

Originally meant to be a set of nodes, we have combined the Conifers, Broadleaf, and Shrub into a single, convenient node. Then exporting it as an optimized mesh (without the trees) would give you a 4K equivalent terrain for hardly a thousand polygons. The overhead for such forests is tiny compared to populating 3D objects - and less wasteful!įor performance crucial scenarios like Skyboxes, baking the trees with the Light node gives you delicious soft shadows (even for 1px trees!). Or you can export with the noise and create beautiful distant terrains. Arboreal Nodes stacked to create desert shrubsīy keeping the vegetation part of the heightfield you can bake using normals, Light, etc. These forests are part of the heightfield while being "detached" enough for various export scenarios. Quixel and related names and images are the property of Epic Games, Inc.The Arboreal Node gives you the power of creating superficial forests and vegetation. It was important to get the right kind of erosion for the mountain slope that had a structure built into it. This ensured that the textures matched the surrounding objects in the shot and the Iceland-inspired terrains in the rest of the sequence.īelow you can see some of the initial experiments from the prototype stage. We used the Synth node to create terrain textures using Megascans's scanned textures. In fact, over one weekend, we were able to create a terrain that matched their exact specs.

Gaea was quite young back then, but our in-house team knew we could deliver what was required. Production was already rushing to completion on the rest of the sequence, so achieving that shot was urgent. They were looking for specific shapes that their existing toolset could not create. When Quixel was making Rebirth to showcase Megascans assets in Unreal Engine, they needed an additional shot to show the terrain from above.
