Procedural Grass with Megascans and UE4

Karsten Malmquist explains a Megascans-to-SpeedTree workflow, grass shaders, landscape materials and optimisation in Unreal Engine 4.

Archive translation. Specifications, services and availability reflect the original publication date in 2021. Verify current compatibility before production use.

From Megascans to SpeedTree

Swedish environment artist Karsten Malmquist documented a procedural-grass project built with Unreal Engine 4, Megascans and SpeedTree. The workflow covers moving source material from Megascans into SpeedTree before preparing it for the engine.

Malmquist studied game development at The Game Assembly, interned at Portal Play and Star Vault, contributed to Mortal Online 2 and later worked at Ernst & Borg Arkitektur in Malmö.

Shader, landscape and optimisation

The breakdown proceeds through grass-shader setup, landscape materials and optimisation. The full workshop remains available at 80 Level. Verify asset licences and current engine behaviour before production use.

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