Uploaded October 2021 | Updated September 2026, 3 weeks ago
A cinematic animation of a relaxing indoor rain garden terrarium, rendered in real-time using Unreal Engine 5. There’s just something about nature and the sound of falling water that’s so calming. This is more Japanese inspired - with the bamboo and the lanterns...
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
This is a rework of an old project, originally started in Blender Eevee as a test of what real-time rendering was capable of. Previous version here: youtu.be/zX9SpXj5nHk
But with the release of Unreal Engine 5 Early Access – the game changed. With Nanite and especially Lumen – UE5’s dynamic global illumination system – what previously would have been impossible even in UE4 – is now simply breathtakingly easy. Photorealism in realtime has never been quite this easy...
Even using Eevee – Blender’s internal real-time engine – (which is no slouch) I was getting a render time of around 4-5 mins per frame at a 2K resolution – with a single Nvidia 1060 Max-Q graphics card. With Unreal Engine 5, using far higher poly meshes and on the same card – it was averaging at around half-a-second to 1 second per frame – at 4K resolution with almost zero noise! It’s simply on another level. Believe the hype, people.
A combination of Blender modelled + textured meshes, Quixel Megascans and free online models were used – along with some photoscans from Ian Hubert’s pateron.
The water was done in Blender using dynamic paint and a particle system to create an animated displacement. This was then bought into UE5 using the Alembic geometry cache export and simulated within sequencer. This allowed for a relatively lightweight, stable and controllable water simulation that displaced over the rocks for a more realistic result – not just a flipbook animation here.
The rain was a simple Niagara particle system with a masked texture of a raindrop created in Blender and rendered with a cubemap of the scene – this allowed for cheaper reflections and less flickering with the fast moving objects.
All that said, this is still the Early Access – and there are plenty of bugs and issues that cropped up – most notably the flickering reflections and inconstancies with translucency with Lumen – something that should be fixed with the final release.
If you enjoyed this content and want to see more - please consider giving me a like and subscribe! It really helps my channel out!
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#UnrealEngine5 #UE5 #Lumen #Nanite #Blender
A cinematic animation of a relaxing indoor rain garden terrarium, rendered in real-time using Unreal Engine 5. There’s just something about nature and the sound of falling water that’s so calming. This is more Japanese inspired - with the bamboo and the lanterns...
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
This is a rework of an old project, originally started in Blender Eevee as a test of what real-time rendering was capable of. Previous version here: youtu.be/zX9SpXj5nHk
But with the release of Unreal Engine 5 Early Access – the game changed. With Nanite and especially Lumen – UE5’s dynamic global illumination system – what previously would have been impossible even in UE4 – is now simply breathtakingly easy. Photorealism in realtime has never been quite this easy...
Even using Eevee – Blender’s internal real-time engine – (which is no slouch) I was getting a render time of around 4-5 mins per frame at a 2K resolution – with a single Nvidia 1060 Max-Q graphics card. With Unreal Engine 5, using far higher poly meshes and on the same card – it was averaging at around half-a-second to 1 second per frame – at 4K resolution with almost zero noise! It’s simply on another level. Believe the hype, people.
A combination of Blender modelled + textured meshes, Quixel Megascans and free online models were used – along with some photoscans from Ian Hubert’s pateron.
The water was done in Blender using dynamic paint and a particle system to create an animated displacement. This was then bought into UE5 using the Alembic geometry cache export and simulated within sequencer. This allowed for a relatively lightweight, stable and controllable water simulation that displaced over the rocks for a more realistic result – not just a flipbook animation here.
The rain was a simple Niagara particle system with a masked texture of a raindrop created in Blender and rendered with a cubemap of the scene – this allowed for cheaper reflections and less flickering with the fast moving objects.
All that said, this is still the Early Access – and there are plenty of bugs and issues that cropped up – most notably the flickering reflections and inconstancies with translucency with Lumen – something that should be fixed with the final release.
If you enjoyed this content and want to see more - please consider giving me a like and subscribe! It really helps my channel out!
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#UnrealEngine5 #UE5 #Lumen #Nanite #Blender


![Two Years in Unreal Engine 5 | Realtime Environment Art Showreel [UE5] [2K]
I’ve just realised that it’s been over two years ago that I started this channel, just posting some short clips of personal work I’d been doing, playing around with the early access of Unreal Engine 5 – and now I’ve just hit over 24k subscribers, had a few videos do quite well and ended up actually using UE5 in my freelance work.
This channel has been instrumental in not just showcasing my work, but also helping me find clients for work (or helping clients find me!) And of course, for opening up a new avenue of artistic expression that I’ve thoroughly enjoyed learning about and using. The speed at which I can take something in my head and translate it into something other people can see has been incredibly gratifying.
I just want to thank everyone who watched my videos, liked or subscribed. It means a lot that you’re following along and I thank you for taking a few minutes out of your day to watch my work.
Again, I’d just like to say: thank you so much! And I’ll see you in the next one!
***
Some of my favourite personal work, updated with some shots from the past few months! [As of November 2023] Rendered using a mix of Unreal Engine 5.0 – 5.3.1
Using a mix of third party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. Some shots used an experimental workflow combining RTX translucency with Lumen reflections.
Some simulation work was done in Blender using FLIP and Geometry Nodes and bought into UE using alembic geometry cache.
All final-pixel shots were rendered real-time in-engine using the ‘Cinematic’ quality preset. No path tracer was used. All shots use the default Temporal Super Resolution for Anti-Aliasing.
Check out the rest of my channel for the full videos – and my ArtStation for more in-depth breakdowns and further details!
***
*FOLLOW ME:*
Instagram: https://www.instagram.com/lion_towers3d/
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #UnrealEngine5 #Showreel Two Years in Unreal Engine 5 | Realtime Environment Art Showreel [UE5] [2K]](https://i.ytimg.com/vi/ZbuRpdFeIuM/mqdefault.jpg)
![Walking through Virtual Gardens | UNREAL ENGINE 5! [4K]
Take a stroll through peaceful virtual gardens, running real-time in Unreal Engine 5.4.
This is was a long requested thing – similar to my lore-accurate Skyrim videos: longer walkthroughs of the virtual gardens series – so, here you go! This covers seven environments across many different biomes and settings, from jungles to deserts.
Since some of these were originally made in much earlier versions of Unreal Engine 5, these being done in 5.5 have a lot of technical improvements to the lighting & rendering quality – along with some slight art direction changes and material improvements on my part.
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5.4 on an RTX 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. Anti Aliasing with DLAA.
Music courtesy of Epidemic Sound.
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #virtualgardens #realtime
0:00 – Pine Garden
0:59 – Base Camp
1:44 – Jungle River
2:03 – Secret Garden
2:59 – Sakura Grove
4:14 – Meadow Creek
5:06 – Bamboo Grove Walking through Virtual Gardens | UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/ZkuFNQIqcl4/mqdefault.jpg)
![This is the (Lore-Accurate) Size of Skyrim in UNREAL ENGINE 5! [APPENDIX] #gaming #skyrim
This is the (Lore-Accurate) Size of Skyrim in UNREAL ENGINE 5! [APPENDIX] #gaming #skyrim This is the (Lore-Accurate) Size of Skyrim in UNREAL ENGINE 5! [APPENDIX] #gaming #skyrim](https://i.ytimg.com/vi/ZtO3ZTOqkdM/mqdefault.jpg)

![The True Size of Rorikstead: Skyrim in UNREAL ENGINE 5! [4K]
The (Lore-Accurate) Towns of Skyrim https://youtu.be/my0c7crBvqs
The sleepy little farming village of Rorikstead, now with sixteen times the detail! I’m really extrapolating a lot here, given that in the game it was like, three huts and some cabbages.
Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions.
Thought I’d go back through the drafts and finish some videos that I started ages ago, but eventually abandoned because they were either too small or too obscure and didn’t make sense to do a video on each – but some were kinda interesting and (surprisingly) I did get a few specific requests to do some of these, so here you go!
Rendered out in Unreal Engine 5.7.1 on an RTX 3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. TSR was used for anti-aliasing.
*
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Music courtesy of Epidemic Sound.
Soundtrack: ‘Always Chasing Rainbows & Aria’ – Across the Great Valley.
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #skyrim #elderscrolls
0:00 – Cinematic
1:59 – Walkthrough The True Size of Rorikstead: Skyrim in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/_QuUD2X3DPs/mqdefault.jpg)


![I Remade Skyrim in its True Lore-Accurate Scale (and it’s MASSIVE) | UE5 [4K]
The complete cinematics from my lore-accurate Skyrim video series, compiled together for easy viewing! Timestamps below. (Also, just realised that this project has been going for over two years now!)
Part of an ongoing project to visualise a more realistic and lore-accurate size to Tamriels cities, removed from gameplay and technical restrictions.
For the walk-throughs of these scenes, check out: https://youtu.be/RKQw7LZMGHI?si o5yfwIt9VvaRdZS https://youtu.be/pLYOtSdgqGM?si=XqUB8Sryyq9fyObE
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
Rendered out in Unreal Engine 5–5.5 on an RTX 3060ti/3090. Using a mix of third-party models and custom assets modelled and textured in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections. DLAA was used for all anti-aliasing.
Please NOTE: This is a FANMADE cinematic lore visualisation for the Elder Scrolls. It is NOT a mod!
Music courtesy of Epidemic Sound. (See original videos for soundtrack titles!)
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #Skyrim #elderscrolls
0:00 – Helgen
1:09 – Riverwood
2:24 – Whiterun
4:23 – High Hrothgar
5:41 – Falkreath
6:55 – Morthal
8:09 – Windhelm
10:13 – Solitude
11:28 – Riften
13:09 – Markarth
14:32 – Blackreach
15:38 – Dawnstar
17:03 – Winterhold
19:09 – Sovngarde I Remade Skyrim in its True Lore-Accurate Scale (and it’s MASSIVE) | UE5 [4K]](https://i.ytimg.com/vi/bPm-RPKcLE4/mqdefault.jpg)
