Striving for Photorealism in UE4

Very nice stuff here :slight_smile: Keep up the good work!

Thanks for your tutorial. :slight_smile:

And well done once more, your latest scene looks really great.

I got real excited about Megascans and spent the best part of the morning looking at the content. Amazing content. Unfortunately my bubble burst when I realised the freelance price point doesn’t apply to solo/small indie devs and I’d have to add an extra $100+ for the packs/subscription, which I can’t afford. Sucks for me :slight_smile: but oh how I wish I could pick up some of those forest packs!

Looks incredible. Great work!

Hi !

So very impressive work and skill!

I, too, model my trees (for 3DS projects) with GrowFX, but am new to Unreal engine and thus far haven’t been able to transfer a GrowFX object animation loop to UE. Is this possible? Also if you don’t mind, any other tips you’d have about the process would be appreciated - I’m absolutely obsessed with detail in the trees and other plants so I’m trying to keep a monster of a rig up to date all the time so I won’t run in to memory or other bottlenecks and right now would love get a beginners grasp of how things should go in Unreal Engine but it’s such a frustrating process with the (at the start) complicated looking node-tentacles instead of an organized material in Max :slight_smile: So yeah, before I get too far off the track my question was do you have a workflow you could share concerning the exporting of wind animation for trees? Thanks in advance should you find the time to answer.

Really intriguing stuff!

This is absolutely beautiful. I’ve never seen any better graphics my entire life. Respect.

What kind of system are you running? The latest TitanX and 64 gigs of ram?

incredible !

that really is impressive. the first gif posted is brilliant.

Really Amazing work! :smiley:
Have any pro tips for what tutorials I should be hitting up for environments?

This thread is lovely. That ice in particular looks straight up real.

What’s the poly count/patch size of your grass instances like?

OK. Let me understand…You use Megascan to texture your on models and than you import to UE? By the way, your work is amazing! Any you do a tutorial for begginers how to do a scene like this?

Just curious, what does it take to run your scenes, and do you make all your assets yourself?

I’ve been waiting since February to find out how you did the grass in the first scene - all your stuff looks amazing, but grass is something I always struggle with - you said it was super simple and you would think of doing a tutorial on that. Your latest tutorial is great, but pretty complex. Can you even give a short description of what I can do to get a grass material like yours? You mentioned transparency etc, but I don’t get it - is it a short mesh with material, or literally a ground material with transparency? Any help would be great!!! 7 months is a long time to keep looking at those first pictures and dreaming of a day when I can achieve this…

Whoa, this stuff is awesome, especially considering that it runs quite fast. This and Koola’s stuff is pretty much as photorealistic as I’ve seen so far in UE4. :smiley:

As a request would there be any of covering what you did with the short grass in a bit more depth at some point? Mesh setup, materials, etc.

Wow, thanks for all the awesome comments! Much appreciated!

Thanks a lot, glad you found the thread enjoyable! :slight_smile:

Regarding the college question- this was always (and still is) just a fun project! I think that anything creative can be learned at home with the amount of content on the internet! I’m doing some foliage work with Quixel now yep!

Regarding VR- it is very difficult to get scenes like these to run on VR as they rely on dynamic lighting, SSAO and lots of translucency- all things that heavily take away from performance. I think VR is still limited and in early stages- can’t wait to see it in the future when the hardware is there to support current high end desktop tier scenes in VR.

Thanks! Regarding the GrowFX wind, it’s something I’m currently looking into! Will be posting tests in the coming weeks!

GTX 1080- but running at 4K which is very taxing regardless. All of the scenes here can run at 60FPS @1080p on a GTX 980. Again, this is not meant to be a thread about performance- purely just to have fun with UE4 and see how far the visuals can be pushed in real-time. Creating LODs and scaling down densities is both tedious and unsatisfying, I just want to focus on the fun part for these tests which is building environments.

Thanks! Polycounts vary, but most are on single planar cards. It’s all about the density- the biggest giveaway of game grass is that it’s super sparse and over sized. Worth going a bit denser to match real world cluster density.

I make everything myself but use Megascans textures for the majority of the texturing.

The way I was doing it before was fairly incorrect and caused sorting issues. I am still trying to figure out a way to balance the issues with the nice soft look and have in depth wind control. It’s a planar mesh that is painted in bulk onto the landscape. The ground material is separate.

Yes for sure! Working on it :slight_smile:


Working on a LOT of new things, will be posting new scenes soon! Here’s a quick WIP discarded interior scene- decided that I’ll remake this with a much greater amount of detail sometime in the future.

https://cdnb3.artstation.com/p/assets/images/images/003/479/271/small/eoin-o-broin-screenshot00178.jpg?1474142355

Absolutely mind blown by the fact that you get a solid 60fps on all of these levels with your specs. Please tell me that you work for a game development studio somewhere and you’re not looking for work or in school :stuck_out_tongue: In fact, please tell me you’ve been doing level design for 20+ years so I don’t feel terrible! ha ha.

I don’t normally buy built-scenes for UE4, but I just want to put this out there: I’d be interested in buying a forest scene by you with perhaps a few buildings (edge of a forest area?) which can be entered. Of course, with your lighting style applied as the default :wink:

Bonus points if it looks a lot like New England.

Hello, . I know you’ve shot me a message a couple of times and I haven’t really been able to get back to you because of my schedule. My apologies.

I just want say the work you’re doing is tremendous and beautiful. Your commitment to improving your craft over the past eight months since you created this thread is nothing short of inspirational and should serve as a reminder to that if you keep working hard to improve yourself, you can do amazing things. I look forward to returning to this thread over the next eight months to see your continued improvement as an artist. Thank you for sharing your talents with the community.

There is no way this is realtime :slight_smile: Seriously is it?