Bring your scenes to life with ultra realistic, with next gen foliage.
I spent the last 7 months creating this foliage pack fully handcrafted, fully Nanite, and ready for nextgen projects.
Fallback assets are included for lower end setups, and it’s compatible from UE 4.25 to 5.6.
I hope it helps some of you bring your environments to life whether it’s for games, cinematics, or archviz.
Would love your feedback !!!
Hey thanks for your interest for now it’s wpo wind, in the first update it’ll be pivot painter 2.0 and in 5.7 we will probably use a newer technique, we will release a demo today so you can try how it feels
Really impressed by the quality of this pack!
The assets are super detailed, the Nanite performance is outstanding, and everything runs smoothly even in dense forest scenes.
The spring forest vibe is spot-on for realistic environments perfect for next-gen games or cinematic shots. The optional wind shader is a great touch, and the materials are well-organized, making integration quick and easy.
Looking forward to future updates amazing work, Arborian Studio!
I saw the demo on twitter so i thought i should try the demo before i buy, but… 17fps on a 3090?? It’s a flicker fest. Are you sure this is right? Cause no way this is acceptable
Hey, sure!
They don’t have pre made color variants (like fall or summer), but you’re totally free to change the tint to match any season. The assets are set up for easy color grading in your material instances.
By default, the meshes represent early spring, right when the canopy starts blooming not too dense, with a soft and natural vibe.
Here’s the full list of the 44 meshes included, along with a Nanite view showing cluster density and triangles.
Hi! There’s no birch tree in the pack just yet, but as mentioned in the description, free content updates are planned, and birch is definitely on the roadmap. Coming soon!
I would have bought it immediately because it’s very realistic . But in the demo, you can clearly see that the leaves are detaching from the trees even with a little wind. I hope you fix it soon.
Hi, thanks for the feedback.
The demo is optimized using Unreal’s reduction settings, and all leaves are correctly attached in the original assets. If you look at the cluster view, you’ll see that it wouldn’t appear that way if it weren’t the case.
In the demo, the assets are reduced to around 30% of their original triangles for performance purposes. At that level, some minor detachment can appear, which is expected. In the upcoming documentation, I’ll explain how to decimate or not decimate the assets depending on your needs, as Nanite optimization requires a very specific workflow that I’ve been refining extensively.
Regarding wind, Nanite is not meant to be used with World Position Offset. Skinning support for Nanite is planned and should arrive with Unreal Engine 5.7, which will allow for proper vertex animation without these limitations.