This is a single useful tutorial for PCG on meshes on all of youtube.
@Flipside3D Жыл бұрын
aww man that is really nice of you to say, check out Adrien's videos too if you haven't already!
@TheeScienceExplained Жыл бұрын
Wow! This was the best PCG tutorial I've seen so far. All the others are making the most basic tutorials, while this is next level! Keep it coming! ;)
@Flipside3D Жыл бұрын
Thank you, you are too kind! I will try to post a follow up video when I have something substantial enough to share :)
@haneetkhanna1883 Жыл бұрын
@@Flipside3D In unreal 5.2 version somehow i dont see the meshtopoints node. have they removed it? or do i need to enable any plugin? its there in 5.1 version but not in 5.2. i see a lot of commnets in videos on youtube mentioning this.
@Flipside3D Жыл бұрын
@@haneetkhanna1883 In 5.2 a lot of nodes have been updated and have different names. I'm having trouble making some of them work atm as well. But for sampling points on a mesh you can use the mesh sampler node and the copy points node to do the same thing I did here. Cheers
@haigmatian6194 Жыл бұрын
@@Flipside3D Maybe you can help, I don't seem to find the "get actor data" nodes at all. Currently using 5.1. Any ideas?
@asimsalman3948 Жыл бұрын
This is by far the best tutorial on PCG. Other people just slam you with nodes without any explanation whatsoever.. You explained everything perfectly. Thankyou my good sir! :)
@Flipside3D Жыл бұрын
Thank you so much for the kind words, really means a ton! Glad it was useful for you :)
@asimsalman3948 Жыл бұрын
@@Flipside3D It was more than just useful man. It helped me kickstart PCG from scratch, although I had gone through multiple tutorials before. I'm trying to create small procedural assemblies like we saw in the GDC demo.. Having the ability to scatter grass in specific areas (on sides of rocks rather than all over it), scattering large/medium/small boulders in a natural formation etc. Would love a tutorial on that from you :)
@Flipside3D Жыл бұрын
Cheers, I'm currently trying to get my head around the whole thing as well lol. I think it's not that hard to get something working in PCG but takes a lot of time and some effort to make something look good. I think it really comes down to the way you're sampling points in each layer of detail. Which seems to take a lot of trial and error
@Konstanten123 Жыл бұрын
Best tutorial PCG on KZbin!
@Flipside3D Жыл бұрын
Oh man you are too kind! Thank you :)
@Konstanten123 Жыл бұрын
@@Flipside3D No! It's true! More tutorial pls!
@PEPESSI013 ай бұрын
PCG 공부하고 있는데 고민하던 부분들을!!!! 영상보며 해결했어요 감사합니다
@gsingh22ify Жыл бұрын
simply great
@Flipside3D Жыл бұрын
Thank you :)
@williemmcwhorter05 Жыл бұрын
Thanks!
@Flipside3D Жыл бұрын
thank YOU!
@Master_Poizan Жыл бұрын
And you said it wouldn't be that deep lol, you have made probably a all in one tutorial it follows most of the basics and intermediate concepts for spawning objects on meshes can already imagine multiple use cases and vines being one of the most painful things to design now can easily be manipulated. Loved the tut again thanks for such tasty content!
@Flipside3D Жыл бұрын
Heyy man you are too kind, glad you felt it was useful! :) Yeah I really like it even for what it is atm. I initially thought that they couldn't come out with the official version soon enough but now I'm thinking they should take their time and do a proper job
@dding_one1389 Жыл бұрын
너무 좋은 퀄리티의 강좌입니다. PCG에 쉽게 접근하기가 어려웠는데 이 강좌보면서 감을 잡을 수 있을 것 같습니다. 감사합니다!
@Flipside3D Жыл бұрын
친절한 말씀 너무 감사합니다! 블루프린트나 이런쪽으로 센스 있으신 분들은 금방 적응해서 뭐 많이 만들어 내실것 같아요
@IsaacOster Жыл бұрын
Great video! Learned a lot, thank you!
@Flipside3D Жыл бұрын
Thank you for the kind comment :) Glad it was useful
@IrakliKochiashvili Жыл бұрын
Very useful tutorial.Thanks
@Flipside3D Жыл бұрын
Thank you for the kind words :)
@iherok Жыл бұрын
Thanks for making this Tutorial. Your humour is priceless. 😄 Keep it up.
@Flipside3D Жыл бұрын
Hahaha thanks man that is really kind of you to say, I'm glad some of the jokes worked!
@InstinctionGame Жыл бұрын
Impressive work!
@Flipside3D Жыл бұрын
Thank you 😊😊 Cheers!
@choiyong6294 Жыл бұрын
항상 좋은정보 감사합니다~! 이번에도 도움이 많이 됩니다!
@Flipside3D Жыл бұрын
말씀 너무 감사합니다! 저야 말로 올리시는 것들 잘 보고 있어요 :)
@BarryLester Жыл бұрын
method 1 is really interesting. instead of using pcg volume to sample meshes in the scene, it sort of converts a mesh in the content browser to a static pcg mesh and you can add it to the scene easily. I hope in the future there would be a dedicated pcg mode so you can drag a bunch of static mesh into a panel and UE5 automatically converts them to pcg graphs with the get actor data, static mesh spawner, mesh to points, and copy points already created.
@Flipside3D Жыл бұрын
I had a very similar thought as I was making this video. I'm not sure how viable this idea is from a programming stand point but it sure would be nice.
@yqc-v3v Жыл бұрын
Nice work
@Greenman4890 Жыл бұрын
super useful!
@Flipside3D Жыл бұрын
Cheers!
@imjusttellingstories1688 Жыл бұрын
great tutorial tnx🙃👍
@Flipside3D Жыл бұрын
Cheers thank you so much :)
@khsang10138 ай бұрын
잘 배우고갑니다 선생님
@Flipside3D8 ай бұрын
아이구 아닙니다~ 친절한 댓글 감사합니다
@dimitrilucy Жыл бұрын
Very very good tutorial ! Thanks a lot ! Do you think there is a way to expose the "input static mesh" parameter ? To avoid having to enter the graph each time It's ok for rotation, scale parameters but I can't find the input static mesh..
@Flipside3D Жыл бұрын
Cheers for the comment bro. If there isn't a way to do this already, they should add it as a feature. I think I was wondering about the same thing before when I was working on this video. I'll do some digging and come back and let you know if I find anything, but as I remember it, I don't think there was a way to expose it as a editable variable like in blueprints.
@Flipside3D Жыл бұрын
Bro did you ever find a solution to this? I can't seem to get even normal parameters working in 5.2
@ParmidaRazavi-m6e Жыл бұрын
Thank you for the useful tutorial! Have you found any fix for the BP rotation of the mesh yet?
@Flipside3D Жыл бұрын
I haven't tried it but I heard a top down projection sampling will work in this case
@zeon3d755 Жыл бұрын
@29:15 Did you figure out how to fix the issue foliages not appearing on angled surfaces?
@Flipside3D Жыл бұрын
@NewOnTheSeen has suggested using World Ray Hit Query as the sampling method
@zeon3d755 Жыл бұрын
@@Flipside3D but that doesnt work on the sides for actors
@aseem17082 ай бұрын
thanks
@Lv7-L30N Жыл бұрын
gracias
@Flipside3D Жыл бұрын
You are welcome!
@maarten176 Жыл бұрын
Nice!!
@Flipside3D Жыл бұрын
Thank you! Cheers!
@hieule-hc6px7 ай бұрын
hi, about method 3, you've only shown how to filter/ make less point. how do i make pcg to generate more point? when i do it it only generate 1 or 2 point... Thank you for the tutorial
@Flipside3D7 ай бұрын
I can't say for sure from what you're describing but I suggest playing around with the density bounds and various sampling parameters
@hieule-hc6px6 ай бұрын
@@Flipside3D thanks for replying let me ellaborate further: I did exactly follow your tutorial, but with a different mesh ( it's basically a thin cube ) using the pcg volumn ( method 3 ) i can only create 2 or 3 pcg point, and I want to increase that number, can you recommend some node that i should use? how to increase the density bounds you mentioned? Thank
@stevencarroll961311 ай бұрын
Looks like a lot of these nodes are no longer available in 5.3 and Im unable to follow along or find equivalent nodes to achieve similar results
@stevencarroll961311 ай бұрын
found nodes in Engine-Plugins-Procedural Concent Generation Framework-Deprecated folder for those having the same problem
@MyResearchProject Жыл бұрын
hi there great tutorial however I cannot find the Mesh to Points Node can you help please :)
@Flipside3D Жыл бұрын
search 'mesh', I can't remember what the node is called now but I know there aren't too many nodes that has to do with sampling points on a mesh. They changed the name since 5.2
@MyResearchProject Жыл бұрын
@@Flipside3D thanks for your help didn’t mean to ignore you reply but been very busy fitting a new kitchen so been full on. I did find the solution will post here tomorrow hopefully 👍
@Lazy_Watcher Жыл бұрын
For method 3 you get the entire intersection area filled with points. Is it possible to filter them to only be the ones that are on the surface? And is it possible to have them automatically align to the normal of where it is on the mesh?
@Flipside3D Жыл бұрын
You'd have to do a bit of experimentation with nodes that deal with intersection and maybe difference but maybe a combination of the first and third method might work?
@NewOnTheSeen Жыл бұрын
With your sampling, instead use "World Ray Hit Query"
@Flipside3D Жыл бұрын
Yesss i think that's a better way to go for the ground one. thank you!
@korakot2003 Жыл бұрын
Hi I did the vinespline and it work well but I got one problem, when I try to copy the spline blueprint it create the vine on the old spline as well as the new spline what did I do wrong?
@Flipside3D Жыл бұрын
Hi try using individual tags
@雨里-i7j Жыл бұрын
Based on the tutorial, the “intersect with tagged actors geimerty” node in the third method doesn't seem to work. Is it possible that there has been an update that changed the way this node is used?
@雨里-i7j Жыл бұрын
I see. Actually, it did work, but I had a misconception that the point should be generated on the surface.
@Flipside3D Жыл бұрын
Yes that's one of the pain points of that function I found. Unless I'm missing something. I wished there was something that would just spawn stuff with the intersecting surface as well.
@lubospejchal498 Жыл бұрын
Where did you get this Jungle asset ?
@Flipside3D Жыл бұрын
Hi all the foilage in this project was from megascans
@imvisuals215 Жыл бұрын
how did u put the 3d text in the scene?
@Flipside3D Жыл бұрын
There is a plugin called Text3D which comes with the engine. You just enable it and it'll show up as an actor you can add. Good luck!
@JohnRiversOfficial Жыл бұрын
ngl this video is about 47 minutes too long to be called effortless
@Flipside3D Жыл бұрын
Lol 😆 sorry true that, but I think when you have your settings sort of decided initially, you can speed things up way more afterwards