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Countryside - 4x4km Rural Nature Environment

Create a detailed realistic countryside landscape environment featuring dense forests, open grasslands, rolling hills, fields, rivers, cliffs, bridges, rural roads, wind turbines, and power lines.

 

The pack includes both 16 km² and 9 km² Rural Landscape maps, featuring Nanite vegetation, procedural forest and grassland biomes, cliff rock models, and multiple varieties of Birch, Maple, and Poplar trees.

 

Designed for game developers, hobbyst, lighting artists, environment artists, and cinematic creators, the pack provides large-scale rural landscapes for outdoor level design, open-world games, and cinematic scenes.

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  • Nanite models

  • PCG procedural foliage

  • Landscape Grass integration

  • Pivot Painter wind animation

  • Roads, Bridges, Wind Turbine, Powerline

  • 16 km² and 9 km² example maps

Overview - Maps

The pack includes a dedicated Overview Map that clearly presents all assets and their variations, allowing users to quickly explore the full content of the environment. 

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Additionally, the pack features two similar fully prepared environment maps and asset ecosystem: a 9km² map, ideal for smaller projects, fast iteration, and cinematic production, and a massive 16 km² open world map, designed for large-scale games, expansive exploration, and high-end cinematic scenes. Both maps provide a ready-to-use foundation for immediate production.

Maps.jpg

Map_CountrySide_16km2

Assets

Assets.jpg

Overview - Asset Properties

AssetProperties.jpg

Overview - Trees

The pack includes four Central European tree species: Poplar, Birch, Willow, and Maple. Poplar and Birch trees feature multiple size variations, from young saplings to giant mature trees.

All trees enabled Nanite and use masked leaves for detailed foliage. Pivot Painter 2 provides realistic wind animation and natural foliage movement.

Tree assets range from approximately 400,000 to 1,200,000 triangles, making them suitable for games, cinematics, and large-scale environments.

Overview - Wind Effect

All tree and plants wind animations are fully controllable through the centralized MPC_WindTree Material Parameter Collection / MPC_WindPlant, providing global control over wind intensity, direction, and behavior. To access these settings, simply search for “MPC_WindTree”/ ''MPC_WindPlant'' in the Content Browser. This allows you to adjust the wind parameters of all tree and plant assets simultaneously, ensuring fast and consistent environmental control across your entire scene.

Modular Medieval Monastery Project - Wind Parameters

All tree and plants wind animations are fully controllable through the centralized MPC_WindTree Material Parameter Collection / MPC_WindPlant, providing global control over wind intensity, direction, and behavior. To access these settings, simply search for “MPC_WindTree”/ ''MPC_WindPlant'' in the Content Browser. This allows you to adjust the wind parameters of all tree and plant assets simultaneously, ensuring fast and consistent environmental control across your entire scene.

WindParameters1.jpg

By default we have set distance for WPO for all foliage and PCG for performance concern. In order to increase disable distance for WPO, please check foliage tool and PCG both by typing 

Landscape layer setup

  1. Go to the landscape folder in content browser and select the MI_Cs_Landscape. Drag it to the landscape details panel material input. 

  2. Go to the Landscape Editor, from paint tab, create landscape layer info for each landscape layer. 

  3. After these steps landscape material is applied to the landscape. 

  4. Enable contact shadows from directional light to get correct shadows for better performance

Landscape Grass

Modular Medieval Monastery Project - Landscape Grass Type

Grass Mesh
You can change the grass model by dragging and dropping any Static Mesh into the Grass Mesh slot.

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Grass Density
The Grass Density parameter controls how many grass instances are spawned.
Higher density creates a fuller look but reduces performance. For better performance, use lower density values.

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Scale X
The Scale X parameter controls the size variation of the grass meshes.
Increasing the value makes the plants larger, while decreasing it makes them smaller. This helps create more natural variation.

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Distance Field and Dynamic Shadows
Enabling Distance Field Lighting and Cast Dynamic Shadow improves visual quality but increases performance cost.

For better performance, disable both options and enable Contact Shadows in your Directional Light instead.

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Instance World Position Offset Disable Distance
This parameter controls the distance at which the World Position Offset (wind animation) is disabled.
Lower values improve performance because World Position Offset and Nanite both add rendering cost.


However, decreasing this value also reduces the visible wind animation distance on the grass.

ShadowGrass.jpg

Default - Contact shadow

Disabled from Directional

Light

Contact shadow Enabled from Directional Light

Dynamic shadow enabled from Landscape Grass Type settings. 

PCG_Procedural Content Generation

In order to use PCG Volumes in the scene, Procedural Content Generation Plugin should be enabled in Plugin settings.

PCG_Biomes.jpg

PCG_Forest Volume + ForestGround Layer

Paint = Procedural Forest

 

PCG_FieldTrees Volume + BaseGrass Layer

Paint = Procedural Field Trees

PCG_GroundForest + ForestGround Layer paint = Forest Details

PCG_River +

Soil2 Layer Paint = Riverside biome

The PCG (Procedural Content Generation) system can be found inside the Content Browser under the PCG_Assets folder. This system allows you to procedurally generate vegetation,forest and other environmental assets using volumes, splines, and configurable parameters.

PCG_Content.jpg

If the Procedural Content Generation (PCG) Volume reduces performance while you are editing the scene, you can disable automatic regeneration.

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Go to the PCG Details panel, turn off Regenerate PCG Volume in Editor, and set the Generation Trigger to Generate On Demand.

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With this setting, the PCG will only generate content when you manually trigger it, preventing performance drops while you sculpt or paint the Landscape.

Whenever you want the PCG to update according to your latest Landscape changes, simply press the Generate button. The PCG will then place trees and vegetation based on the updated Landscape.

PCG_Details

PCG_Overview

PCG Cull Distance

If PCG models are disappearing at a distance, go to the PCG graph and type ''Cull Distance'' under Static Mesh Spawner Node. Change them to ''zero'' if you want to disable distance culling.

PCG_CullDistance.jpg

Landscape Layer Textures

Landscape Edit Mask

T_Landscape Mask_02

 

Red channel : Mudroad layer for roads

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Green channel : Farmland1 layer for farmlands

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Blue channel : Farmland2 layer for farmlands

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T_Landscape Mask_01

 

Red channel : DryGrass layer to add variation to main landscape

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Green channel : ForestGround Layer for PCG_Forest and generate Trees

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Blue channel : Mudroad Layer to generate bigger roads

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Water Material

To enable all water features, Generate Mesh Distance Field option should be enabled in Project Settings

Performance Tips

LandscapeGrassShadow

Foliage Performance Optimization

The following settings can help improve performance when using dense foliage and landscape grass in large environments.

1. Disable wind animation at far distances

Wind animation using World Position Offset can be expensive when applied to large amounts of foliage.

To optimize this, open your Landscape Grass Type asset and set:

Instance World Position Offset Disable Distance

This disables wind animation for distant foliage where the movement is no longer noticeable, reducing unnecessary vertex calculations.

2. Disable dynamic shadows for grass

Dynamic shadows on dense grass can have a significant performance cost.

Inside the Landscape Grass Type settings, disable:

Cast Dynamic Shadow

Grass usually does not require full dynamic shadows, and disabling them can greatly improve performance in large outdoor scenes.

3. Use Contact Shadows as a lightweight alternative

To maintain subtle shading after disabling dynamic shadows, contact shadows can be used as a lightweight solution.

Select your Directional Light and set:

Contact Shadow Length = 1

Contact shadows help create small local shadow details near objects, providing a convincing shading effect without the heavy cost of full dynamic shadows.

Result

By applying these optimizations:

  • Wind animation is disabled for distant foliage

  • Expensive dynamic shadows on grass are removed

  • Lightweight contact shadows preserve visual depth

These changes can significantly improve performance in foliage-heavy environments while maintaining a natural visual appearance.

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Movie Render related questions

​1. Disable Grass Flush Streaming in Game Overrides settings in Movie Render Queue

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2. Increase start and end cull distances from Landscape Grass Type assets

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Important Settings before Migrating package into your Project

​Before adding this environment pack to your project, we recommend enabling the following Unreal Engine settings to ensure the environment renders correctly and performs as intended.

1. Enable Procedural Content Generation (PCG)

This environment pack uses Unreal Engine’s Procedural Content Generation system to scatter vegetation and environment assets.

Before using the PCG volumes in the demo scene, make sure the PCG plugin is enabled.

Steps

Go to:

Plugins → Search for Procedural Content Generation

Enable:

Procedural Content Generation Framework

2. Enable Nanite Support

Most meshes in this pack use Nanite geometry for higher detail and better performance.

Path

Project Settings → Rendering → Nanite

Enable:

Support Nanite

Restart the engine after enabling this option.

3. Enable Lumen Global Illumination

The lighting setup of the demo scene uses Lumen for global illumination and reflections.

Path

Project Settings → Rendering → Global Illumination

Set:

Dynamic Global Illumination Method → Lumen
Reflection Method → Lumen

4. Enable Generate Mesh Distance Fields

Some materials and ambient occlusion effects may rely on Mesh Distance Fields.

Path

Project Settings → Rendering

Enable:

Generate Mesh Distance Fields

Restart the engine after enabling this setting.

5. Enable Virtual Textures (Optional)

If you plan to use the environment with large landscapes, enabling virtual textures can improve performance.

Path

Project Settings → Rendering → Virtual Textures

Enable:

Virtual Texture Support

6. Enable Virtual Shadow Maps

This environment was designed to work with Virtual Shadow Maps, which provide more stable and detailed shadows for Nanite assets and foliage.

Path

Project Settings → Rendering → Shadows

Enable:

Virtual Shadow Maps

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Thank you 

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