Landscape Procedural Ecosystem

Next Generation procedural ecosystem in less than 5 minutes

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Description

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Everything in this pack is automated. It will take you less than 5 minutes to create an advanced ecosystem specially designed for open world games. In fact, the demo level from this pack is a real-world landscape (the heightmap was created from Digital Elevation Model with 1 meter horizontal precision so it is a perfect copy of a real landscape from USA) with a surface of 64 square KM. Everything was designed to support even higher landscapes because all the meshes come with LOD’s (I am talking about foliage moving meshes like grass, trees, flowers, bushes) because the rocks have NANITE enabled so they don’t require any LODs.

Most of the textures are 4k but some of them were downgraded to 2k by changing the LOD Bias from 0 to 1 so the level can play without any texture streaming issues even on default texture streaming budget (1 GB). If you need to create

cinematics or really high quality scenes than all you have to do is to change the LOD Bias to 0 inside texture properties panel and you will suddenly have 4k textures for most of the assets and landscape layers.

The automatic landscape material is designed in such a way that for all 11 layers, there are 2 level of details: one level which is very detailed, when the player is closer to the texture and another one which is less detailed, when the player is further away from the texture. This way, the player will always see the right amount of details, as it is natural.

For the last LOD, the trees have 2d Billboards with only 2 triangles, so basically you can add as many trees as you want without a significant loss of performance from the far away trees.

The assets are as optimized as possible but let’s not forget that Lumen is real time global illumination system so for lower end computers, there will be performance issues. For those cases I recommend the following changes into Project Settings – Rendering: 1. disable Lumen, 2. disable reflection or change it from Lumen to Screen space 3. replace Virtual Shadow Maps with Shadow Maps (this alone will give you at least 10-15 fps more). As soon as foliage will be nanite enabled in engine, all those optimization issues will disappear.

This pack is designed to help you procedurally populate your open world environment in about 2 minutes.

Attention: This product is using World Partition to keep everything optimized. When you first open the demo map, the landscape regions will not be loaded and this is why you can not see the landscape inside the editor. In order to see the landscape, you will have to go to the World Partition Tab and select all the regions after that right click on the selection and press Load Regions from Selection. You have to do this only once per project. This is how Unreal Engine works…

If you like this pack, feel free to write a review and rate it. This will keep me motivated to create better and better assets. Thank you!

Technical Details

Number of Unique Meshes: 22

Collision: Trees – Yes (auto generated), small plants – No collision needed, rocks – Yes (auto generated)

LODs: Yes – where applicable (nanite don’t need manual LODs)

Number of Materials and Material Instances: 33 Materials and Material Functions

Number of Textures: 131

Texture Resolutions: between 512 X 512 and 8192 X 8192 (but most of the textures in this pack are 4k)

Supported Development Platforms:

Windows: Yes

Mac: Not tested

Documentation: Video coming soon

Important/Additional Notes: In order to use Procedural Foliage Spawners from this pack you will have to go to Editor Preferences/Experimental and enable Procedural Foliage. With the 2 procedural foliage Spawner from this pack you can populate your entire world with foliage in just a few clicks.

Supported Engine Versions

5.0 – 5.3