Created a PCG Graph to define the procedural generation logic for the landscape.
Sampled surface data from the Landscape using landscape data and surface sampler nodes.
Defined a Bounding Shape to control and limit the area where procedural assets are generated.
Generated sample points based on the landscape surface to determine the placement and density of assets.
Instanced vegetation and rock assets as Static Meshes at the generated sample points.
Adjusted parameters such as density, scale, rotation, and randomness to create more natural variations.
Continuously refreshed and tested the generated results while refining parameters to optimize the overall visual quality.
However, the procedural generation results were too random and did not achieve the visual outcome I was aiming for. As a result, I ultimately chose to use the vegetation system to manually paint and place the vegetation.
During the terrain creation process in Unreal Engine, I focused on shaping the overall landscape and refining its details. The main steps are outlined below:
Creating the Landscape
I used Unreal Engine’s Landscape System to create the base terrain, setting appropriate size and resolution to establish the overall structure of the scene.
Sculpting the Primary Terrain Forms
Using tools such as Sculpt, Smooth, and Flatten, I shaped the main landforms, focusing on elevation changes, mountain forms, and overall depth.
Enhancing Mountain Structures
I further refined the terrain to create steeper ridges and rocky areas, enhancing the realism and visual impact of the environment.
Refining Details and Transitions
The Smooth tool was applied to soften harsh transitions and improve the natural flow between different terrain areas.
Testing Lighting and Camera Angles
Throughout the process, I adjusted camera viewpoints and observed how the terrain responded to lighting, ensuring clear silhouettes and strong depth in the scene.
Preparing for Vegetation and Scene Setup
After completing the base terrain, I reserved suitable areas for procedural vegetation and future scene elements.
The terrain was designed as an isolated island enclosed by a circular river, with the central island representing the source of the wastewater pollution.
I used Unreal Engine’s Landscape Layer Blend node to blend grass, rock, and dirt materials, allowing the terrain surfaces to be painted directly onto the landscape.
I metaphorically represent the Earth as a damaged amusement park.
An amusement park is meant to be filled with laughter and joy, symbolizing happiness and wonder. However, after being eroded by polluted wastewater, it is left in a state of decay, desolation, and eeriness. To better align with this theme, I collected the following model assets.