In this particular example, Alireza used some wonderful trees and explored his grass material. The scenes look very versatile and hold a bunch of great detail. The vegetation looks precise and almost photo-realistic. The biggest part of the scene is the incredible lighting and very real skybox. It feels like a photograph. We’ve talked with Alireza about this particular project and figured out how he managed to build this amazing scene.

Intro

One thing I need to point out first is that many people are disgusted when the shader complexity looks red or white, and they limit their art instead of unleashing it. UE4 allows you to see the shader complexity, and it’s a nice feature. But it’s designed to let you see the shader complexity. It’s not “Use the shader complexity view mode and remove what is red or white”. It’s not possible to have a bunch of grass and trees without having red or white in shader complexity view. Just right over the street is the Cryengine community. No one there is talking about shader complexity as much as the UE4 community members do because Cryengine doesn’t have a shader complexity view built in the UI and people have a piece of mind putting together dense forests and jungles. As long as it runs well. Right?