Realistic Pine Tree Forest environment, 3D scan based, trees, plants, grass, rocks, full forest with up to 8K textures, with 6 fully procedural Sub-Biomes to create incredible forest biome diversity. Tweakable Master Materials and Landscape Shader, Wind.
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Videos: Cinematic - Features - Sub-Biomes - Wind System
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Support: Documentation - FAQ - Discord
For more information about us and our products visit RealBiomes.com
For companies with a revenue larger than 200000 USD yearly, please contact us for a custom license via [email protected]
The most comprehensive and realistic Scots Pine environment available. Fully scan-based, game-ready assets with up to 8k textures, distance billboards, complete with various Sub-Biomes to create incredible forest diversity.
Quickly paint and procedurally generate the Sub-Biomes with our intuitive "BiomePainter" workflow and bring the forest alive with our scalable wind system.
Use included Blueprint tools to help you create faster.
Comes with two fully generated example maps complete with distance meshes and various example lighting conditions. Main Map measures 1 square kilometer and the experimental one measures 64 square kilometers.
In 5.0.3, Movie Render Queue crashes, when a scene has lots foliage. We have documented this here and hope Epic fixes it in the future. The workaround is to use the normal renderer instead of MRQ - or keep the amount of Foliage Types low.
NEXT-GEN VISUALS
Our goal is to provide the best possible visuals quality while still being scalable enough to run on average hardware. Comes with some of the most detailed game-ready assets available online.
All of our assets and tileables are fully 3D Scans based and include up to 8k texture resolution for incredible close-up detail.
GAME READY
All of our assets are fully game-ready with LODs, wind, collision, optimized view distances, and LOD ratios out of the box.
MULTIPLE SUB-BIOMES
Choose between 6 different Sub-Biomes; Mossy, Mixed, Dry, Border, Dead, and Open Fields, all ready to be generated with their own unique properties and visual identities.
PROCEDURAL WORKFLOW
Use our BiomePainter workflow to quickly paint and generate the different Sub-Biomes which allows you to create incredibly varied environments with minimal effort and time spent.
We are fully utilizing Unreal's procedural systems to make sure that every world you create is both unique and organic feeling.
MICRO TO MACRO
From small ground scatter to massive cliffs and distance meshes, our biome packs are much more than just a simple forest, it allows you to compose vast landscapes that hold up no matter where you look.
1 square kilometer EXAMPLE MAP
Our pack comes with a fully generated 1km2 example map. This includes a beautifully composed area with roads, mudslides, and massive cliffs as well as high detail distance mountain meshes.
MASSIVE 64 square kilometer EXAMPLE MAP (experimental)
Furthermore, we ship a fully generated 64km2 example map. This includes the same areas as the 1km2 example map but much vaster spaces. Keep in mind this is an experimental addition and due to engine-related issues/limitations, it is not the most optimized experience. In UE5, there's currently a bug that crashes the 64km2 map when more sublevels are added - this is our of our control and up to Epic Games to fix. We include a much lighter and smoother 1K map for this reason and label this map experimental.
LIGHTING
Our pack comes with 3 different lighting conditions, standard, dawn, and stormy, complete with respective HDRIs. A good baseline to help you create your own look. In 4.27+, BP_RB_Manager can be used to easily cycle between lighting conditions.
SHADERS
Comes with 4 comprehensive master materials all containing a wide range of abilities such as multi-texture blending, PDO shadows, Macro/Detail maps, object to landscape blending, per instance color variation, displacement mapping/offset bump mapping, and much more.
We also include MPC's to control wind and wetness. Wetness is a feature for leaves-only.
BLUEPRINTS
To help speed up to medium to large scale level creation we made a SplineTool Blueprint, allowing for quick repeated placement and bending of static meshes such as cliffs, mudslides, roads, and more.
We also include a Wind controller which allows for a more visual way of wind adjustment. In 4.27+, we ship a manager blueprint that allows users to easily cycle between all our lighting scenarios and also manage scalability easily.
ASSET LIST
IMPORTANT NOTES:
Disclaimer: Showcased lighting not necessarily representative of final product.
Features:
We do not recommend using RealBiomes with Movie Render Queue.
Foliage heavy scenes do not work well with UE Raytracing and RealBiomes is no exception to that rule.
Number of Unique Meshes: 156
Collision: Yes
Vertex Count: 10-60000
LODs: All meshes have 1-6 LODs
Number of Materials and Material Instances: 65
Number of Textures: 106
Texture Resolutions: 2k-8k
Platform: PC
Changelog: RealBiomes Pine 1.2:
-UE5 Ready
-4.27+ : RealBiomes Manager for easy management of Lighting Conditions and Scalability
-Landscape: New Custom Layer for users to plugin their own textures
-And much more (Full Changelog is on Discord)