I have been trying to create graphics similar to Silent Breath for almost 2 years in my project. I bought and used the exact same assets that Silent Breath used, such as the UDS and the forest that Silent Breath used. But no matter what I do, my forest doesn’t look like their forest, even though I use the exact same ones (MW BroadLeaf Forest). I have posted some pictures below to compare.
Mine Forest :
SilentBreath forest:
It looks like they’re using a HDR image in the skylight there… See this from the UDS docs
Definitely the lighting. Notice they have deep shadows under the trees.
Shows how much impact lighting makes. Same assets but huge difference in visual quality.
this is when i use HDR cubemap . i thing the main work to do is the shadows under trees . is there any configuration in UE that makes the trees shadows realistic? .
i know dude but how? how can do this?
It looks like you don’t really have any shadows in that first pic. Especially on the ground foliage.
Is this a generic scene? ( ie, no post process tweaks etc )
this is the generic scene . just UDS default setting without post process or etc . just i made it cloudy . nothing else .
On the PP, try increasing the shadow contrast param. It defaults to 1, but 2 might be good.
If the whole scene just gets darker, then you need to find out why the shadows are weak to begin with ( I don’t know why that is ).
This is the Broadleaf day map. I removed all the light actors ( including clouds etc ), and put UDS in. Set the time to 650 ( I had not made the above fix here ).

this is mine in time 650 . without that fixings . maybe i have problem in project settings?
yours is not exatcly same as that silent breath shadows . is there any config in unreal engine that far places goes in the shadow and when we get close it gets out of shadow?
There is a TON of places you can set things like this…
Is your system running at Epic setting? If you’re running at a reduced setting that could also explain it