Quick question for the last part with the world query, with sampling the landscape you are generating points under the meshes too, that way if the trees high enough or meshes low enough they can poke through them right? Is there a way to exclude the "inside" points in this scenario?
@lucianodaluz541411 күн бұрын
In the Subgraphs example, anyyway to "bake" the foliage with the rock and make it a new mesh?
@Mr.Mirage_YT2 ай бұрын
when will new vids come?
@Mr.Mirage_YTАй бұрын
😢
@stefan.o2 ай бұрын
How can I sample a particular landscape material to subtract from where my foliage will spawn?
@blut52502 ай бұрын
Thank you, this is a very helpful tutorial!
@FPChris2 ай бұрын
11:13 in 5.4.4 Don't hook the Sampler to the Input node. Create a 'Get Landscape Data' node and hook it to that instead.
@FPChris2 ай бұрын
Best PCG tutorial. Outstanding.
@skeleteeth2293 ай бұрын
Is there a way to attach this to the player, for a silent hill camera thing?
@Josh_Alfaro3 ай бұрын
For the attribute filter for the World hit ray query, couldn’t you also filter by a Boolean value and just type in the tag?
@melic-chazaryan27693 ай бұрын
Thank you super useful lessons
@phatdc3 ай бұрын
Great video. Is there a way to make the camera and crane visible in sequence render ? Appears in render is enabled. And hide in game mode is disabled, but still I don't get any result.
@exit-simulation3 ай бұрын
I am not sure if it works like you said. But you could definitely add a spline mesh yourself (for the path) and add the camera mesh from your engines folder, so it shows up on the render
@gillgonzalez84793 ай бұрын
Exit, is there a way I can use the Dynamic Mesh Bounds but not use the Blueprint Structure? In my use case I'm probably PCG'ing a hundred assets in different categories and I'm able to organize it better without the blueprint structure. Thanks in advance!
@exit-simulation3 ай бұрын
Hey! I am not sure because you need the references to Static Meshes to sample, as an attribute on the points. If you can bring this in somehow in a different way it might be possible. I think you can potentially read it from an external data source and import it into PCG but I've never tried that
@Mr.Mirage_YT3 ай бұрын
i used bounds from mesh. one slim tree nd one tree stump. issue i am getting is that bounds are not accurate what i mean is if i use a tree which is slim from ground branch n big from above due to branhes this method not good bcz it only calculating mesh average height nd width, not accurate hence bad results in end in self pruning. i wish if there is a way to use self collision (mesh topo as bounds) if there is, pls tell. thanks
@riuthamus3 ай бұрын
Does anybody else have an issue with the editor crashing (5.4.4) when you attempt to pull from the meshes array?
@Mr.Mirage_YT3 ай бұрын
spawning around the lake isnt working in 5.4
@thomaskeir21133 ай бұрын
Anyone struggling with 5.4 and not getting the parameters working at the end. Firstly, create the parameters in your PCG Graph, and the input pins in your Cliffs subgraph like in the video. Then, go into your PCG graph that holds your subgraphs and you can right click and type "get [parameter name]" to retrieve the parameter information, and then connect it to your cliff subgraph pins.
@Mr.Mirage_YT3 ай бұрын
hi, at 46 minute, there is pcg graph which doesnt work now bcz instead of input node we using get landscape data. which dont have custom pin option in it. what is the updated method?
@tayayoung60314 ай бұрын
Incredibly helpful to have a video tutorial series like this! Learning a lot! Can't wait for more =) I have a lot of issues getting meshes on splines to face a certain way (specifically stepped rotation for parking cars, having fences follow splines correctly, road marking decals following splines, etc) not sure if you are able to make a series on stuff like that
@exit-simulation4 ай бұрын
Thanks, there are some good suggestions in there, I'll keep them in mind! :)
@Mr.Mirage_YT4 ай бұрын
Hi, thank you very much for your support on last part. i never saw any KZbinr helping there audience in this much detail the way you answered my queries❤. I just have maybe one more question for you. For example i have a tree log. 🪵 how can i like use bound modifier in a way i can cover it bounds for self pruning or pruning to diffrent objs bcz it is big object in width nd by connecting transform points with rotation 360 every logg on the ground is rotated differently but with bounds modifier i cant cover bound of those scattered log bcz they all different in width rotated differently
@exit-simulation4 ай бұрын
I gotchu, for this you can watch my "Dynamic Mesh Bounds" tutorial in part 1 of my intermediate series on the channel here. :) Dynamic mesh bounds are super useful, you will see! The graph for this is also on my gumroad in case you don't wanna build it from scratch but it's still good to check the video in order to understand how to use it. Thanks for your feedback also <3
@Mr.Mirage_YT4 ай бұрын
at 39 minutes, there is no local nd local inverse transform in create point grids in UE 5.2 nd same with mesh sampling section, there is no local in point grid so i am getting nothing doing debug on that node. can you pls tell how can i find them or fix this issue? thanks
@exit-simulation4 ай бұрын
They changed this and it's not needed anymore. Just keep your "Create Points Grid" on coordinate space "Global". Then have a "Get Landscape Data" -> "Surface sampler" -> into the source pin of "Copy Points" and the output of the "Create Points Grid" into the target of "Copy Points". After, adjust the cell size of the grid and also transform the scale of the points down to for example 0.1 to make each point visible.
@Mr.Mirage_YT4 ай бұрын
@@exit-simulation hey, thanks for the reply but after doing these steps where i to put mesh sampler cuz you told me to put get landscape . surface sampler then into source of copy points in video it was mesh sampler output into source of copy points to show cubes on mesh. but that isnt working
@exit-simulation4 ай бұрын
Which unreal engine version are you on? These explanations were for 5.4, I can send you a screenshot but I don't have other versions installed anymore
@Mr.Mirage_YT4 ай бұрын
@@exit-simulation i have UE 5.4.4
@exit-simulation4 ай бұрын
Check this screenshot for the correct setup imgur.com/a/0k1nTvU Also you can download my updated tools and subgraphs from gumroad and check the improved mesh sampling graph (07_PCG_ImprovedMeshSampling_Tutorial)
@Mr.Mirage_YT4 ай бұрын
AT 23 MINUTES. I ADDED SPLINE SAMPLING BUT NOTHING IN COMING IN VIEWPORT. ( PS - IGNORE ALL CAPS SORRY )
@exit-simulation4 ай бұрын
Hey thanks for the heads-up. Hm the issue could be that UE deprecated the Input Node Settings, please check my Intermediate PCG tutorial part 2, specifically the second (water spline) or last example to learn how to work with splines. The spline needs to be either on the PCG actor as a component (then you need to use Get Spline Data -> Actor Filter "Self") or if you wanna grab all splines you can get them with Actor Filter -> All World Actors -> Actor Selection by class (select your spline class) or put tags on your spline actors. There are many ways :) You can also download my node collection for free from gumroa to get an example how to work with splines in UE 5.4
@Mr.Mirage_YT4 ай бұрын
Hi brother, i am midway in the video at 20 minutes, really loving this course. since i am new to PCG its confusing as well as i feel like how am gonna remember all these nodes or combination of nodes for example to make self prune nd exclusion. can you give tips on that? how can one new person adapt it
@exit-simulation4 ай бұрын
Hey glad you like the course! Regarding your question, I think it boils down to practice and gradually composing a library of reusable components. PCG is a very modular framework and you can gradually create your own "building blocks" (subgraphs) that you can reuse in every project. Just stick with it, it becomes pretty logical after a while and you will get a feel for it with practice.
@mclothmann4 ай бұрын
Great vid just like the last one! Wasn’t aware that depth data is available with water bodies. Thanks for sharing your knowledge
@pullsardev4 ай бұрын
Your explanation is fantastic! The way you broke down each step made it really easy to follow. This tutorial is super helpful. Looking forward to more tutorials like this!
@exit-simulation4 ай бұрын
Glad to hear! Thanks for your feedback
@santoshshetty61744 ай бұрын
It will be helpful if u do the same in a new level rather than the maintenance world level, I have seen facing some issues in the new level for some of the pcg setup also can u make video of crowd simulation using pcg
@exit-simulation4 ай бұрын
All of these steps work exactly the same in a new level given you have a landscape in your scene. Thanks for the suggestion regarding crowd simulations with PCG, I will keep this in mind for future tutorials.
@frederik77294 ай бұрын
Can you make a tutorial on how to procedurally generate the shape of the terrain and then paint biomes on top of them? How would you go about making a map that`s different on every different playthrough of your game? Thanks for making this!
@exit-simulation4 ай бұрын
Thanks, I'll keep this in mind for my upcoming biomes tutorial. Generating a map that's different on every playthrough would be pretty easy with PCG, just need to change the random seed of the generators.
@mustafatahirkanat12444 ай бұрын
Dynamic bounds from mesh is exactly what I wanted to do but couldn't, thank you very much.
@exit-simulation4 ай бұрын
Great to hear!
@Mr.Mirage_YT4 ай бұрын
is your old beginner videos on pcg still applicable to UE 5.3 or 4
@exit-simulation4 ай бұрын
Yes, it is. But keep in mind that "Input Node Settings" are now deprecated. And you need to add a "Get landscape data" node directly in the PCG graph, right before the surface sampler. (As I am showing here in Intermediate PCG episode 1)
@Mr.Mirage_YT4 ай бұрын
@@exit-simulation Hi bro, i am midway of your newbie series on PCG, really loving this course. since i am new to PCG its confusing as well as i feel like how am gonna remember all these nodes or combination of nodes for example to make self prune nd exclusion. can you give tips on that? how can one new person adapt it ( ps - sorry for spamming but idk why youtube removing my comment from your channel )
@blanketparty52594 ай бұрын
liked and subbed, great stuff
@exit-simulation4 ай бұрын
Glad you like it, thanks for the sub!
@gillgonzalez84794 ай бұрын
Always a big thank you for making these vids!
@wielandsmith4 ай бұрын
I'm looking forward to more! Thanks for making this.
@wielandsmith4 ай бұрын
woohoo!
@exit-simulation4 ай бұрын
Hey I am glad you are enjoying this video. I just updated my tools and subgraphs collection on gumroad to contain all of the graphs from the first two episodes, together with the subgraphs for mesh bounds, improved water spline sampling etc. You can find the link in the description!
@exit-simulation4 ай бұрын
Hey, thanks for your support! If you enjoyed this video please also check out my new intermedia PCG tutorial that I just uploaded. I'll link it in the description! There you can also download an archive of useful PCG subgraphs and tools that will help you facilitate your PCG development.
@Josh_Alfaro4 ай бұрын
Do you know if we can use the bounds to mesh subgraph but with simple collision instead?
@exit-simulation4 ай бұрын
Good question, let me look into it
@wielandsmith4 ай бұрын
Thank you for the tutorial! Question - could you teach how to do this with spawning level instances / assemblies using the graph parameters input??? Chris Murphey did a tutorial on it, but I could never get it to work.
@exit-simulation4 ай бұрын
Hey! Using level instances / assemblies in PCG will go live with the next tutorial. Let me know then if it covers your open questions. Not sure what you mean by graph parameters input tho
@marigoldff4 ай бұрын
Great tutorial!
@exit-simulation4 ай бұрын
Thank you <3
@blanketparty52594 ай бұрын
Would love to know how you Use tree billboards with HLODs and nanite
@exit-simulation4 ай бұрын
I'll keep this in mind for future videos thanks!
@blanketparty52594 ай бұрын
@@exit-simulation that'd be great, thanks for the content. Really been enjoying it
@Rafa_VFX4 ай бұрын
Wow man, good to see you again!
@exit-simulation4 ай бұрын
Thanks :) Good to be back
@Lilium___4 ай бұрын
Very good video! Most tutorials sadly only scratch the surface. What would interest me personally would be a way to use PCG to edit the landscape. Like making the ground even to place a house that needs a larger flat surface. Or generating the whole height map for the landscape. Is that even possible with PCG ?
@mclothmann4 ай бұрын
Yes I figured this out the other day, it’s not the “correct” way, but it works. You can use the BP logic from the landscape path tools that come with UE5, I spawn this BP along my spline path on every spline point. That way, the landscape moves with every spline point I move. You need to enable the Landscape Patch plugin the get access to the BP, the BP is called, LandscapeCircleHeightPatch. The way I organise it now is this: Get spline data-> Spline sampler-> Transform Points-> Spawn Actor (This has a new BP in it with my LandscapeCircleHeightPatch set as a Component of the BP. You can edit it in the BP so it fits your needs e.g. the square flat surface you’re talking about, I need it to do it more in a circle around my path for example. Hope that helps!
@Lilium___4 ай бұрын
@@mclothmann Thanks a lot for the pointers, I will give a try!
@exit-simulation4 ай бұрын
That's a good suggestion for another topic. I'll look into it, thanks!
@darshjoshi16414 ай бұрын
Keep 'em coming. Amazing video. I'd love more advanced tutorials as well if you have time.
@exit-simulation4 ай бұрын
Yes, planning to extend this series, thank you!
@touristhawk4 ай бұрын
finally some good stuff about landscape data and bounds👶 subbed.
@touristhawk4 ай бұрын
so ive also watched your other video about pcg slope graph, how do we use it in this particular graph since we already have a surface sampler in main graph?
@exit-simulation4 ай бұрын
Thanks! About your other question, there's some more stuff on slope filtering in part 2 when we get to the water example. Coming soon!
@touristhawk4 ай бұрын
@@exit-simulation so i followed your video and i got stuck with one problem, auto material. it doesn't detect if the layer is automaticaly painted, like slopes. only works when painting the layer manually.
@bartosztitkin27004 ай бұрын
What if you have more complicated AutoMaterial and can't make it like you with SetMaterialAttributes and basecolor what need float3 but my grass layer is material function with triplanar etc.
@exit-simulation4 ай бұрын
You can use landscape material layers in a material of any complexity, just need to hook it in correctly. Maybe watch some tutorials about landscape layers in particular, that should cover it.
@opik3d924 ай бұрын
nice,,, thnk you for education, you very great
@J4FThunder6664 ай бұрын
It is only for Render Mode or i can use it in PLAY Mode ?
@exit-simulation4 ай бұрын
You can absolutely use it during runtime also for all kinds of stuff. Directing cameras, playing cutscenes etc
@J4FThunder6664 ай бұрын
@@exit-simulation thanks, but how ? if i press play nothing happen :(.
@exit-simulation4 ай бұрын
@@J4FThunder666 It's a bit more complex than that. You need to automate it from a blueprint script that runs on scene start or any trigger that you define. It goes beyond the scope of this tutorial. Some useful search queries would be "camera rig rail in blueprints" or something along these lines.
@wielandsmith4 ай бұрын
Are there limitations to just using the landscape grass type for small objects and the pcg for larger ones?
@exit-simulation4 ай бұрын
There is a technique to work with grid sizes in PCG which I will show in future videos. This drastically improves PCG performance on lage landscapes
@wielandsmith4 ай бұрын
This video series is great. it's simple and easy to understand. For some reason, spawning the grass meshes takes me forever on a 100x100 area. Is this typical? I'm seeing people having trouble with the cpu - Intel i9 13900 series and was wondering if my issue might be hardware related - but wanted to see if anyone else was having the same issue. Anyway, was able to do this on a small area, but really hoping I can figure out the larger area problem.
@Josh_Alfaro5 ай бұрын
PCG is the future, so much better than the foliage spawners
@Josh_Alfaro5 ай бұрын
This is so underrated
@Naugad7775 ай бұрын
I didin`t understand - how do you copy points?
@caporacetuning65814 ай бұрын
with ALT
@Naugad7774 ай бұрын
@@caporacetuning6581 oh, thanks. I always heard "old" ))