Procedural Forest (Unreal PCG)
High density perlin noise determines variance in the forest floor. 
Examples: Areas with taller grass where growth is less dense (left) and patches of bushes (right)

High density perlin noise determines variance in the forest floor.
Examples: Areas with taller grass where growth is less dense (left) and patches of bushes (right)

The same rules determine flower patches in the fields and clusters of rocks. Lower density noise determines if an area is considered a forest or a field.

The same rules determine flower patches in the fields and clusters of rocks. Lower density noise determines if an area is considered a forest or a field.

Dynamic path tool using splines.

Dynamic path tool using splines.

Procedural Forest (Unreal PCG)

Fully procedural forest generation using Unreal Engine's PCG system. Created in Unreal Engine 5.6 using Quixel assets in 1 week.

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