Category: Unreal Engine
Week 11:Rendering and Editing
Render settings in UE
r.ScreenPercentage 150 (use with care, start with a small value 120 and increase if necessary)
r.MotionBlurQuality 4
r.MotionBlurSeparable 1
r.DepthOfFieldQuality 4
r.BloomQuality 5
r.Tonemapper.Quality 5
r.TemporalAA.Upsampling 0
r.TemporalAACurrentFrameWeight 0.5
r.Lumen.Reflections.MaxRoughnessToTrace 1
r.Lumen.Reflections.Temporal 0
r.Shadow.Virtual.ResolutionLodBiasDirectional 0
r.Shadow.Virtual.ResolutionLodBiasLocal 0



Editing in AE
Importing Footage: I imported the exported 1920×816 EXR sequence into After Effects for post-production.
Color Adjustment: I adjusted the colors to create a more cohesive and atmospheric look.



Transition Effects: I added effects to some scene transitions, making the cuts smoother and more natural.
Subtitles and BGM: I added subtitles and background music to enhance both the informational and entertainment value of the video.

Week 10:Create Camera Animation
Multiple Cameras: I set up a total of 5 cameras in UE5 to capture the Earth from different angles.
Camera Adjustments: I modified the focal length and adjusted exposure compensation on some cameras to achieve the desired visual look.
Sequencer and Frame Rate: In the Sequencer, I set the duration for each camera animation segment and used a consistent 24 FPS to ensure smooth and natural motion.





Foreground Contrast: In the shot of the Earth sinking, the camera moves through tree branches, using foreground elements to enhance depth and visual contrast, making the scene of the Earth submerging more striking.

Week 9:Create Earth Animation
Earth Rotation: I set keyframes for the Earth model in UE5 to make it slowly rotate, adding a sense of realism.
Floating Effect: To make the Earth appear as if it’s floating in space, I animated it with vertical movement keyframes, creating a subtle up-and-down motion.
Sinking into Water: In the final shot, the Earth gradually sinks and disappears underwater, symbolizing it being overwhelmed by pollution, conveying an environmental warning.


Week 8:Creating Models in Maya
Maya was used as the primary software for this modeling process.
I first modeled a plate, creating a high-poly version by applying subdivision and beveled edges to enhance surface detail.
After completing the high-poly plate, it was prepared as a prop for character interaction.


I then imported a giant character model and arranged multiple giants in a row.
The giants were posed holding the plate while eating, forming a continuous action.
To achieve a stop-motion-like effect, each successive giant was posed with its arms raised slightly higher than the previous one, resembling individual frames of an animation.

Finally, the models were exported from Maya in FBX format and imported into Unreal Engine for scene integration.
In addition, I introduced several point lights to further enhance the overall atmosphere.

Week 7:Create Water Body System
- The placement and visual appearance of the water bodies were refined to ensure they aligned with the terrain and the narrative concept.
- I used Unreal Engine’s Water System to create and manage the water bodies in the scene.
- Three rivers were created to surround the terrain and guide the flow of the polluted wastewater.
- A lake was also added as a collection point for the water, enhancing the depth and structure of the environment.
- Parameters such as width, depth, and flow direction were adjusted to achieve more natural-looking rivers.
- The water color was adjusted to black to better reflect the theme of polluted wastewater.

Vegetation System Adjustment Process
- I used Unreal Engine’s Vegetation System to modify and refine the placement of rocks and vegetation across the scene.
- Additional elements such as dynamic grass, trees, and rocks were added to enrich the environment and increase visual density.
- By adjusting the random scale settings, I introduced size variation across vegetation assets to avoid repetition.
- The vegetation system was configured to allow natural randomness in placement, rotation, and scale, creating a more organic look.
- This approach helped the environment feel more believable and visually varied while maintaining efficient scene performance.


Week 5:Scene Setup
Scene Construction Description
- I used a clown model with an open mouth as the main visual element and focal point of the scene.
- To strengthen the narrative, I designed the polluted wastewater to flow out of the clown’s mouth, symbolizing the source of contamination.
- Major amusement park structures such as a Ferris wheel and a pirate ship were placed around the island to reinforce the amusement park theme.
- Additional scattered amusement park props were distributed across the island to create a sense of abandonment and decay.
- The overall scene lighting was adjusted to a dark red sunset tone, enhancing the atmosphere.
- This lighting and color choice transformed the normally joyful amusement park into an eerie environment with a dreamcore aesthetic.


Procedural Generation Process
- 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.
Week 3:Landscape System
Landscape Creation Process
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.

