# Unreal Scene Breakdown Canonical page: https://fuser.studio/recipes/unreal-scene-planner Creator: @maggie Saved recipe example · version 4 Upload a scene reference image to receive text breakdowns for assets, camera, lighting, materials, and spatial layers\. Header image: https://media.fuser.studio/04791cabeacd54cd2869129427cd5f2d1dceee20a757e57a0dc331e78cf771b4.png ## Explore a Reference\-to\-Scene Breakdown The saved example analyzes an abandoned rural road scene with a car, fence, utility poles, vegetation, and trees\. Its text outputs cover spatial layers, asset names, estimated camera settings, lighting, and material characteristics\. ## Default inputs ### Scene Reference Upload an image reference that shows the effect you want to recreate\. Type: image [Scene Reference]() ## Saved outputs ### Scene Segmentation Analyze this image and divide the scene into three spatial layers\. Type: text \# Material Analysis \#\# Ground / Road Surface \- \*\*Material:\*\* Compacted dirt/gravel \- \*\*Roughness:\*\* Rough, uneven \- \*\*Reflectivity:\*\* Matte \- \*\*Condition:\*\* Dry, dusty, worn with tire tracks \#\# Abandoned Car \(Body Panels\) \- \*\*Material:\*\* Steel automotive sheet metal \- \*\*Roughness:\*\* Smooth \(degraded\) \- \*\*Reflectivity:\*\* Low gloss — oxidized, faded paint \- \*\*Condition:\*\* Heavily weathered, debris on hood, neglected/abandoned \#\# Car Glass \(Windshield/Windows\) \- \*\*Material:\*\* Laminated safety glass \- \*\*Roughness:\*\* Smooth \- \*\*Reflectivity:\*\* Low gloss — dirty, filmed over \- \*\*Condition:\*\* Grimy, aged \#\# Chain\-Link Fence \- \*\*Material:\*\* Galvanized steel wire mesh \- \*\*Roughness:\*\* Medium \- \*\*Reflectivity:\*\* Low metallic sheen — oxidized \- \*\*Condition:\*\* Worn, aged, with barbed wire topping \#\# Utility Pole \- \*\*Material:\*\* Treated timber/wood \- \*\*Roughness:\*\* Rough, weathered grain \- \*\*Reflectivity:\*\* Matte \- \*\*Condition:\*\* Worn, aged, weathered \#\# Vegetation \(Grass/Weeds\) \- \*\*Material:\*\* Organic plant matter \- \*\*Roughness:\*\* Medium\-rough \- \*\*Reflectivity:\*\* Matte \- \*\*Condition:\*\* Overgrown, unkempt, dry \#\# Tree Canopy \- \*\*Material:\*\* Organic foliage/bark \- \*\*Roughness:\*\* Rough \- \*\*Reflectivity:\*\* Matte \- \*\*Condition:\*\* Dense, healthy, full summer growth ### Asset Extraction Identify and list all assets visible in this scene\. Type: text \# Spatial Layer Analysis \#\# Foreground The immediate foreground consists of \*\*bare, sandy/dirt ground\*\* with scattered \*\*weeds and low grass\*\* along the bottom edge of the frame\. On the \*\*right side\*\*, an \*\*abandoned sedan\*\* \(likely from the 1980s\) sits parked — or more accurately, left to deteriorate — against a \*\*chain\-link fence topped with barbed wire\*\*\. Debris and fallen leaves rest on the car's hood\. The ground beneath shows encroaching vegetation, suggesting long\-term neglect\. \-\-\- \#\# Midground The midground is defined by a \*\*narrow, unpaved dirt road/lane\*\* that bisects the composition, receding toward the center\-left\. A \*\*utility/telephone pole\*\* stands prominently near the center of the image, with \*\*power lines radiating outward\*\* in multiple directions\. A \*\*second, shorter utility pole\*\* is partially visible further down the road\. The fencing continues along the right side into this layer, and \*\*overgrown shrubs and lower vegetation\*\* flank both sides of the road\. \-\-\- \#\# Background The background is dominated by a \*\*dense wall of tall, mature deciduous and coniferous trees\*\* that form a canopy across nearly the entire upper portion of the image\. The trees are \*\*taller on the right side\*\*, appearing almost like a natural enclosure\. The \*\*power lines extend into and above\*\* the tree line\. Between the tree trunks, the road disappears into shadow and foliage\. Above everything, a \*\*pale, hazy sky\*\* occupies the upper portion, lending a flat, overcast quality consistent with the image's sepia/monochrome tone\. \-\-\- \*\*Overall Composition:\*\* The scene conveys abandonment and isolation, with the receding road creating strong \*\*depth and perspective\*\*, drawing the eye from the decaying car in the foreground deep into the shadowed tree corridor in the background\. ### Camera Analysis Estimate the camera setup used in this image\. Type: text \# Scene Asset Breakdown \-\-\- \#\# 🏗️ ENVIRONMENT \| Asset Name \| Description \| \|\-\-\-\|\-\-\-\| \| \`ENV\_DirtRoad\_Rural\_Curved\` \| Unpaved single\-lane dirt/gravel road curving into distance \| \| \`ENV\_Terrain\_GroundFlat\_DirtGrass\` \| Flat terrain with mixed dirt and grass surface \| \| \`ENV\_TreeLine\_Deciduous\_Dense\_L\` \| Dense deciduous tree cluster, left side \| \| \`ENV\_TreeLine\_Deciduous\_Dense\_R\` \| Dense deciduous tree cluster, right side \| \| \`ENV\_Undergrowth\_WildBush\_Scattered\` \| Low wild shrubs and brush along road edges \| \| \`ENV\_Sky\_Overcast\_Flat\` \| Flat grey overcast sky dome \| \| \`ENV\_ChainlinkFence\_Straight\_BarbedTop\` \| Chain\-link security fence with barbed wire topping, right side \| \-\-\- \#\# 📦 PROPS \| Asset Name \| Description \| \|\-\-\-\|\-\-\-\| \| \`PROP\_Car\_Sedan\_Abandoned\_80s\` \| Abandoned 1980s compact sedan, parked off\-road against fence \| \| \`PROP\_UtilityPole\_Wooden\_CrossArm\_Primary\` \| Tall wooden utility/power pole with double crossarm, center \| \| \`PROP\_UtilityPole\_Wooden\_Secondary\` \| Smaller secondary utility pole, mid\-background \| \| \`PROP\_PowerLine\_Cable\_Catenary\` \| Multiple sagging electrical/utility cables spanning poles \| \| \`PROP\_Debris\_LeafLitter\_CarHood\` \| Scattered dead leaves on car hood \| \| \`PROP\_Grass\_WildTuft\_Tall\` \| Tall wild grass clusters near fence base and roadside \| \-\-\- \#\# 💨 FX \| Asset Name \| Description \| \|\-\-\-\|\-\-\-\| \| \`FX\_Atmosphere\_HazeDust\_Subtle\` \| Subtle ambient dust/heat haze along road depth \| \| \`FX\_Shadow\_Dappled\_TreeCanopy\` \| Dappled shadow patterns cast on dirt road from tree canopy \| \-\-\- \#\# 🎨 MATERIALS \| Asset Name \| Surface Type \| \|\-\-\-\|\-\-\-\| \| \`M\_DirtRoad\_Dry\_Packed\` \| Dry compacted dirt, light dust, tyre track variation \| \| \`M\_Grass\_Patchy\_Dry\` \| Mixed dead/living grass, sparse coverage \| \| \`M\_CarPaint\_Faded\_White\` \| Weathered, oxidized white automotive paint \| \| \`M\_Glass\_Dirty\_Windshield\` \| Grimy aged vehicle glass \| \| \`M\_Wood\_Pole\_Weathered\` \| Aged, treated utility pole timber \| \| \`M\_Metal\_ChainlinkFence\_Galvanized\` \| Galvanized chain\-link wire mesh \| \| \`M\_Metal\_BarbedWire\_Rusted\` \| Rusted barbed wire strand \| \| \`M\_Bark\_Deciduous\_Dark\` \| Dark rough tree bark, dense foliage \| \| \`M\_Leaf\_Deciduous\_Canopy\` \| Mid\-tone deciduous leaf clusters \| \-\-\- > \*\*Production Note:\*\* Scene tone is sepia/desaturated — apply \`PP\_FilmGrain\_Vintage\` \+ \`PP\_ColorGrade\_Sepia\` post\-process for faithful reproduction in UE5\. ### Lighting Breakdown Analyze the lighting in this scene\. Type: text \# Camera Setup Estimation \#\# Analysis This appears to be a \*\*medium format or square\-format film photograph\*\* \(likely 6×6 cm, given the 1:1 aspect ratio and tonal characteristics\), shot with a standard/normal lens\. \-\-\- \#\# Estimated Camera Parameters \| Parameter \| Estimated Value \| \|\-\-\-\-\-\-\-\-\-\-\-\|\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\| \| \*\*Focal Length\*\* \| 50–55 mm \(35mm equiv: \~80mm on medium format\) \| \| \*\*Perspective Type\*\* \| \*\*Normal\*\* \(slight compression, no obvious distortion\) \| \| \*\*Camera Height\*\* \| \~140–160 cm \(roughly eye\-level, standing shooter\) \| \| \*\*Tilt Angle\*\* \| \~−5° to −8° \(slight downward tilt toward foreground ground\) \| \| \*\*Horizon Line Position\*\* \| \~35–40% from the top of frame \| \| \*\*Roll/Bank\*\* \| \~0° \(level, no Dutch angle\) \| \-\-\- \#\# Unreal Engine Camera Match Settings \`\`\` Focal Length: 50 mm \(full\-frame equivalent\) Sensor Size: 36 x 36 mm \(square, medium format sim\) Camera Height: 150 cm above ground Pitch: \-6° Yaw: 0° \(align to road direction\) Roll: 0° Horizon at: \~38% from top of frame FOV \(approx\): \~46° horizontal \`\`\` \-\-\- \#\# Notes for UE Matching \- The \*\*slight downward tilt\*\* is key — the road converges naturally but the horizon sits above mid\-frame \- The \*\*depth of field\*\* appears moderate — stopped down to roughly \*\*f/8–f/11\*\*, keeping foreground and background acceptably sharp \- The \*\*square crop\*\* suggests medium format; use a \*\*1:1 render resolution\*\* or crop accordingly \- Vignetting visible — add a \*\*lens vignette post\-process\*\* in UE \(intensity \~0\.4–0\.6\) ### Material Tags Identify the primary materials in this scene\. Type: text \# Lighting Analysis — Abandoned Car on Dirt Road \-\-\- \#\# Key Light \(Directional Light / Sun\) \| Property \| Value \| \|\-\-\-\|\-\-\-\| \| \*\*Direction\*\* \| Slightly left of camera, coming from upper\-left \(\~10–11 o'clock position\) \| \| \*\*Vertical Angle\*\* \| High and overhead, \~70–80° above horizon \(near\-noon sun\) \| \| \*\*Evidence\*\* \| Short shadows cast toward lower\-right; top surfaces of car hood are brightest \| \-\-\- \#\# Color Temperature \- \*\*Neutral\-to\-slightly warm\*\* \(the sepia/duotone processing masks true color, but underlying tones suggest \~\*\*5500–6000K\*\* natural daylight\) \- In Unreal: \`Directional Light > Light Color: RGB \(255, 248, 235\)\` — barely warm white \-\-\- \#\# Shadow Softness \- \*\*Medium\-hard shadows\*\* \- Defined edges on ground shadows beneath the car and utility pole, but slight softening from overhead canopy/diffusion \- In Unreal: \`Source Angle: 0\.8–1\.2°\` on Directional Light; enable \*\*Ray Traced Shadows\*\* or \*\*Virtual Shadow Maps\*\* \-\-\- \#\# Contrast Level \- \*\*High contrast\*\* — deep shadow pools under trees vs\. bright exposed dirt road \- Strong separation between foreground shadows and sky \- In Unreal: Post Process Volume → \`Contrast: 1\.15–1\.25\`, \`Crush Shadows: 0\.1\` \-\-\- \#\# Ambient Light Contribution \- \*\*Low\-moderate ambient\*\* — shadows are dark but not black; detail visible in shaded areas \- Dense tree canopy creates localized ambient occlusion \- In Unreal: \- \`Sky Light Intensity: 0\.6–0\.8\` \- Sky Light color: cool blue\-gray \`\(180, 195, 210\)\` to complement warm sun \- Enable \*\*SSAO\*\* \+ \*\*Distance Field AO\*\* \-\-\- \#\# Unreal Engine Setup Summary \`\`\` Directional Light: Intensity: 8–10 lux Color: \(255, 248, 235\) Rotation: Pitch \-75°, Yaw \-135° \(upper\-left\) Source Angle: 1\.0° Cast Ray Traced Shadows: ON Sky Light: Intensity: 0\.7 Color: \(180, 195, 210\) Source Type: SLS\_CapturedScene Post Process Volume: Contrast: 1\.2 Saturation: 0\.0 \(for B&W match\) Shadow Tint: \(210, 195, 180\) ← warm sepia Ambient Occlusion Intensity: 0\.6 AO Radius: 200 \`\`\` \-\-\- \*\*Overall mood:\*\* High\-noon, overcast\-edge daylight — neglected, still, slightly oppressive atmosphere\. ## Plan Unreal scene construction Use the reference image and generated text analyses to organize practical preproduction tasks for an Unreal Engine scene\. ### Create a blockout checklist Use the scene segmentation output to identify foreground, midground, and background elements that should guide an initial environment blockout\. ### Build an asset inventory Review the asset extraction output for named environment pieces, props, effects, and materials to consider during scene assembly\. ### Match the reference camera Use the camera analysis to inform choices such as focal length, camera height, tilt, horizon placement, and square framing\. ### Plan scene lighting Use the lighting breakdown to study the reference's light direction, shadow softness, contrast, ambient contribution, and suggested Unreal settings\. ### Organize material work Use the material analysis and tags to separate surfaces such as dirt, weathered car paint, glass, wood, vegetation, and chain\-link metal\. ### Document a visual target Share the generated scene breakdown with environment artists, lighting artists, or level designers as a written reference for recreation planning\. ## Frequently asked questions ### Who is Unreal Scene Planner for? It is intended for people planning an Unreal Engine environment from a single image reference, including environment artists, level designers, lighting artists, and previsualization teams\. The recipe turns the reference into written planning information rather than a finished Unreal scene\. ### What should I upload? Upload one Scene Reference image that shows the effect or scene you want to recreate\. The saved example uses a reference depicting an abandoned car beside a dirt road, fence, utility poles, and dense vegetation\. ### What does the recipe return? The exposed outputs are text analyses for Scene Segmentation, Asset Extraction, Camera Analysis, Lighting Breakdown, and Material Tags\. Together, they describe spatial layers, visible assets, estimated camera setup, lighting characteristics, and primary surface materials\. ### Can I change the reference in Fuser? Yes\. Scene Reference is the exposed image input, so you can change it in Fuser before using the recipe\. A new reference may produce different scene elements, camera estimates, lighting observations, and material tags than the saved example\. ### What does the saved example demonstrate? The saved example demonstrates a written breakdown of an abandoned rural road composition\. It includes details such as a weathered sedan, chain\-link fencing, utility poles, power lines, dirt and vegetation, along with estimated camera and lighting guidance\. ### Can this create the Unreal scene or its assets? No finished Unreal project, 3D asset files, or rendered scene are listed as outputs\. The recipe provides text planning information that can help guide later modeling, layout, camera, lighting, and material work\. ### What are the practical limits of the camera and lighting guidance? The camera and lighting outputs describe estimates based on the uploaded image, including values such as focal length, camera height, light direction, and shadow softness\. Treat them as starting points for matching the reference, not as verified original capture settings\. ## Turn a Reference into a Scene Plan Bring a reference image into Fuser and use the resulting asset, camera, lighting, material, and spatial breakdowns to structure your Unreal scene work\. [Use this recipe](https://app.fuser.studio) [Browse recipes](https://fuser.studio/recipes)