Experiments with light conditions and vegetation in Unreal Engine 4
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/ccf19546-c8a5-4896-8f76-064d83a28f26_rw_1920.png?h=d993d93f7cff01ec72520f4dcf0dac44)
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/facbc729-de67-4d74-9469-ab35ac5e15d3_rw_1920.png?h=78834e46932a4c0bbc7c349bedf1540f)
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/032dc41e-b699-4795-9023-f9b34359f0e3_rw_1920.png?h=7dc53fe7e777b95c410f31c7b83ef363)
Some extra work to improve the tall grass here... It's actually a combination of four different Speedtree assets. Two kinds of tall blade clusters, an intermediate size cluster to give some volume and a dry and short cluster.
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/1fc7e22e-9690-4fb6-b7ea-e48dbc45c42c_rw_1920.png?h=168f952c14e9230864b68308d8125a48)
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/9286d14c-898d-4593-b2f0-09d8f2166875_rw_1920.png?h=beb50edfe6c421b9ed610d47e08b1cb4)
The only assets with lightmaps in this scene are the abandoned building itself and that tree inside it. I needed static lighting on that one to generate some indirect shadows on the wall... The rainy version is 100% dynamic though.
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/f866744a-8608-4310-abbe-20db17787ba0_rw_1920.png?h=e77d09ada97ed71622da1b0a48e19742)
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/400fa486-6685-4394-b55c-a21839a98b17_rw_1920.png?h=4cae6afb3369a1e5bcea450f7d8b8284)
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/b3be1f5b-d4a1-495e-ae1b-b822daf3fd40_rw_1920.png?h=8025096803a700945b037eb3905589c0)
I've also experimented with some weather animations here. Just a short test...
![](https://cdn.myportfolio.com/5acb272c-babf-467a-8ca9-fc8a31a08b55/d79cfc99-eb2b-433d-82de-41d7a6c4fab4_rw_1920.png?h=01a9654e4e4f3993f03433d69416b9f0)