Here’s a little piece of the technology’s description from Polycount:
There is also procedural moss placement on assets, like the rocks and tree trunks, procedural color variations of grass and leaf textures, and some vertex painted moss as well. The branches can be adjusted by – the number of branches, the angle of the branches, the angle variance of the branches, twist of the tree trunk, the amount of wind applied to them, and the ability to select separate branch models for each spline in place in the scene. The branches will randomize their position and rotation so no two will ever be exactly the same.
The rivers are all spline generated as well with a material that increases the speed of the river based off of the normal angles of the geo and adds foam to the water at the tops and base of any waterfalls which is calculated using the tangent angles of the spline.