After the Bloom

An environment project inspired by Nausicaä of the Valley of the Wind.

Layout and assets are generated in Houdini and brought into Unreal as PCG instances or Nanite assemblies. The fungi and plants are also assembled from individual instanced parts. Aside from the Megascans, there are no baked textures here, only tileable material blends driven by procedural vertex masks generated in Houdini, with rule-based mesh decals used to add details. The material layers and blends are custom setups created by me that support various scenarios. No displacement as well.