Unreal Engine 5.3 Diorama - PCG, Ray Traced Volumetric Fog, Nanite Displacement

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I made this small scene to test some of the newer features of Unreal Engine. This diorama was made with the Procedural Content Generation Framework. The assets are placed with a single blueprint, which adds a centerpiece and scatters smaller assets around it. I made it simple to change the scattering density and radius and the ratio of the foliage. I also made some custom animated localized fog, which is volumetrically lit and casting raytraced shadows. The ground is using Nanite displacement, but I had to turn the intensity down a lot. Lit with Lumen.

The models are from Megascans.
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