Fantastic! I'm constantly amazed at how fast this technology is moving - but more than that, the generosity of creative individuals like yourself sharing their skills and experience so that us noobs can rapidly evolve our own projects. Thank you Aziel, this is awesome.
@azielartsАй бұрын
Absolutely happy to help!! If I can help one person make something awesome as a result that is totally worth it! You all are an awesome community, so it makes it easy.
@MixiManiaOfficialАй бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@마나-h1l11 күн бұрын
Thank you for this very useful tip. I was using it inconveniently as a node to change the contrast in a complicated way, but I think it will become more accurate this way.
@azielarts10 күн бұрын
Awesome!! Glad it was helpful
@unrealhabitatАй бұрын
This is so naturalistic, great job Aziel!
@azielartsАй бұрын
Thanks so much! Hope it works for you as well.
@MixiManiaOfficialАй бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@MordynakАй бұрын
To save some nodes. Instead of altering the bounds of the initial seeds, select the distance node and set the "Source Shape" to center. Also, with the named reroute nodes. They dont need to be connected to anything going out. So long as they have something going in, you can reuse the output anywhere.
@azielartsАй бұрын
Awesome tips, thank you !
@FolkvangStudios7 күн бұрын
This video and your Zelda inspired series have both helped me incredibly. I seriously went through each one at least 10 times as I refined my landscapes. not sure if this approach is optimal or not, but I have an "interactable" landscape and cannot use the mesh spawner. So I have to use Spawn actor, but it only allows one type, I want to place many. so in some cases I have a very granular "Density Filter" with a tight range so it spawns one type, then I branch of a few more density filters to place other types, like Sticks, collectible rocks and so on. I'm just wondering if there's a better way to drop Actors without them all spawning on each other.
@thomaswindfeld728Ай бұрын
Thanx for putting the node names on screen.👍
@azielartsАй бұрын
You are welcome, glad it was helpful
@MixiManiaOfficialАй бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@lunardbayАй бұрын
Thank you for this! How do I make certain Meshes spawn less then the other? For example: more grass but less flowers?
@astralstormgamestudios1259Ай бұрын
Thanks 🙏🏼 i was looking for this type of optimization, amazing!! 🎉
@마나-h1l14 күн бұрын
Thank you very much for the really good information. Thank you again for learning a lot of ideas and features about Unreal pcg here.
@Luis519RSАй бұрын
I made a similar setup not to long ago. But I was using spline surfaces and projecting to get the grids on a surface. Worked well even if not doing every point caused some to slightly float.
@walaahamed7961Ай бұрын
Thank you a lot Aziel, you're really a great Teacher.
@azielartsАй бұрын
Thanks so much. I love teaching, glad it comes through.
@MixiManiaOfficialАй бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
Ай бұрын
What good timing. Just saw a framerate drop that concerned me dropping grass in lol.
@danielbalzer3524Ай бұрын
Thanks for another great tutorial. I have a question to make the grass landscape even cooler 😎 is it possible to apply a global noise using world coordinates to give the grass color variation, or would that be done within the material?
@azielartsАй бұрын
Yep absolutely. That would be in the material. You could totally use a world projected grunge or map to tint the color.
@lebronthegoat35099 күн бұрын
Youre videos have helped me immensively. I've combined this with VRTs and am getting some really beautiful looking levels, with decent performance. I bit the bullet on dynamic sky and wow it makes a big difference. Im wondering, is there a way to make meshes for say the "whiter" nodes and other meshes more likely for the denser/"blacker" nodes?
@lebronthegoat35099 күн бұрын
also would this method of optimization be good for other foliage like trees?
@jeremyrikkiАй бұрын
thanks for this men. I have been pulling my hair out trying to figure this out
@farjfaraj569Ай бұрын
Nice, I'm going to give it a try
@azielartsАй бұрын
Awesome! Let me know how it goes
@farjfaraj569Ай бұрын
@@azielarts sure
@GabrielCasamassoАй бұрын
Really Great video! One question, for a very large landscape (4km x 4km), is it ideal to have only one PCG volume to generate everything (grass, rocks, trees, plants, etc)? The way you optimized I didn't knew yet, it's really great, although I think we can't do the same with trees, otherwise they will disappear more noticeably. And about the generation, after generated, everytime the level loads, does it need to generate again? Thank you for the content!!!
@azielartsАй бұрын
Hey yeah I am not sure I Would use a small grid size with trees, partitioning will still help because of how it breaks up the pcg volume for large areas, but yeah maybe have a different very large grid size for the trees so you don't see them popping in. I am still researching techniques on this front, maybe have some new videos soon!
@GabrielCasamassoАй бұрын
@@azielarts I appreciate brother! Wish you all the best!
@unrealversum7729Ай бұрын
It would be cool if you can Set the Parameter like a variable. Get World second... growing grass. Is it possible?
@MancotvvАй бұрын
At the academy, do the videos have Spanish subtitles?
@OjalaStudios24 күн бұрын
Hey. Perhaps this is a stupid question. Lets say you use 4 different grass meshes for one pcg like the one you´re displaying, is it more efficient to create a new pcg for trees, bushes or should you just create a new nod "string" within the first grass pcg? Best Regards
@d74g0nАй бұрын
I was struggling with the debug view in my version of unreal - my fix was changing the nodes 'Scale Method' from 'extents' to anything else. I used 'relative' cause hey why not.
@mic007129Ай бұрын
Any plan to create a Pateron? I would support you
@azielartsАй бұрын
Thanks so much! I do have a private group you can join if you would like. Kind of my version of Patreon. You can check it out in the description.
@GalafАй бұрын
Do you have an advice for trees? :)
@IWillYeahАй бұрын
Is this still layer bound like Landscape layer nodes (e.g. grass layer)?
@SotiW14Ай бұрын
Amazing!!!
@azielartsАй бұрын
Thanks! Hope it is helpful
@Restart-GamingАй бұрын
Mine me asking what map asset you are using?
@GurkensammlerАй бұрын
Hi, would you say this is better than the Landscape Grass node? Or are there even more optimized Grass rendering techniques?
@IWillYeahАй бұрын
Good question, would like to know too. Its alot simpler and once off with landscape nodes, but it sounds like this is more optimized?
@GurkensammlerАй бұрын
@@IWillYeah Im not sure but I think the Landscape Grass is rendered differently to PCG, but I dont know if its better.
@jommjustonemoreminute697719 күн бұрын
I've found that using pcg for grass on larger maps struggles with max instance counts where as Grass layers do not. the PCG is loads better for variation control etc so I will try the methods in this video and see if it copes with larger worlds (I'm not talking huge, pcg grass normally fails around 9km2 and I've got 64gb ram)
@마나-h1l6 күн бұрын
I can't see Reroute Nodes on PCG graph, is there a way? But I can see it on material graph.
@JimmyWebsАй бұрын
The only issue with this is constant hitching when triggering the simulation of the next grid
@espiritogeekАй бұрын
Thanks!! Your videos are really good! Im sharing this with my team!
@espiritogeekАй бұрын
also, is nanite enabled?
@azielartsАй бұрын
Awesome! Happy To Help
@azielartsАй бұрын
@@espiritogeek Yep nanite on everything
@FPChris17 күн бұрын
I'm only about 25% into this but it seems more straight forward than PCG Biome Core ?
@azielarts17 күн бұрын
Yep it depends what you need. Biome core is much more complicated and modular than a lot of people will need.
@zed2929Ай бұрын
nice
@jeremyrikkiАй бұрын
could you use unbound and set cull distance to say 3600 and get the same optimization?
@JimmyWebsАй бұрын
You'll still have an overhead of "actors" (transforms, mesh settings etc) persisting in the world. When using grid runtime setup these "actors" will spawn/despawn everytime you trigger generation in the next grid
@DronX_13 күн бұрын
How is possible put PCG grass on PCG rocks? meshes (grass) over rock
@crucicrix5011Ай бұрын
Ooooh, it's giving Gravesite Plains. A hint of more Elden Ring to come?
@azielartsАй бұрын
Oooh maybe. Actually didn't even realize till you mentioned it. Guess I am in that brain space
@egocentric879Ай бұрын
my copy points isnt showing any output, it tried checking everything any fixes ?
@MixiManiaOfficialАй бұрын
hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@azielartsАй бұрын
There is a new get landscape data node you can use instead in recent versions of unreal.
@beanbagben4672Ай бұрын
The problem for me is that i cannot find a way to instansiate foliage static meshes instead of just static meshes. The foliage looks better with lumen for one and is more performance friendly. Does anyone know how to instansiate foliage meshes in PCG?
@PlacesofMiddleEarthАй бұрын
The grass doesn't spawn in lower areas of the map.
@azielartsАй бұрын
Hey probably need to expand your volume, if it does not overlap with the landscape, it won't grab points from it.