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Procedural Dry Grasslands Ecosystem

Mathew81 - Environments - Nov 26, 2022

Dry grasslands ecosystem with an 8 layers smart auto-material and procedural foliage (grass) and rocks

  • Supported Platforms
  • Supported Engine Versions
    5.1 - 5.3
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.


This UE5 pack will help you quickly create an huge open-world scene, procedurally textured and populated with DRY grasslands specific foliage and rocks. All assets are optimized for huge worlds (the example map is a 16 square km landscape, 4k resolution). Procedural Dry Grasslands Ecosystem comes with a very powerful and highly customizable auto-material with 8 layers. The pack also includes procedural foliage spawner to quickly populate your world with rocks in a few clicks. The 3d grass is automatically spawned around the player by the auto-material. The auto-material will adapt to any landscape you have, it doesn't matter if you import a heightmap, you sculpt the landscape with alpha brushes or you use the classic sculpting tool from Unreal Engine 5. For very realistic results, I recommend using this pack in combination with a real-world heightmap/landscape . All foliage and rocks are nanite enabled.

Attention: This product is using World Partition to keep everything optimized. When you first open the demo map, the landscape regions will not be loaded and this is why you can not see the landscape inside the editor. In order to see the landscape, you will have to go to the World Partition Tab and select all the regions after that right click on the selection and press Load Regions from Selection. You have to do this only once per project. This is how Unreal Engine works...

If You want to use the pack at it's full potential, I recommend using Lumen. In order to enable Lumen (if it is not already enabled) you should go to Project Settings/Engine/Rendering and make sure you have the following setup:

  1. Dynamic Global Illumination Method - LUMEN
  2. Reflection Method - LUMEN
  3. Shadow Map Method - Virtual Shadow Maps

All the materials are highly customizable. The product is designed for huge open-world projects but can also be used for small environments. Everything is procedurally generated: landscape material, foliage, rocks etc. Everything is automated, so you can achieve similar results as the demo map, in minutes.

If you like this pack, feel free to write a review and rate it. This will keep me motivated to create better and better assets. Thank you!

Technical Details


  •   The landscape auto-material comes with 8 layers and automatic slope variation, so you have everything you need to create a realistic dry grassland environment.
  • 10 static meshes for foliage/rocks
  •  2 example maps, one is 16 square km and 4k heightmap resolution and the second is an Overview map where you can visualize all the static meshes
  • Full dynamic lighting setup (Lumen)
  • 1 procedural foliage spawner
  •  all foliage come with color variation which can be adjusted together with other parameters such as wind strength, intensity etc., directly from the Material Instances
  • Highly customizable and easy to use
  • Create a DRY grassland/meadow landscape in a few clicks

Number of Unique Meshes: 10

Collision: Yes - automatically generated

LODs: Yes

Number of Materials and Material Instances: 13

Number of Textures: 69 textures

Texture Resolutions: most of the textures are 4k (4096 X 4096)

Supported Development Platforms:

Windows: Yes

Mac: Not tested

Documentation: Please watch my video from the description.

Important/Additional Notes: In order to use Procedural Foliage Spawners from this pack, you will have to go to Editor Preferences/Experimental and enable Procedural Foliage.

Optimization: With the current setup, all the grass is casting dynamic shadows and this can be a little expensive for low end computers. So if you want to optimize this, open the grass types: LG_Grass_Type_1, LG_Grass_Type_2, LG_Grass_Type_3 and disable Cast Dynamic Shadows. This alone, will probably double the frame per second rate into the scene.