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Germany Mountains (Technical)

Huge 8 x 8 km landscape created with Gaea and then scaled up 16 x 16 rendering in real-time at UE4 with custom illumination changes to get better performance, 12ms on 970GTX, complete time of day cycle.

Clouds are just a custom plane solution with TAA material to simulate transparency at long ranges.

The landscape features an automatic foliage spawner, and per range textures quality at low cost.

German Mountains - Complete Day Cycle

Airplane view, trees are placed automatically on the world on huge counts, used Dithering for lerping

Airplane view, trees are placed automatically on the world on huge counts, used Dithering for lerping

The landscape was created using a real world base heightmap it is processed and refined inside gaea with a custom graph, after that get the different layers, these are exported and combined with my image tools into a single RGB texture.

The landscape was created using a real world base heightmap it is processed and refined inside gaea with a custom graph, after that get the different layers, these are exported and combined with my image tools into a single RGB texture.

The clouds rather than transparency uses a dot based material to simulate transparency lerp with TAA, it takes the world illumination colors and apply to the cloud as well.

The clouds rather than transparency uses a dot based material to simulate transparency lerp with TAA, it takes the world illumination colors and apply to the cloud as well.

The landscape terrain material is based on layer functions made externally for a easy align and reuse of these, in case thats needed there is a correction for UVs and the world align error when use composition given the origin shift nature.

The landscape terrain material is based on layer functions made externally for a easy align and reuse of these, in case thats needed there is a correction for UVs and the world align error when use composition given the origin shift nature.

Each layer have a distance base lerping, UV scale and colorization that can be set individually per layer.

Each layer have a distance base lerping, UV scale and colorization that can be set individually per layer.

Automatic control and textures

Automatic control and textures

After combine every layer, I made a color variation system based on a whole texture that adds color to the whole materials, and the normals can be plug individually, usually on long range views don't need normals for close surfaces.

After combine every layer, I made a color variation system based on a whole texture that adds color to the whole materials, and the normals can be plug individually, usually on long range views don't need normals for close surfaces.

No post process view

No post process view

German Mountains