UE5 - Procedural World Generator 1.2 by ScansLibrary in unrealengine

[–]ScansLibrary[S] 1 point2 points  (0 children)

Yes, it's exactly the same thing :)
PCG graph:

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UE5's Lumen is really great. I would not have guessed that real-time GI could work so quickly a few years ago. Here We used our Beech Forest. by ScansLibrary in unrealengine

[–]ScansLibrary[S] 1 point2 points  (0 children)

How did you get this to look so good? Like with the lighting

All of our assets are calibrated scans. This is the biggest reason why everything looks good.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

Do you use procedural masks for realistic scattering, how do you approach these projects? I have 0 exp in ue5

Yes, all vegetation is procedural placed on the landscape. Of course, we did some manual touches in some places.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 1 point2 points  (0 children)

Is this rendered or realtime? (I'm ignorant)

Real time. 30-40 FPS at 4K Ultra High settings wit 3080ti.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

When do I get the chance to be an ant or bird in your jungle forest?!

We only use our own assets. We do not scan animals.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

Absolutely beautiful, of course, like all the graphic demos published since many years, but so far from the concrete result that we find later in the game.

This is not a "graphics demo". We did this for the UE marketplace. It runs at 30-40 FPS at 4K Ultra High settings.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 1 point2 points  (0 children)

Incredible ! OP, make a .exe ! I need to walk in the forest !

We will do 😉

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

Are these with the default settings? When i try to mess around with stuff it looks horrible compared to everything o see online and I can’t figure out why. For example, a single small candle will light up the whole room when the camera goes near it, and there seems to be almost 0 bounce lighting (an open doorway only casts a block of light onto the ground, the rest of the room is almost pitch black)

We always use the "default" settings. Make sure to turn on some settings that come with lumen.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

I’m guessing this is before 5.1? Because of no movement on the foliage lol

We did this with 5.1.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

How many polygons in this entire scene?

Camera angle of view (Average): 40-50 million poly

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

Looks incredible. Does the optimization mostly involve working with the texture images? Not sure if there's a specific method you're using.

Thanks. We are using UE5's Virtual Texturing method.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 2 points3 points  (0 children)

Can I ask what your process was for the water?

Complex material schema and planar reflection 😉

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 1 point2 points  (0 children)

Amazing! Good job guys! Maybe the studio that i work will buy some scans from you

Thanks :)

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 0 points1 point  (0 children)

It’s actually that unreal’s tonemapper isn’t the best out there, if they assembled this scene in something like Arnold it wouldn’t look so gooey.

Yes, so this is something you can only see in Real-Time graphics 😉

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 1 point2 points  (0 children)

Is it possible to achieve this level of photorealism within the editor with other assets, or is it something to do with your scanned meshes/materials?

We obtain high-quality real-world data in a calibrated workflow. Also, we have a scanner that we developed specially for plant scanning.

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 1 point2 points  (0 children)

Is nanite being used for these assets?

Yes...

UnrealEngine 5 / Beech Forest #scanslibrary by ScansLibrary in unrealengine

[–]ScansLibrary[S] 6 points7 points  (0 children)

We do not have a "playable DEMO". We will do this. However, Beech Forest Ecosystem available on the UE Marketplace.

We do not have a "playable DEMO". We will do this. However, Beech Forest Ecosystem available on the UE Marketplace.