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Huge PCG Aquarium - UE5

The idea of this Aquarium was to build something that shows a whole reef which includes the island on top. But because it's an aquarium it contains different elements inside the water tank to make it more interesting like a statue, sunken boat and underwater structure. All shots are real-time captured inside Unreal. This aquarium was created for PLAZAMEDIA GmbH.
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Explanation PCG: It means Procedural Content Generation, so easily spoken, with such PCGs you can populate/ fill a bigger area with something (sattered plants, full bioms, etc.) without placing everything by hand. It uses a logic one defines. It can be seen for instance as a tool for level artists but also it can generate stuff on run time if needed.
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I created the scene from start to finish:
- blockout
- modeling the water tank
- building the island with rocks and sand tip
- creating the PCG for the main corals on rocks and Scatter PCG for foliage on the island, starfish, seaweed and corals on the bottom
- creating the spline blueprint to move fish
- water shader
- underwater caustics texture
- lighting
- also, it contains third party assets

Big Volumes (yellow): main corals on rocks
Smaller Volumes: to spawn/ remove extra coral types for artistic purpose
Pink Volumes: to remove any kind of corals (prevent clipping outside the water tank and artistic reasons)

Big Volumes (yellow): main corals on rocks
Smaller Volumes: to spawn/ remove extra coral types for artistic purpose
Pink Volumes: to remove any kind of corals (prevent clipping outside the water tank and artistic reasons)

PCG of corals spawning on rock.

PCG of corals spawning on rock.

Sub graph to spawn a single coral type.

Sub graph to spawn a single coral type.

Smaller Volumes: to spawn/ remove extra coral types for artistic purpose
Pink Volumes: to remove any kind of corals (prevent clipping outside the water tank and artistic reasons)

Smaller Volumes: to spawn/ remove extra coral types for artistic purpose
Pink Volumes: to remove any kind of corals (prevent clipping outside the water tank and artistic reasons)

Fish start with different delays for a more natural behaviour.

Settings for the spline Blueprint with the fish being moved.

Settings for the spline Blueprint with the fish being moved.

Underwater caustics

Scatter PCG
The purpose was to generate a PCG in which you can change the scattered types but also many other settings for multiple usage of the PCG.

Scatter PCG
The purpose was to generate a PCG in which you can change the scattered types but also many other settings for multiple usage of the PCG.

These are the settings in the Scatter PCG (here it's used for corals and seaweed on the bottom, starfish and plants on the island)

These are the settings in the Scatter PCG (here it's used for corals and seaweed on the bottom, starfish and plants on the island)

WIP picture with the main PCG to spawn corals on rocks.

WIP picture with the main PCG to spawn corals on rocks.

WIP picture of the foundation which is handbuild.

WIP picture of the foundation which is handbuild.