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.
@azielarts3 ай 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.
@MixiManiaOfficial2 ай бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@brodvideo63903 күн бұрын
@@MixiManiaOfficial get landscape 1:40 , or at 13:25 output is right clic (named reroute node)
@Mordynak2 ай 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.
@azielarts2 ай бұрын
Awesome tips, thank you !
@lord83dredd2 күн бұрын
You've done a really good job with this video🎉
@unrealhabitat3 ай бұрын
This is so naturalistic, great job Aziel!
@azielarts3 ай бұрын
Thanks so much! Hope it works for you as well.
@MixiManiaOfficial2 ай бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@마나-h1l2 ай 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.
@azielarts2 ай бұрын
Awesome!! Glad it was helpful
@cyke216Ай бұрын
Very good tutorial. After hours and hours, your video made me finally understand how to control performance with foliage :)
@astralstormgamestudios1259Ай бұрын
Question ⁉️ : What about generation of HLOD for foliage? For foliage not in the distance instead of nothing? Also second question ⁉️: When you did the copy points, for the random points outside of the main point, can I have different meshes? like a Tree with stones and trunks around it?
@thomaswindfeld7282 ай бұрын
Thanx for putting the node names on screen.👍
@azielarts2 ай бұрын
You are welcome, glad it was helpful
@MixiManiaOfficial2 ай бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@walaahamed79613 ай бұрын
Thank you a lot Aziel, you're really a great Teacher.
@azielarts3 ай бұрын
Thanks so much. I love teaching, glad it comes through.
@MixiManiaOfficial2 ай бұрын
@@azielarts hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@마나-h1l2 ай 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.
@astralstormgamestudios12592 ай бұрын
Thanks 🙏🏼 i was looking for this type of optimization, amazing!! 🎉
@jeremyrikki3 ай бұрын
thanks for this men. I have been pulling my hair out trying to figure this out
3 ай бұрын
What good timing. Just saw a framerate drop that concerned me dropping grass in lol.
@Luis519RS3 ай 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.
@danielbalzer35243 ай 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?
@azielarts3 ай бұрын
Yep absolutely. That would be in the material. You could totally use a world projected grunge or map to tint the color.
@lunardbay2 ай бұрын
Thank you for this! How do I make certain Meshes spawn less then the other? For example: more grass but less flowers?
@farjfaraj5693 ай бұрын
Nice, I'm going to give it a try
@azielarts3 ай бұрын
Awesome! Let me know how it goes
@farjfaraj5693 ай бұрын
@@azielarts sure
@itsmishki700528 күн бұрын
thanks! btw what grass did you use?
@SotiW143 ай бұрын
Amazing!!!
@azielarts3 ай бұрын
Thanks! Hope it is helpful
@FolkvangStudiosАй 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.
@GabrielCasamasso3 ай 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!!!
@azielarts3 ай 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!
@GabrielCasamasso3 ай бұрын
@@azielarts I appreciate brother! Wish you all the best!
@d74g0n3 ай 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.
@lebronthegoat3509Ай 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?
@lebronthegoat3509Ай бұрын
also would this method of optimization be good for other foliage like trees?
@timbiegel65456 күн бұрын
Can you do something about the instances please ? Pcg Graph instances
@Restart-Gaming2 ай бұрын
Mine me asking what map asset you are using?
@espiritogeek3 ай бұрын
Thanks!! Your videos are really good! Im sharing this with my team!
@espiritogeek3 ай бұрын
also, is nanite enabled?
@azielarts3 ай бұрын
Awesome! Happy To Help
@azielarts3 ай бұрын
@@espiritogeek Yep nanite on everything
@KDstudioes24 күн бұрын
How to apply grass textures exclusively to grass areas and avoid placing grass on undesired locations like cliffs. Which node should we use for it?
@unrealversum77292 ай бұрын
It would be cool if you can Set the Parameter like a variable. Get World second... growing grass. Is it possible?
@JimmyWebs2 ай бұрын
The only issue with this is constant hitching when triggering the simulation of the next grid
@mic0071293 ай бұрын
Any plan to create a Pateron? I would support you
@azielarts3 ай 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.
@Gurkensammler3 ай бұрын
Hi, would you say this is better than the Landscape Grass node? Or are there even more optimized Grass rendering techniques?
@IWillYeah3 ай 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?
@Gurkensammler3 ай бұрын
@@IWillYeah Im not sure but I think the Landscape Grass is rendered differently to PCG, but I dont know if its better.
@jommjustonemoreminute69772 ай 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)
@Galaf2 ай бұрын
Do you have an advice for trees? :)
@IWillYeah3 ай бұрын
Is this still layer bound like Landscape layer nodes (e.g. grass layer)?
@Mancotvv3 ай бұрын
At the academy, do the videos have Spanish subtitles?
@OjalaStudios2 ай 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
@MixiManiaOfficial2 ай бұрын
hey How you find this option 'get landscape data out'? I cannot find it. Please help me. 13:25
@azielarts2 ай бұрын
There is a new get landscape data node you can use instead in recent versions of unreal.
@마나-h1lАй бұрын
I can't see Reroute Nodes on PCG graph, is there a way? But I can see it on material graph.
@zsgrzesi3k4 күн бұрын
Using the "Generate on Runtime" option causes issues with the Attribute Filter, making the landscape layer attribute invisible. In both the editor and standalone builds, the grass simply does not appear, and the following warning is displayed: [PCGRuntimeGenPartitionActor - AttributeFilter (layername)]: TargetData doesn't have target attribute/property 'layername' Does anyone have ideas or suggestions for resolving this issue?
@jeremyrikki3 ай бұрын
could you use unbound and set cull distance to say 3600 and get the same optimization?
@JimmyWebs2 ай 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
@FPChris2 ай бұрын
I'm only about 25% into this but it seems more straight forward than PCG Biome Core ?
@azielarts2 ай бұрын
Yep it depends what you need. Biome core is much more complicated and modular than a lot of people will need.
@DronX_2 ай бұрын
How is possible put PCG grass on PCG rocks? meshes (grass) over rock
@crucicrix50113 ай бұрын
Ooooh, it's giving Gravesite Plains. A hint of more Elden Ring to come?
@azielarts3 ай бұрын
Oooh maybe. Actually didn't even realize till you mentioned it. Guess I am in that brain space
@egocentric8792 ай бұрын
my copy points isnt showing any output, it tried checking everything any fixes ?
@zed29292 ай бұрын
nice
@Paper_Tiger_Games2 ай 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?
@PlacesofMiddleEarth2 ай бұрын
The grass doesn't spawn in lower areas of the map.
@azielarts2 ай бұрын
Hey probably need to expand your volume, if it does not overlap with the landscape, it won't grab points from it.