This is a quick practice project exploring post-process materials and PCG workflows in Unreal Engine, centered around the concept of an "Oasis." This project helped me deepen my understanding of procedural workflows and gave me insights into areas for future improvement. I’d love to hear your feedback!
I began by using a Spline to design a path, scattering assets along its trajectory to define a natural and dynamic layout.
In the second part, I used a surface sampler to spawn static meshes based on the material layers of the landscape. This setup was converted into a Blueprint, with exposed parameters to allow for greater control and adaptability in the UI.
To replicate an underwater environment, I utilized post-process materials. Although functional, I believe this aspect could be refined further for better realism.