My system configuration:
NVIDIA GeForce RTX 3080 12th Gen Intel(R) Core(TM) i9-12900KF (3.20 GHz) 32GB RAM
I’m getting around 80–100 FPS on a fully Nanite 2 KM² landscape.
The wind and interaction features for grass and flowers will be updated to look more realistic. I’m very satisfied with the trees’ leaves, wind, and interaction behavior. I plan to further improve my Layered Fog shader. Maybe I’ll disable Ultra Dynamic Sky and create my own sky system instead.
https://www.youtube.com/watch?v=-DrZIW81IEM




I didn’t focus much on the branch model. With a bit of effort, the correct form can be achieved easily. The important part is the material. First, I tried getting a result with a translucent material, but Nanite was disabled. Then, when I created foliage, DepthFade didn’t work correctly. So I made an alternative using a masked material. Sometimes it produces incorrect results, and I haven’t found a solution yet. I also considered building a forest without using Foliage or PGC, but that’s neither practical nor performance-friendly. I made some progress with an opaque material, but it doesn’t match my grass. It requires a small, precise detail. Very delicate. I need to balance it carefully.



I spent a lot of time working on tree generation, but this isn’t quite what I’m looking for. Too much detail ended up being added, and following that, I also started detailing the building parts. Before I knew it, I found myself adding a touch of PBR. The process of defining ToonPoly’s minimal style is continuing in a rather painful way :)
I might support these creations with PBR stylized textures in the future and turn them into a stylized asset for Fab. The roofs and bricks, in particular, produced very clean results.