Desert Cliffs
Ready to create your own western epic? Use our fully 3D Scanned Assets and textures with up to 8K texture resolution and high density Nanite meshes to easily create your own virtual reality in Unreal Engine 5.3/5.4!
Explore our massive 64sqkm example map or generate your own world with our intuitive BiomePainter workflow to quickly and easily procedurally create anything from lush deserts, dry cactus or rocky erosion!
Before buying, inform yourself of our Technical Limitations
Price:
License:
$399.00
(excl. VAT)
Personal
For entities with up to $100k in yearly revenue/funding
THE BIOME
With a focus on Nanite/Lumen/VSM and inspired by the epic sandstone buttes of Monument Valley, this pack fully utilizes the latest and greatest technology in Unreal Engine 5.3.
Our pack includes 3D-Scan assets, 8K textures, LODs, Collision, and pre-defined Sub-Biomes for vast and epic landscapes.
Generate Sub-Biomes fast with BiomePainter and make them vibrant with our Wind System and Foliage Interaction.
Enhance your environments identity with customizable seasons - snowy winter or autumn are covered in this pack!
Comes with a fully generated and highly detailed 64sqkm example map complete with distance meshes and various example Lumen lighting conditions.
SUB-BIOMES
All our environments are made up of at least 6 “sub-biomes” which are paintable layers that have their own unique look and identities.
ENVIRONMENT EFFECTS
Instantly change the look of your world with the click of a button using our RealBiomes Manager!
Realistic Winter
Art-directable Autumn
Highly customizable
Volumetric snow displacement
Advanced Tri-Planar Snow material
Particle Effects
| CORE FEATURES
True Next-Gen Visual Fidelity
Nanite/Lumen/VSM
High-Res Nanite Meshes
Distance Meshes
3D Scanned Assets and Textures
Up to 8K Texture Resolution
Customizable Seasons
LODs and Billboards
Easy to Use
Intuitive BiomePainter Procedural Workflow
6+ Unique Sub-Biomes
Detailed 64sqkm Example Map
Scalable Hierarchy Based Wind System
Global Material Overlays (wetness etc.)
AutoSlope Material
Blueprint Tools
See our Documentation for more information.
Disclaimer: All marketing material was taken using Nanite/Lumen/VSM and custom CVARs/scalability.
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Content
Trees: 7
Trees Sick/Dead: 3
Rocks: 33
Cactus: 10
Cliffs/Formations: 25
Roads/Paths: 1
Grass/Bushes: 32
Ground Scatter: 13
Note: Most assets have an additional High-Res Nanite mesh as we also support non-Nanite.
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Lightmaps: No
Collision: Yes
LODs: Yes (1-6 per asset)
Standard Tri-count: 1000-60.000
Nanite Tri-count: 10.000-2.000.000
Texture Resolutions: 2K-8K
Supported Development Platforms: Windows (Mac should work but NOT officially supported)
Unreal Engine version: 5.3/5.4
See Technical Limitations below for more information.
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Minspec GPU for development: RTX 2080, 16-thread CPU, 32GB RAM
Disclaimer: Performance was measured in a packaged build nearly identical to the Desert Cliffs runtime demo using our custom configs. In-editor performance is expected to be 20-30% worse.
We primarely optimized for Nanite, there is significant room to improve non-Nanite performance.
See our Documentation for more information.
NANITE/LUMEN/VSM - RTX 4070 - UE5.3.2
1440p / 50% SP
Medium ~ 200FPS/5ms
High ~ 135FPS/6.5ms
Epic ~ 95FPS/9ms
The 2.x versions of our packs are meant for use with Nanite/Lumen/VSM, but also come with reworked LOD chains. Customers are eligible to receive access to a significantly more optimized version of our pack aimed at previous-gen and higher framerates on older hardware.
Send a mail to business@realbiomes.com with your original purchase receipt attached to gain access.
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This product is made to be used with Nanite/Lumen/VSM, but we include LOD chains that is better suited for older hardware.
Movie Render Queue requires a specific pipeline config with a workaround to reliably render large, complex scenes. See our documentation.
PathTracing requires a bit of tweaking to properly work. PathTracing combined with MRQ can be problematic on some hardware. See our documentation.
Our example maps are dense and complex, not every area has been polished.
Seasons - known issue with snow displacement (WPO) causing triangles to be visible culled at the UV seams when Nanite starts simplifying the geometry. Seemingly a bug so best practice is to limit snow accumulation amount.
Nanite Splines - this feature is still experimental and not always stable. If you notice weird, glitchy out of place geometry in our example maps you can disable Nanite Splines with r.SplineMesh.RenderNanite=0, restarting the editor may also solve the issue.
Nanite Landscapes - this feature does not currently work well enough for us to use it. You may enable it in smaller landscapes (Pine), but it causes issues with LGT grass maps (procedurals) and large landscapes (8k/Desert) crashes when attempting to convert. These are known issues only Epic can address.
LGT/Micro scatter buggy rotation - at the edges of cliffs (any area where the landscape drops straight down) you might notice floating/weirdly rotated assets being spawned. This is an old bug with the LGT system. The only solution is to limit the amount of scatter in these areas using “NoSpawn” or “NearSlope” layers.
Supported engine: Unreal Engine 5.3/5.4
Questions or need support? Join our Discord community!