dive into the "Derelict Corridor" Art Blast, brought to you by the @quixeltools team.Learn how the team achieved high visual quality with tiling textures, blending, tessellation, and innovative use of Megalights in Unreal Engine 5.5.💥 https://epic.gm/artblast-derelict-corridor Source: https://x.com/quixeltools/status/1922356196301828154 #our #team #has #worked #very #hard #put #together #derelict #corridor #check #out #the #art #blast #artstation
    X.COM
    Our team has worked very hard to put together Derelict Corridor. Check out the Art Blast on ArtStation! 👇
    Our team has worked very hard to put together Derelict Corridor. Check out the Art Blast on ArtStation! 👇ArtStation.com: Dive into the "Derelict Corridor" Art Blast, brought to you by the @quixeltools team.Learn how the team achieved high visual quality with tiling textures, blending, tessellation, and innovative use of Megalights in Unreal Engine 5.5.💥 https://epic.gm/artblast-derelict-corridor
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  • In 2025, Epic Games will end free access to the Quixel Megascans library as it joins Fab, a new content marketplace that replaces Unreal Engine Marketplace, Sketchfab, ArtStation Marketplace, and Quixel.
    In 2025, Epic Games will end free access to the Quixel Megascans library as it joins Fab, a new content marketplace that replaces Unreal Engine Marketplace, Sketchfab, ArtStation Marketplace, and Quixel.
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  • Beautiful and impressive work ! Love it by Saedh Merakeb
    He says;
    Gol Stavkirke
    A shot at a faithful recreation of the Gol Stavkirke.
    #c4d #redshift #quixelmegascan
    Beautiful and impressive work ! Love it 😍 by Saedh Merakeb He says; Gol Stavkirke A shot at a faithful recreation of the Gol Stavkirke. #c4d #redshift #quixelmegascan
    Love
    2
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