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Forest Path - Cinematic

Forest Path was created in a week using Unreal Engine 4.25, with a focus on layout, lighting and rendering, sourcing all the assets from #Quixel's #Megascan library and #Epic's Marketplace.

The only parts that did not come from an existing asset library was the path, created in #Maya, and applied to that, a blend material, created in Unreal's Material Editor. Whilst the colour grade was done in Unreal, #Nuke was used to apply the DOF (rendered as a custom depth pass, see below) and crop factor which provided a higher quality output, with more control.

The project outcome on the whole is successful but there are definitely aspects to Unreal that I'm still working out - rendering, for example, has a lot of limitation coming from a VFX background, but then it is a games engine where the emphases is maybe not on VFX quality cinematics (yet).

Useful Resource - Wiktor Öhman tutorial - Create a Forest in UE4 in 1 Hour - got me started.

Scene fully raytraced.

System used: AMD Ryzen 7 3700X Eight Core CPU, 64GB Corsair VENGEANCE DDR4 3000MHz RAM, 8GB NVIDIA GEFORCE RTX 2060 SUPER

Walkthrough

The walkthrough below demonstrates the interactive, realtime benefits of Unreal Engine rendering capabilities.  Even with a high quality layout and lighting completed, moving around the level and working out composition becomes very straightforward...

Scene passes including Beauty, BaseColour, Depth, Detailed Lighting and Ambient Occlusion

Beauty f001
BaseColour f001
Depth f001
Detailed Lighting f001
Ambient Occlusion f001
Beauty f260
BaseColour f260
Depth f260
Detailed Lighting f260
Ambient Occlusion f260
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