Procedural Ecosystem for UE4 in Action
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this is an Excellent article, the way its set out with the vids and pics. very technical but not rambley. I learnt alot out of it.

by Eric
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Bob would have been proud

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Congratulations Lukas:) Amazing piece of 3D parametric shader:) thank You for sharing Your knowledge:)

Procedural Ecosystem for UE4 in Action
7 June, 2017
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Gökhan Karadayı shared a little video, showing the incredible possibilities of his new UE4 system.

Members of the Unreal Engine 4 community know Gökhan Karadayı for his incredible photorealistic landscape packs, which he was distributing through the Unreal Engine Marketplace. This amazing artist from Turkey is currently working on the production of the new amazing project called Procedural Landscape Ecosystem.

The details are mostly under wraps now, but what this system does is seemingly similar to some of the things we’ve seen in Ghost Recon Wildlands and Horizon: Zero Dawn. You’ve got a very clever algorithm working on the placement of different assets, taking into consideration various peculiarities of the local biomes. These biomes have particular restrictions, that actually influence what kind of assets are used in the production.

The system is still being developed, but the results are just staggering. All of these images are taken from the randomly generated areas. None of these screenshots were actually art directed.

Gökhan Karadayı is going to release the project in Unreal Engine Marketplace some time in the future, but nothing concrete so far. This might as well be a huge game changer for environment production. A tool of this versatility available for the general UE4-crowd? And we thought this stuff is the prerogative of larger companies like Guerrilla Games.

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Jim Beam

Looking forward – hope he releases it soon, before my project is past the point of no return