Hidden Temple

Wireframe LIT

Wireframe LIT

Nanite

Nanite

World Normal

World Normal

Ambient Occlusion

Ambient Occlusion

Base Color

Base Color

Scene Depth

Scene Depth

Light Complexity

Light Complexity

UE Editor View

UE Editor View

UE Editor View

UE Editor View

Past a leaning torii wrapped in old rope, stone steps climb into a shrine complex that autumn is slowly reclaiming — roots grown through stonework, a torn banner, stairs that don't quite meet the rock they're carved into. Nothing here is spelled out; the space is left to tell its own story. 
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A few technical notes for the curious: rock-to-architecture transitions use a custom deferred decal system — a soft radial-gradient falloff sampling world-aligned rock textures into Base Color, Normal, and Roughness — so the meeting points read as material continuity rather than two kits pushed together. The maple canopy runs on a fully parameterized leaf master material, with per-instance tint variation, gloss-driven roughness, and tuned subsurface scattering for real backlit translucency. Lighting is Lumen with Hardware Ray Tracing, using Skylight Leaking to keep enclosed shadow pockets — under the eaves, beneath the torii — from crushing to black while staying physically based. Atmosphere comes from BVG Ultra Volumetrics layered with EasyFog and EasyAtmos; camera staging used DRKR's filmback presets referencing the ARRI Alexa 35 sensor for accurate depth of field. 
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Software / Tools 
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Unreal Engine 5.7 (Lumen, Hardware Ray Tracing) · Quixel Megascans (Fab) · BVG Ultra Volumetrics · EasyFog / EasyAtmos (William Faucher) · DRKR PXLS Pro Filmbacks & Crops