i know these nordic tree asset the moment leafs are animated you get 3 fps on pretty much any machine, there is a way to optimize that though, i was expecting to see this but im dissappointed
@@pyroxem3258 look up megascan trees on unreal engine market place, I used Nordwood Maple a couple weeks ago and it was good. Just make sure to set the leaves to static so its not moving otherwise youll get 10 fps and lag like crazy. Theres a whole video on how to fix megascan FPS for using those trees
This is absolutely stuning! Add fluid-flux or other water simulation to it. it would add a whole new layer of realism to the scene on a few hours of effort. By the way I love European swamp forests in real life :>
Since it's not a river structure, I'm going to use a calmer surface with standing water. I'm currently waiting for the NVRTX caustics branch. I'll test the caustics effect then.
Looks amazing. Sound is great. I just imagine you are stumbling through the forest looking for that one bird to strangle! Lol (birds a little to repetitious)
Man, I’d love to get the trees and moss ground on the unreal market place, you should sell it!, I think it’s better then the other MW pine Forrest on there currently
Yes, the tree was made by me using speedtree. They are based on Nordic fir trees. Their branch shapes are the result of my careful debugging. The purpose is to make it more layered under backlight/forward light conditions.
How do you get such realistic colors? I can never get my trees to look real in Unreal. It doesnt matter if i use high quality downloaded materials or i make the matetials myself using my own photo scans. They look good...but photo realistic
This mainly relies on the support of lumen hardware optical tracking. In this way, the shade level of the tree crown under the influence of global illumination is richer. Of course, the shape of the tree itself is also very important. During the design and production process, the density of the leaves cannot be too high. Otherwise where the trees are spread over a large area they will appear very dark. This is a process of building a complex system. It takes a lot of work to go from 3D model assets to UE5.
Add footsteps, make the walking slower then add it onto VR and I would love this walking sim, especially with different settings, weather and locations.
I attempted to update an old UE4 project to perfect the photorealism... I can tell you the only reason we don't see mass adoption of lumen/nanite UE5 is because the update is full of bugs and broke lots of old stuff for no reason... Compile time remains bloated and slow, projects bloat over time and are hard to trim, installation and launch of UE5 is incredibly slow, constant bugs and crashes. Even in their own template project Lyra was full of bugs after tweaking obvious gameplay values... it's bizarre because it's promoted as "easy to use" for solo devs and indie devs but then all the tools are scattered and broken, on top of that if you buy any kind of preset systems they often break even on their own with engine updates or they are completely incompatible with other preset code. Nothing is formalized and debugged so everything indie remains a buggy unfixable mess. In fact, you're better off with free tutorials and trial and error for almost everything. They could fix these issues but I guess they don't see the monetary value in creating actual ease of use, stability and compatibility instead of pretending it's easy to use. ...UE5 was rushed to promote their tech, as godly as it is it's still a nightmare that simply compounds the issues of UE4.
another question, have you tested speedtree's animation in UE5? Talking about light breeze animation, nothing heavy, is it easily achivable? Are you using latest speedtree 9 export or legacy to export the trees? Sorry for all these questions, hope you can get to some of them :)
at 5:12, are those trees: "NORWAY SPRUCE: DESKTOP FOREST" trees or something close to it? I took the name from their website, been trying to look up there what exact models you may have used, because this scene is so inspirational and just looks beautiful.
These trees were designed by me using speedtree and based on Norway spruce. They are not exactly one-to-one reproductions of their natural shapes. The shape of the tree is designed for the lighting performance of the scene.
It looks nearly identical to what I remember when visiting Sweden. The only thing I'd argue you should consider is experimenting with Pivot Painter 2 on the foliage. Will you release this as a paid product?
Converting speedtree to Pivot Painter 2 is a difficult process. I'm currently adjusting my routine. In order to create these environments, I worked until 4 to 5 o'clock in the morning almost every day. I plan to continue these works after the Chinese New Year. Maybe I will have a new approach?
@@qinbow5024 Take your time. I've found PP2 wind to be the most realistic wind, particularly if you use a fair density of movement points and at least three wind channels of the stock PP2 UE shader for trees. For example, level 1: trunk, level2: branches, level 3: leaves. I much prefer this look over a simple wind shader, despite the additional texture draw call overhead from the pivot and vector textures. It looks more realistic compared to the simple wind shaders optimised for games that create a wave effect. The Quixel megascans free tree foliage packs do this really well if you need examples. I have dozens of foliage packs and the recent Quixel ones are the best for movement simulation. Again, stunning work. I look forward to more updates. Subscribed.
Hi. I've been following your channel for a long time and this work like many of the previous ones is awesome! Very cool forest, amazing moss. The lighting is just fabulous! I sometimes use Unreal -twinmotion for architectural visualization, but your work makes me think about a more comprehensive study. One more question: you don't sell your scenes?
@@qinbow5024Watched a video of the process of creating your scene, painstaking handiwork! I think we should strive for a more procedural approach. For a good effect from such a visual scene you need smoother camera movements more similar to human ones, anamof lens 14mm but without fisheye effect. I think this would make your videos even more attractive. ruclips.net/video/MHiZnfUE4ds/видео.html&ab_channel=Punish
Thanks Quinn! And where are the trees from? Would you be willing to make a breakdown scene for this? would love to learn to learn about you workflow to set up a forestscene like this!
There is no liveliness in this. It's just a beautiful picture. I don't see the trees, bushes, and grass swaying. The same type of simple sounds. There is nothing here but trees with grass and assets from Quixel. Poor job with the content. Most likely, this is a scene from the asset pack of some forest, because it looks as simple as possible. And jumpy-shaking camera is terrible.
awesome stuff. i read below that you made these trees in speedtree. whats the total triangle count for the big pine trees if you dont mind me asking? im assuming you are using nanite?
You can feel the magic in this forest. Beautiful.
As someone who lives in a plains region where there's only neverending farmland, this scenery looks so unreal and beautiful.
and shown in first person view, as it should be to witness the gorgeous details and scene depth
It looks like a suburb of Saint Petersburg
Do a release please. Very sublime
If vegetation and water would be animated, this would look even more impressive.
i know these nordic tree asset
the moment leafs are animated you get 3 fps on pretty much any machine, there is a way to optimize that though, i was expecting to see this but im dissappointed
@@hopefullyApro3fps is bad for games, but fine for renders ❤
@@hopefullyApro do you know where i could find these assets ?
@@pyroxem3258 look up megascan trees on unreal engine market place, I used Nordwood Maple a couple weeks ago and it was good. Just make sure to set the leaves to static so its not moving otherwise youll get 10 fps and lag like crazy. Theres a whole video on how to fix megascan FPS for using those trees
The number 1 offender that makes this look unrealistic is jumpy movement and turning.
This is one of the most beautiful scenes I have seen
I am enthusiastic about your work, very good, keep it up.
Really well made.
Nowadays computers can run really dense forests in real-time.
I would like to test that project locally.
I still have a lot of work to do. When the time is right, I will release a working .exe demo.
Это же, черт побери - настоящий лес!
Absolutely amazing! Would love a video explaining and showing how to optimize the trees/foliage
This is absolutely stuning! Add fluid-flux or other water simulation to it. it would add a whole new layer of realism to the scene on a few hours of effort.
By the way I love European swamp forests in real life :>
Since it's not a river structure, I'm going to use a calmer surface with standing water. I'm currently waiting for the NVRTX caustics branch. I'll test the caustics effect then.
you can make it only react to player walking into it. you don't need running water. calm swamp looks a lot more calm, yet mysterious. :)@@qinbow5024
Looks amazing. Sound is great. I just imagine you are stumbling through the forest looking for that one bird to strangle! Lol (birds a little to repetitious)
excellent work we need an urgent tutorial congratulations for your great work
WOW! 100%
Could add some more blueberry bushes on the moss ground. Make it a pickers heaven :) Or bear heaven
In subsequent works, we will make some similar designs. Hahaha
nice!@@qinbow5024
Beautiful! Needs some camera dampening to lessen the birdlike motion.
Could you make a guide on how to do all this?
Yes, I'm making tutorials
@@qinbow5024 where can I watch them?
this sort of scenery makes me hyped for the next battlefront/field game.
Beautiful. Is this available for download anywhere?
Looks like the fps is really high.
Must not be megascan's high poly assets.
Would love to play an RPG with graphics like that, thou my pc would probably spontaneously combust
is it possible you could do a tutorial
One request, you should upload this in 4k if possible, it would be worth it :) Depending if your card will allow it :)
My monitor is 2560x1440 resolution.
Man, I’d love to get the trees and moss ground on the unreal market place, you should sell it!, I think it’s better then the other MW pine Forrest on there currently
amazing demo!
Where in Scandinavia are forest this dark?
Tis' a nordic forest tho
Если бы в такой графике был Ведьмак - это была бы игра на века 😍
Very nice graphics. The way the "camera" jerks around is pretty nauseating, though.
Даже влажность почувствовал!
Do you make all your own Vegetation?
Yes, the tree was made by me using speedtree. They are based on Nordic fir trees. Their branch shapes are the result of my careful debugging. The purpose is to make it more layered under backlight/forward light conditions.
Some subtle wind animation would be nice and should add a lot of realism in my opinion. Nonetheless, excellent work, keep it up.
Pivot Painter 2 takes time to learn. Obviously there are still many issues that need to be resolved.
How do you get such realistic colors? I can never get my trees to look real in Unreal. It doesnt matter if i use high quality downloaded materials or i make the matetials myself using my own photo scans. They look good...but photo realistic
This mainly relies on the support of lumen hardware optical tracking. In this way, the shade level of the tree crown under the influence of global illumination is richer. Of course, the shape of the tree itself is also very important. During the design and production process, the density of the leaves cannot be too high. Otherwise where the trees are spread over a large area they will appear very dark. This is a process of building a complex system. It takes a lot of work to go from 3D model assets to UE5.
Can you make a ttutorial for this scene will help us build a good scene.
why is smooth glassy water so unsettling to people?
Add footsteps, make the walking slower then add it onto VR and I would love this walking sim, especially with different settings, weather and locations.
Everything is amazing apart from the water which looks like its a plane with a metallic fully reflective material on it.
Does not look metallic to me. It looks like water.
the fog is coming
For sale as an asset pack? Beautifull
Can you make a tutorial for us?
Yes, I make tutorials
can yu do puddles now in a nanite landscape?
I think the trees are looking great even from distance. They don't look fake at all like most of the games. Can we expect this quality in games?
It's getting there, I'd expect to see fully realized games with environments of this caliber by the end of the PS5/XBOXSERIESX lifecycle.
Talos Principle 2 has trees with nanite already so yes you can expect it in games because they already exist!
I attempted to update an old UE4 project to perfect the photorealism... I can tell you the only reason we don't see mass adoption of lumen/nanite UE5 is because the update is full of bugs and broke lots of old stuff for no reason...
Compile time remains bloated and slow, projects bloat over time and are hard to trim, installation and launch of UE5 is incredibly slow, constant bugs and crashes. Even in their own template project Lyra was full of bugs after tweaking obvious gameplay values... it's bizarre because it's promoted as "easy to use" for solo devs and indie devs but then all the tools are scattered and broken, on top of that if you buy any kind of preset systems they often break even on their own with engine updates or they are completely incompatible with other preset code. Nothing is formalized and debugged so everything indie remains a buggy unfixable mess. In fact, you're better off with free tutorials and trial and error for almost everything.
They could fix these issues but I guess they don't see the monetary value in creating actual ease of use, stability and compatibility instead of pretending it's easy to use.
...UE5 was rushed to promote their tech, as godly as it is it's still a nightmare that simply compounds the issues of UE4.
...and don't even get me started on the epic launcher 🤮
Hey...
The Forest Cat is smiling.
Aye
Skull
LG
J
🦂😸🦂
So freaking good!
need a viking game bad
amazing
Is this Lumen Sofware or with Ray Tracing and how many frames you get? Very nice work
another question, have you tested speedtree's animation in UE5? Talking about light breeze animation, nothing heavy, is it easily achivable? Are you using latest speedtree 9 export or legacy to export the trees? Sorry for all these questions, hope you can get to some of them :)
This requires using a plug-in to convert the tree animation into the wind animation of Pivot Painter 2.0. I haven't researched this plug-in yet.
www.unrealengine.com/marketplace/en-US/product/igtoolspp-speedtree-to-pivot-painter-2?sessionInvalidated=true
at 5:12, are those trees: "NORWAY SPRUCE: DESKTOP FOREST" trees or something close to it? I took the name from their website, been trying to look up there what exact models you may have used, because this scene is so inspirational and just looks beautiful.
These trees were designed by me using speedtree and based on Norway spruce. They are not exactly one-to-one reproductions of their natural shapes. The shape of the tree is designed for the lighting performance of the scene.
It looks nearly identical to what I remember when visiting Sweden. The only thing I'd argue you should consider is experimenting with Pivot Painter 2 on the foliage. Will you release this as a paid product?
Converting speedtree to Pivot Painter 2 is a difficult process. I'm currently adjusting my routine. In order to create these environments, I worked until 4 to 5 o'clock in the morning almost every day. I plan to continue these works after the Chinese New Year. Maybe I will have a new approach?
I still have a lot of work to do. When the time is right, I will release a working .exe demo.
@@qinbow5024 Take your time. I've found PP2 wind to be the most realistic wind, particularly if you use a fair density of movement points and at least three wind channels of the stock PP2 UE shader for trees. For example, level 1: trunk, level2: branches, level 3: leaves. I much prefer this look over a simple wind shader, despite the additional texture draw call overhead from the pivot and vector textures. It looks more realistic compared to the simple wind shaders optimised for games that create a wave effect.
The Quixel megascans free tree foliage packs do this really well if you need examples. I have dozens of foliage packs and the recent Quixel ones are the best for movement simulation.
Again, stunning work. I look forward to more updates. Subscribed.
Hi. I've been following your channel for a long time and this work like many of the previous ones is awesome! Very cool forest, amazing moss. The lighting is just fabulous! I sometimes use Unreal -twinmotion for architectural visualization, but your work makes me think about a more comprehensive study. One more question: you don't sell your scenes?
After I finished making the tutorial. I'm considering releasing this project through epic.
@@qinbow5024Watched a video of the process of creating your scene, painstaking handiwork! I think we should strive for a more procedural approach. For a good effect from such a visual scene you need smoother camera movements more similar to human ones, anamof lens 14mm but without fisheye effect. I think this would make your videos even more attractive. ruclips.net/video/MHiZnfUE4ds/видео.html&ab_channel=Punish
@@qinbow5024 I'd buy!
Could this run well on RTX 4070?
Everything static ? Breaks immersion, shame cuz it looked good.
Was this rendered in real time?
UE5.3 real time play
looks great, where is the pine trees from?
The tree is made by me using speedtree.
@@qinbow5024 i see, they are awesome
Looks nice, but it would be great to have sound as you walk on the foliage and water. Plus, your framerate is terrible.
which tree pack are you using ?😻
This could actually work as a substitute for an actual walk in the forest. Compact this into an .exe for download please?
I'm still thinking about this issue at the moment. Wait until I finish all the work. I will package them into exe.
Good, but statics
are those assets all from quixel and epic marketplace ?
Yes, many model assets are quixel based 3d assets. Use speedtree to generate a moss model.
Thanks Quinn! And where are the trees from?
Would you be willing to make a breakdown scene for this? would love to learn to learn about you workflow to set up a forestscene like this!
@@shantifawkes7060 The tree is made by me using speedtree. This is a long learning process.
The moss looks very good it adds a lot of realism! @@qinbow5024
is this for sale?
are these all megascan assets?
how you made those tree ?
The tree is made by me using speedtree.
🐦⬛ 💥🔫
There is no liveliness in this. It's just a beautiful picture. I don't see the trees, bushes, and grass swaying. The same type of simple sounds. There is nothing here but trees with grass and assets from Quixel. Poor job with the content. Most likely, this is a scene from the asset pack of some forest, because it looks as simple as possible. And jumpy-shaking camera is terrible.
66666666
I'm pretty sure you won't find resource packs for these trees. Because I made them all myself.
www.artstation.com/artwork/ZaEJ18
Even the quixel model was modified by me again and the shape of the mesh was modified. Quixel's default model does not have these moss.
awesome stuff. i read below that you made these trees in speedtree. whats the total triangle count for the big pine trees if you dont mind me asking? im assuming you are using nanite?
The triangle shape of a big tree is between 400,000 and 1,000,000
Wow.. thanks for the information!
I read that you will add wind later; how do you plan on solving the performance issues that come with shadows + WPO?
@@alleballeism This work is not yet complete. . .
@@qinbow5024 alright :) i look forward to seeing your work!