Desert Valley
Desert Canyon
I wanted to create a small scene to play with virtual texturing in UE5. I am using Megascans assets and materials.
I started with placing cubes and messing with camera location. Once I liked the base composition, I replaced the cubes with our cliff assets and sculpted the terrain a bit to help blend the rocks into the landscape. I used a road spline to cut in my path on the terrain as well. The chair is just a scale reference.
Next, I needed to build out a material function I could apply to any material. This function will help me blend the landscape material into the material of any asset I the function too based on the terrain height. This will help seat assets into the terrain and make more realistic blends.
Here we can see how the blend is working on the assets this function has been applied too. These assets share a parent material so I can manipulate it pretty easy across the level.
And here we see that in action with the materials in place.
I started to work on building out my composition a bit more and was not loving the direction this scene was going. I attempted some lighting and tried to go for a monochromatic look, but again, I was just unhappy with the direction this was taking.
I switched up my lighting approach to give us something a bit more realistic. At this point I started adding in more set dressing to the scene. I felt like something was missing, so I added water running through the canyon and it felt more settled.