Virtual reality (VR) landscapes in Unreal Engine by Emilie ThonatVirtual reality (VR) landscapes in Unreal Engine by Emilie Thonat

Virtual reality (VR) landscapes in Unreal Engine

Emilie Thonat

Emilie Thonat

Overview

Three versions of a virtual reality (VR) landscape built in Unreal Engine 5.2: an evening version in purple tones, a daytime version with natural colours, and an artistic version with a painterly filter. The landscape is designed for relaxation and meditation, with calm visuals, gentle movements and sounds.
360° on YouTube: two of the videos, including the 23-second daytime version, are 360° videos. Open them on YouTube and drag the image, or move your phone or headset, to look around.

What I built

Landscape: the hills and terrain built with node graphs in Unreal's landscape tools.
Procedural foliage and trees: vegetation scattered procedurally across the terrain.
Quixel Megascans: the scenes are built from Megascans elements.
Materials: material work on the terrain and the Megascans assets.
Lighting: an evening setup in purple tones and a daytime setup with natural colours.
Post-process material: a Kuwahara filter built as a post-process material for the artistic version. It smooths the image into flat, brush-like patches of colour while keeping the edges sharp, for a painted look.
360° export of the videos for YouTube.

Stack

Unreal Engine 5.2: terrain, procedural foliage, materials, lighting, post-process and rendering.
Quixel Megascans: photoscanned assets used to build the scenes.
Photoshop: textures.
After Effects and Media Encoder: editing and the 360° video export.

Evening and daytime versions

Artistic filter version

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Posted Jul 22, 2024

Three versions of a VR landscape in Unreal Engine 5.2 (evening, daytime, painterly filter), built from Megascans, procedural foliage, 360° videos.