High Grass Landscape v2.0

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A vast playable area based on high grass mountains.

  • Supported Platforms
  • Supported Engine Versions
    4.19-4.20

Description


This landscape is part of "AFFORDABLE LANDSCAPES 1" bundle.


A vast playable area based on high grass mountains with 64 Square Kilometers of playable space. Grass is distributed procedurally and colored using our Advanced Grass Shader, allowing you to control the wind blow as well. Static meshes used to design the horizons beyond the playable area, making the landscape feel much bigger than 64 Square Kilometers (which is already huge). Landscape material instance provides lots of parameters for you to customize and tweak and all paintable layers use heightmap based blending for natural looking blends.


Note: Brightness and/or contrast in Gifs and Videos might vary from the original content due to post processing, generation process, and compression. For more accurate look refer to screenshots.


Gif

No video available at this time.


Video

No video available at this time.


Features

• Surface customization through material instance parameters.

• Controllable distance based landscape tessellation.

• Library of custom plug and play functions.

- Distance Tessellation

- Displacement Fade

- Fresnel Correction

- Grass Colorizer

- Distance Fade

- Mask Modifier

- Cloud Panner

- Colorizer

- 3AGrass

• 64 Square Kilometers of playable area.

• Fully heightmap based layer blending.

• Dynamic Layered Cloud shadows.

• Paintable landscape layers.

• Background mesh.

Technical Details


PBR: Yes

Texture size: Up to 8K

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation: No

[13] Material Functions

[24] Material Instances

[1] Landscape

[21] Textures

[9] Materials

[12] Meshes


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Additional notes

A) Landscape LOD distances might have been adjusted for better shapes.

B) Screenshots might have been taken with following console variables enabled: r.VolumetricFog.GridPixelSize 2 or 4.

C) Screenshots might have been taken with different lighting settings i.e rotated directional light.

D) Screenshots might not reflect latest changes in case an update is released.

E) Screenshots might have been taken with Tessellation Multiplier set to 64.

F) Screenshots might have been taken with LPVs enabled.

G) Background meshes contain no LODs.

H) A camera might have been setup in level blueprint to play a video/fly-through as you hit Play.

I) There might have been a minimum use of Epic's Example Contents in this package i.e a texture or a mask.

J) There might have been a use of CC0 Contents in this package i.e TextureHaven.com and/or HdriHaven.com.

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