Cave Structure and Water Details
The overall structure of the cave was mostly completed, and I began adding details, such as waterfalls.



As the personal project progressed, I started experimenting with water effects in the UE scene. This part of the learning process felt very different from working with Levels, materials, or lighting. The water system is more complex and has a higher learning cost. It requires a deeper understanding of the engine’s overall structure, including system setup, parameter control, and visual behaviour.


Water does not automatically look good by default. Elements such as transparency, reflection strength, wave scale, and how the water interacts with lighting all need careful adjustment based on the scene.
For my Chinese-style cave environment, the water is not meant to look like a bright, open natural lake. Instead, it is designed to feel darker, with limited reflections and a stronger sense of depth. This means reducing strong reflections and focusing on subtle light responses, so the water supports the overall atmosphere rather than becoming the main visual focus.。
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