My Little Forest. ... No Ponies, but it will have Pallas's Cats

NINJA EDIT; Lastest updated screenshot;

Well if there’s one thing I learned from my last Unreal Project is that once I’m done with it I’m too lazy to actually do a Work In Progress Thread… Or even a Work thread despite having meticulously taken work in progress screen shots for it.
At most I was arsed to post it on Artsation and you can see it here; ArtStation - The Robot Graveyard

ANYHOW, this time I’ll learn from my mistakes and do this, while I’m working on it, more fun this way anyway no?

Long story short, I’ve started making an Aspen Parkland biome!


[50 FPS!!!]]

Why? As soon as I saw the new Volumetic Update, I had to make something with it…just like every other fool on Artstation…
My final goal is something like this;

I am currently at;

As you can see the only thing that ties my reference and my work are the volumetics and even they aren’t that good. Oh well small steps!
Most of last week I spend trying to optimize my trees and leaning how to properly reduce the ms my basepass takes without having PS2 era trees.

At this point, I have 3 layers of trees, Outermost Island Layer with high poly trees, Transition Trees that are the same as the outer layer ones but with halved resolution and polygons and use their last LOD as a shadow proxy, and internal trees that have solid mesh shadow proxies so that the shadow map depth pass won’t have to go though all those alphas. It causes Some artifacts but you never see them.

Later I’ll see if I can optimize it further with large unified canopy meshes, and simple stick and trunk meshes for the dense regions.

Not a lot of work since, today I wasted trying to set up a second PC with Swarm Agent to bake my lighting faster…Something I’ll probably have to ask for help on soon…

My beautiful trees!

Using Speed Tree For Unreal 4, something I am starting to regret, my fierce optimization efforts have started to clash heavily with how it’s set up and maybe I’ll soon ditch it in favor of Speed Tree Studio so that I can properly export FBX files to Blender.

Oh well, this was a whole lot of Trees talk, I’ll post here further updates.

Grassy update;

Ever spend a lot of time knowing you know exactly what you’re doing, then by random chance you get the result you want in some entirely unrelated way and you realize you in fact had no idea what you were doing all this time?
That’s Exactly how I fixed my grass lighting.

Phase1; Default
6f104f5633bcd9f74c5e6466d5f1c336d8cebaf0.jpeg

PHase2; All vertex normals pointing up

Phase3; Correcting for terrain slope

Supergrass!

Another update~ All these screenshots are starting to make it hard to manage, I am not sure how to properly organize this thread

Added proper Aspen color variations to make greener patches, as well as cleaned up my branch lighting some~

Added more interior vegetation to the forest floor, saplings and long middle sized shaped stalks of bush to obscure the range between shrubs and the canopy roof~
21238247968a5d2458d72e7c2f144688473a5c9c.jpeg

Tree variation, vertex blended with alpha, damages to the tree skin.

As well as ugly pine trees, but they’re too ugly to show yet!

This is all cute and fuzzy! I wish there was a way to download this, I could learn alot about landscapes then!

Otherwise, good job!

What are your specifications And its range of fps?

Thanks but I don’t intend to make it public x3 This eventual To be Aspen and Pine Kit I plan to use for my next project, once this preliminary research and study is over.

Also the current FPS range is between 50 and 30 in the dense areas; My target, well 60 but realistically 45 - 50. I am certain I can get better performance once I optimize it further. Said optimization I’ve placed aside, as I’m learning how to make even a high poly tree look good. The Aspens range between 3k and 9k polygons on LOD 0, and I am probably going to leave them like this, the Pine trees on the other hand I still can’t reduce under 30k yet and they destroy the base pass buffer even without shadow casting. My target for them is 10k on LOD 0.

My specs are a GTX 970, and an Intel i7 4790k. So once I can’t budge in more polygons for the GPU to render at a good frame rate I’ll destroy my CPU with particles too.

Pine tree Update!

d34aa1bf672b9f692b68f903e0425cd228f1b1ba.jpeg

And now pinetrees AND aspen?! What a day!

446f82edb0f0510c0b4b142b0e0ae74ea87df043.jpeg

Both versions, the dry and … lush one, have 20k polygons. Still okay with severe lodding.

I love it, it looks very comfy.