Desert

Brushify - Dunes Pack

Create sweeping sand dune environments using the Brushify - Dunes Pack, featuring an 11-layer landscape auto material, terrain brushes, and procedural spawners.

Brushify - Dunes PackDesert

Resource overview

Crafting Vast Environments with the Brushify - Dunes Pack

The Brushify - Dunes Pack provides environment artists and level designers with a dedicated toolkit for constructing expansive, arid landscapes. Rather than manually placing every rock or painting endless stretches of sand, creators can rely on a system built specifically to generate vast deserts efficiently. A ready-made level is included directly in the files to demonstrate exactly how the provided assets combine to form a cohesive, sweeping environment.

Extending the Horizon Using Dune Distance Meshes

Capturing the true scale of a desert requires distant landmarks that stretch far into the background. Relying solely on a playable landscape for deep background scenery can severely impact performance and often fails to capture the sharp, windswept ridges of distant sand crests. To solve this, the pack includes four dedicated Dune Distance Terrain meshes. These are optimized geometry pieces purpose-built to supplement the main playable area. By placing these meshes along the horizon, artists can achieve crisp-looking dune crests in the deep background without taxing the engine, extending the world deep into the distance effectively.

Sculpting with Terrain Brushes and Alpha Textures

Constructing the foundation of the environment relies on four unique Terrain Brushes, which are provided as both standard meshes and alpha brushes. For direct terrain manipulation, the pack provides a specialized Alpha Brush Texture designed specifically for sculpting mountains and dunes directly into the landscape surface. To keep the project footprint highly efficient, four separate alpha brushes are packed into the individual Red, Green, Blue, and Alpha (RGBA) channels of a single texture. This allows level designers to stamp highly detailed, realistic height variations directly onto their terrain, forming the distinct slopes and ridges characteristic of massive sand dunes.

Automating Biomes with the Brushify Landscape Auto Material

Once the terrain shape is established, the Brushify Landscape Auto Material handles the complex surface details. This material is structured to be the fastest way to construct detailed, fully playable landscapes by allowing users to paint multiple biomes with ease across massive environments. The workflow is highly automated: simply applying this material to any landscape will instantly texture the terrain and populate it with appropriate ground cover. The system is divided into individual Automatic Paint Layers for each biome. In total, there are 11 landscape layers to choose from, covering Grass, Desert, Forest, Snow, Beach, Dunes, Mud, and Craters. Within this framework, the auto material comes pre-configured with nine distinct paintable biome materials—Grass, GrassDry, Desert, Dunes, Beach, Forest, ForestDry, Snow, and Mud—giving artists a massive palette to paint localized details across sweeping dune environments.

Procedural Spawners and Included Rock Sets

Beyond painting textures, the auto material system dynamically covers the terrain with optimized grass and rocks that match the painted biome. The Dunes Pack features a Procedural Spawner that automatically detects terrain slopes and covers them with rocks, saving environment artists from the tedious task of manually placing countless background objects. To support this procedural generation, the pack includes an optimized Grass Mesh, three dedicated Rock Meshes, and a complete Rock Set. Texture variants for multiple biomes—specifically Snow, Grassland, Desert, and Rocky—are also included, providing flexibility if the environment transitions from a dry dune desert to a rocky canyon or scrubland.

Modular Shader Architecture and High-Resolution Textures

The landscape shader itself is highly modular, meaning specific functions can be stripped out or customized to streamline the system entirely for a project's performance budget. It supports Runtime Virtual Texturing (RVT) and Parallax Occlusion Mapping (POM) for deep surface details, alongside Tri-planar mapping to prevent texture stretching on steep dune faces. Additional supported features include Tessellation/Height adjustments, Roughness variations, and Flow mapping. To combat noticeable repetition across vast open deserts, a Reduced Distance Tiling feature is integrated. The shader also utilizes a three-stage Level of Detail system—Far, Medium, and Near—working in tandem with optimized Shader overdraw to maintain high visual fidelity from the foreground sand to the distant horizon.

Built to leverage the latest engine technology, the assets are fully compatible with both Nanite and Lumen, with Lumen enabled by default to provide dynamic global illumination across the rolling sand. Visual fidelity is backed by massive 8192x8192 resolution textures, ensuring crisp detail across enormous ground surfaces. The included meshes range from 1,000 to 62,000 vertices, and to ensure smooth performance, every mesh features five Levels of Detail (LODs). In total, the environment pack delivers 4 Materials, 30 Material Instances, and 40 Textures. Beyond the main landscape and meshes, the system provides a suite of specialized environmental shaders. A dedicated Near Mesh shader allows developers to easily switch individual assets to completely different biomes, such as snow, desert, or coast, without needing entirely new models. Additionally, the pack contains a Simple Water Shader, a Foliage Material, and a Cloud Shadows Material to add movement, depth, and atmospheric lighting to the vast desert expanses.

Merging Environments Across the Brushify Ecosystem

For projects expanding beyond a single desert biome, the Dunes Pack is structured to merge seamlessly with other releases in the Brushify ecosystem. Because the system relies on a shared framework of generic objects, textures, and shaders, combining packs is handled directly in the Epic launcher by simply overwriting files when adding new environments. This shared architecture ensures that whether a level designer is building a standalone sandy wasteland or a massive open world transitioning from dunes to forests, the underlying material systems and modular shaders remain consistent and fully integrated.

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