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Autumn Woods

I aimed to showcase my foliage creation skills and highlight Nanite in UE5 with this scene, running smoothly at 1440p 30fps on a 3070 with Lumen RT enabled. While I've created forest scenes in the past, I wanted to push further and create something substantial. This scene, which I'm proud of, features a distinct autumn color palette and a warm, inviting tone in its composition.

I focused on achieving correct exposure and lighting values, utilizing an HDRI for the sky, directional light for the sun, and volumetric fog. Doing it this way and having physically accurate exposure settings on the camera and then grading the image in a post process volume achieved the desired result.

A key goal was density in the forest, achieved through Nanite on all meshes. I modeled individual foliage components to avoid opacity maps, allowing for higher mesh density and detailed leaves and bark. While I utilized World Position Offset (WPO), I minimized its performance impact by limiting its use to closer distances from the camera.

For shadows on ground cover, virtualized shadows proved less performant, so I opted for contact shadows, maintaining simillar visual quality while optimizing performance. RT shadows couldn't be enabled as the performance cost on my system was far too high moreover, without the correct CVAR it would break with the nanite geometry.

I altered Megascans assets as well as, creating my own custom assets inside the relevent software to create my foliage and the focus point of the scene, the cabin. I wanted to have a centre piece in my scene which is why i decided on incorporating a cabin in the scene as the man made element contrasted nicely with the natural surrounding. I also leveraged Nanite landscapes as they are really good at adding lots of displacement detail on the ground with little to no cost to performance, I saw an increase in performance with nanite landscapes enabled.

To populate my Forrest quickly and effeciently and to allow for quick itterations I made a PCG graph to generate my forrest. There is a youtube video showcasing this.

Thumbnail Image

Thumbnail Image

Build up gif of scene being made

Build up gif of scene being made

Ultra Dyanmic Sky Day and Night video

Varying View modes of the scene

Varying View modes of the scene

Render01 - This was my main view when building the scene and I used this view for my lookdev.

Render01 - This was my main view when building the scene and I used this view for my lookdev.

Render02 - A view of inside the forrest and how the assets were procedurally placed.

Render02 - A view of inside the forrest and how the assets were procedurally placed.

Render03 - Another vidw of the Forest

Render03 - Another vidw of the Forest

Render04 - This image I wanted an image that was more identical to what youd see on a phone and I think that crop factor really helps bring out the realism in it.

Render04 - This image I wanted an image that was more identical to what youd see on a phone and I think that crop factor really helps bring out the realism in it.

Video01 - Walking up to the cabin. I really liked the warm and more inviting atmosphere this has.

Video02 - A more cinematic video with nice Bokeh DOF.

Video03 - Asset Showcase

Video just showcasing PCG and how I used it to automatically populate the forrest in a very simplistic way.