I’m a brand newbie with UE and here is my first project done during the CGMA’s Vegetation workshop.
Off course, still a lot has to be done… I think that my vegetation is not diverse enough and I’d like to add some displacement for the ground, blend materials between them, add a worldPosition moss layer on top of the rocks, add some wind and have a better lighting !
This looks very nice already a moss layer on top would look good indeed. You could also try out a fog layer on the floor, and a distance fog that changes color based upon distance.
Thanks for your comments. I tried several kinds of moss layer on the top… but it doesn’t look good from far when tiling! Too repetitive and flat for now
I saw that some artists prefer to use 2X2m tiles as the main ground with a separate landscape to have better control of the scale and displacement. I’ll do some tests with displacement this week.
For the Lighting, I have a pretty standard set up I guess with a Directional light, a SkyLight, an AtmosphericFog, an ExponentialHeightFog, a LightmassImportanceVolume, a SphereReflectionCapture and a PostProcessVolume.
The Fog density from the ExponentialHeightFog is really low (0.02) and the Fallof at 0.2. Almost all by default except the Volumetric scattering distribution is at 0.5…