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Fantasy Procedural Nature 제품 등록을 위한 미디어 1개

설명

| VIDEO - EXAMPLE MAP 1

| VIDEO - EXAMPLE MAP 2

| VIDEO - QUICK START


This pack contains everything you need to quickly create semi stylized fantasy nature environments. Because everything is procedurally generated, You will be able to design huge fantasy open-world maps in just a few clicks. The pack is also good for small maps and it comes with a large variety of trees and ground foliage.

The landscape auto-material is using textures with 3 level of details (near, far and middle) and because of this, the player will always see the perfect amount of details from every distance. This system also prevents texture repetition and gives a feeling of natural complexity. There are 2 landscape auto materials in this pack. They are pretty similar but one of them has better optimization so try them both and see which one is better for you project needs. The landscape auto-materials will adapt to any heightmap you have. (the heightmap can be created inside Unreal Engine with its landscape tools, or can be imported from any other heightmap generator software).


There are 2 example levels, both of them are 4k resolution, the first one has a surface area of 225 square km and the second has a surface area of 100 square km.


Everything in this pack is optimized for open-word projects. Everything is procedurally generated and it is designed for speed and performance.

This product supports Nanite for Unreal Engine 5.1+. Check here Nanite documentation

This product supports Lumen for Unreal Engine 5.1+. Check here Lumen documentation


Attention: This product is using World Partition to keep everything optimized. When you first open the demo map, the landscape regions will not be loaded and this is why you can not see the landscape inside the editor. In order to see the landscape, you will have to go to the World Partition Tab and select all the regions after that right click on the selection and press Load Regions from Selection. You have to do this only once per project. This is how Unreal Engine works...

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