Uploaded March 2023 | Updated September 2026, 3 weeks ago
Back with these little forest in a bottle terrarium scenes! If you’ve been watching this channel for a while, and this realtime 3D art series in particular, you might have noticed something with the previous rain garden videos – they have no glass – something that, really a lot of terrariums tend to have.
And it’s not that Unreal Engine 5 didn’t have the capability for ray-traced translucency or reflections – its more that they didn’t work well with Nanite-enabled meshes. Ray tracing ends up tracing against the nanite proxy mesh, as opposed to the actual high-poly mesh, so you’d end up with this odd blotchy shadowing. And you can use the basic rasterised translucency, but it can struggle with complex refraction like in this scene.
But then 5.1 dropped this little gem:
“r.RayTracing.Nanite.Mode 1”
This console variable is the answer. It lets you use the full suite of ray tracing features with full resolution Nanite meshes – granted at a slight performance penalty (and with some caveats, like WPO offset not quite working right...).
I don’t know that you’ll be seeing this in next gen games – at least not for a generation or two of graphics cards, but the capability is certainly there!
*
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
*
Rendered out of Unreal Engine 5.1.1. Using Lumen for global illumination and reflections, RTX ray tracing for translucency and RTX shadows for all the rect lights. Nanite for the meshes and foliage. Simulations were done in Blender using dynamic paint and Mantaflow, then bought into UE5 using Alembic geometry cache.
Some further observations with testing out this scene – Lumen GI doesn’t seem to work when viewed through RTX translucency (through the glass for example) – so for the shots where the camera is outside the tank, I’ve supplemented the GI with old-school point/rect lights to art direct approximate GI.
Hardware: RTX 3060ti and a Ryzen 5800x.
_Music courtesy of Epidemic Sound._
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#terrarium #UE5 #UnrealEngine5
Back with these little forest in a bottle terrarium scenes! If you’ve been watching this channel for a while, and this realtime 3D art series in particular, you might have noticed something with the previous rain garden videos – they have no glass – something that, really a lot of terrariums tend to have.
And it’s not that Unreal Engine 5 didn’t have the capability for ray-traced translucency or reflections – its more that they didn’t work well with Nanite-enabled meshes. Ray tracing ends up tracing against the nanite proxy mesh, as opposed to the actual high-poly mesh, so you’d end up with this odd blotchy shadowing. And you can use the basic rasterised translucency, but it can struggle with complex refraction like in this scene.
But then 5.1 dropped this little gem:
“r.RayTracing.Nanite.Mode 1”
This console variable is the answer. It lets you use the full suite of ray tracing features with full resolution Nanite meshes – granted at a slight performance penalty (and with some caveats, like WPO offset not quite working right...).
I don’t know that you’ll be seeing this in next gen games – at least not for a generation or two of graphics cards, but the capability is certainly there!
*
If you enjoy my content and want to help support the channel, you can buy me a coffee! ko-fi.com/liontowers3d
*
Rendered out of Unreal Engine 5.1.1. Using Lumen for global illumination and reflections, RTX ray tracing for translucency and RTX shadows for all the rect lights. Nanite for the meshes and foliage. Simulations were done in Blender using dynamic paint and Mantaflow, then bought into UE5 using Alembic geometry cache.
Some further observations with testing out this scene – Lumen GI doesn’t seem to work when viewed through RTX translucency (through the glass for example) – so for the shots where the camera is outside the tank, I’ve supplemented the GI with old-school point/rect lights to art direct approximate GI.
Hardware: RTX 3060ti and a Ryzen 5800x.
_Music courtesy of Epidemic Sound._
***
FOLLOW ME:
Instagram: instagram.com/lion_towers3d
Artstation: artstation.com/l_torres
Behance: behance.net/l_torres
#terrarium #UE5 #UnrealEngine5

![Springtime Sakura: UNREAL ENGINE 5 [4K]
A peaceful, Ghibli-esqe train ride through the cherry blossoms, running in Unreal Engine 5.2. Lumen for global illumination and reflections; nanite for the meshes. Also trying out the new procedural tools in 5.2!
Couldn’t figure out which lighting setup I liked best so here, have all three instead! I was going for that Ghibli-style colour palette along with that quiet, peaceful vibe… As for the setting, it’s not supposed to be anywhere realistically specific, but let’s just call it ‘Tokyo-ish’.
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.
*
FOLLOW ME:
Instagram: https://www.instagram.com/lion_towers3d/
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
0:00 – Dawn
0:59 – Late Morning
1:59 – Evening
#UE5 #Ghibli #CherryBlossoms Springtime Sakura: UNREAL ENGINE 5 [4K]](https://i.ytimg.com/vi/SGqH_hizmhM/mqdefault.jpg)
![Rain on a Virtual Bamboo Grove | Rain Ambience for Sleep, Study and Relaxation | UE5 [4K]
A moody little bamboo grove in the rain, running real-time in Unreal Engine 5. This is the long-requested ambient version of this scene: https://youtu.be/AShGmWyFamY This 3-hour immersive background ambience is designed for deep sleep, meditation, ASMR, focused study, or pure relaxation.
*
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 5.8 on an RTX 3090. Using a mix of third-party models and custom assets modelled in Blender. Nanite was used for all models and foliage; Lumen for global illumination and reflections, Megalights for lighting. Quixel Megaplants used for some of the bamboo.
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres Rain on a Virtual Bamboo Grove | Rain Ambience for Sleep, Study and Relaxation | UE5 [4K]](https://i.ytimg.com/vi/ST8x_wWt9ws/mqdefault.jpg)




![The Lore-Accurate Size of Bravil: Oblivion in UNREAL ENGINE 5! [4K]
Part of an ongoing project to visualise a more realistic and lore-accurate scale to Tamriel – so here’s Bravil – now with sixteen times the detail!
Bravil always had that run-down, pirate-den charm to it with a Venetian twist. But, you know – in a swamp.
*
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 5.6.1 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 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.
Soundtrack: ‘Uncharted Land’ – Helmut Schenker.
*
FOLLOW ME:
Instagram: @lion_towers3d
Artstation: https://www.artstation.com/l_torres
Behance: https://www.behance.net/l_torres
#UE5 #Oblivion #elderscrolls The Lore-Accurate Size of Bravil: Oblivion in UNREAL ENGINE 5! [4K]](https://i.ytimg.com/vi/TkWrCEP6BCw/mqdefault.jpg)
![The True Scale of Tamriel: Skyrim, Oblivion & Morrowind in UE5 | 1 Hour Definitive Edition [4K]
A mega-cut of the cinematics from my Lore-Accurate Tamriel project, compiled together for easy viewing. This project has spanned almost four years and covers various cities, towns and locations from the provinces of Skyrim, Morrowind and Cyrodiil to give an idea of their real, lore-accurate scales, removed from gameplay and technical limitations.
From the frozen tundras of Skyrim, to the lush, fertile heartlands of Cyrodiil, to the strange and otherworldly landscapes of Vvardenfell in Morrowind – take a digital tour around a lore-accurate Tamriel!
*
If you enjoy my content and want to help support the channel, you can buy me a coffee! https://ko-fi.com/liontowers3d
*
Built and rendered out in Unreal Engine 5.2 - 5.8 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, Megalights for lighting.
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
#skyrim #elderscrolls #morrowind
0:00 – Blackreach
1:06 – Imperial City
2:34 – Forgotten Vale
3:55 – High Hrothgar
5:13 – Helgen
6:22 – Ald’ruhn
8:29 – Cheydinhal
9:55 – Dawnstar
11:19 – Anvil
13:03 – Morthal
14:35 – Windhelm
16:39 – Balmora
18:11 – Bravil
20:06 – Kvatch
22:21 – Riverwood
23:34 – Sadrith Mora
24:59 – Falkreath
26:14 – Dragon Bridge
29:21 – Chorrol
31:51 – Winterhold
34:49 – Bruma
36:40 – Ivarstead
38:43 – Skingrad
42:09 – Rorikstead
44:08 – Leyawiin
46:52 – Solitude
49:31 – Markarth
50:53 – Riften
52:34 – Vivec City
56:59 – Whiterun
58:58 – Sovngarde The True Scale of Tamriel: Skyrim, Oblivion & Morrowind in UE5 | 1 Hour Definitive Edition [4K]](https://i.ytimg.com/vi/TnmyZVrClqg/mqdefault.jpg)

