
Description
Update 1.3
* Changed download type to Asset Pack to make integration into your own Projects easier.
As a result of this you need to go into Project settings and uncheck "Allow Static Lighting" for the demolevel to display correctly when imported into a new Project.
You also need to make sure that "Generate Mesh Distance Fields" is enabled in the Project Settings.
* Removed Virtual Texture from the landscape in order to make it easier to apply landscape to your own landscapes.
* Engine Version has been bumped to 5.0 for this update (Older versions are still usable on UE4.6 and up)
Update 1.2 : Imposters now work correctly with UE5.
UPDATE 1.1 : Content Update
Trees now have Octahedral Imposters(Billboards) set up.
This bumps the required engine version to 4.26, previous version is still available to 4.25 users.
UPDATE: By popular demand, here is a video running around in the provided scene using the Unreal FPS template.
The resolution is 1920x1080 and its running on a regular Gefore 1080 graphics card:
This contains the full Unreal Engine 4.25.4 project for a procedural forest scene, along with all models, textures, shaders, project settings, lighting and the map containing the procedural rules.
So why should you get it?
It's great if you want to dissect my work, see how I set up and organize my shaders and build content to be optimized for dense usage. See how I light my scene and configure the project settings for something like this.
Or if you are just looking to get your hands on some AAA-level models and textures, optimized and ready to go for console usage right away!
Within the provided map you will find Procedural Foliage Volumes with accompanying rules, so you can easily see how I went about setting it all up, to create a complete forest scene without placing a single asset manually.
To go along with the asset you will find some smart shader solutions for wetness around the shoreline, cheap dynamic application of snow cover and a water shader with automatic debris gathering around intersecting meshes and shorelines.
And lets not forget what is possibly the star of the show, a cheap way to set up pixel perfect height map based shadows on every mesh, using PixelDepthOffset and Contact Shadows in an unholy alliance!
Here is the original video of the environment: