Alexandre Martin explained how to create a realistic environment with minimal complexity using Unreal Engine 5's native tools, detailing the workflow for generating fully procedural terrain using only two materials.
Introduction
Hi everyone, let me introduce myself. I'm Alexandre Martin, a 3D Artist and Instructor on software like 3ds Max, Substance 3D Painter, and Unreal Engine (Unreal Academic Partner).
I have been passionate about 3D for many years and became especially passionate about real-time and realism for environments using Unreal Engine: we can do incredible things today! I have an atypical background since I studied law and then joined the French Air and Space Force Academy. Still, passionate about computer science, particularly 3D, for which I am self-taught, today, I work on a wide variety of projects and share my knowledge with my students from l'EDAIC and E-Artsup school in Lyon, France.
The project I am going to present to you is an Unreal Engine 5 learning exercise that I did with my students. The goal was to create a realistic environment with as little complexity as possible using the software's native features.
References
Here are some references I used, it's a very nice place in the center of France in Auvergne:
Procedural Terrain Workflow
First of all, I used a very simple height map found on the Internet in 2048x2048. I made field equipment with only 2 Quixel Megascans, one more rocky and the other more vegetal, for a coherent mix.
So, I used the Landscape Layer Blend function to mix the 2 materials using only the color base and the normal map. As for the roughness map, I left it with a constant of 1 so that there would be no shine on the ground. Then, I generated the landscape to allow us to paint it at will.
Then I created the vegetation using the Landscape Grass Output node, which allows you to retrieve the node, Layer Blend, and assign it a value of 1 if you want to see the vegetation appear, or 0 to make it disappear, and if you paint this or that material, the vegetation grows or not. It's very practical and very simple as a technique I think.
After this, I chose a pack that I had obtained for free and Megascans that we stored in a container that we got using the Foliage Grass Type function. Then the vegetation grows automatically (this is what we call procedural) it's almost magical!
Setting Up Water
I placed the river in the valley using the water plug-in from Unreal Engine; by default, the water and lighting are overexposed. That's why I added an HDRI into the scene using HDRIBackdrop and a post-process volume to make some adjustments.
For the post-process, the first step was to set the exposure that I put in manually. Also, the Local Exposure system of the post-process allows to make precise adjustments.
Then, I focused on the color of the water by changing the simple color settings of the water material here.
Then, I set the Exponential Height Fog that I activated in volumetric:
I added rocks on the banks of the river and some bushes, painted the bottom of the river with a material that did not integrate vegetation, and also activated Lumen in the post process with these settings:
The final result allows us to make nice screenshots and movies with the Sequencer and some retouching. That's exactly the goal here: to teach my students simple techniques that allow them to achieve impressive results quickly.