The Unofficial Documentation to PCG Grammar. Your tutorials are great. It answers questions that naturally comes to my mind.
@Procedural_MindsАй бұрын
Hahaha. I'm glad it has helped you. Whenever I figure out something that confuses me I try to make sure I mention something about it in the video. :)
@libshastraАй бұрын
@@Procedural_Minds you are a good teacher. You have the aptitude for it.
@Procedural_MindsАй бұрын
@@libshastra Thank you, I'm glad at least you think so. 😅
@PittsTakeАй бұрын
seems like UE is trying to make it where I don't have to learn how to make my own pcg, I'm here for that! Thanks for the vid!
@Procedural_MindsАй бұрын
Absolutely! Unreal Engine is really making it more and more accessible for everyone to use and I love it! :D
@RAWAIRTАй бұрын
@@PittsTake 😣It was still worth the struggle doing it myself 🤷♂️ I've never regretted learning a workflow despite each one being inevitably automated to some degree🤖❤️
@yourstarchanАй бұрын
OMG, I am so glad that I met your channel. You are so cool! (eng isn't native, grammar typos included)
@Procedural_MindsАй бұрын
I am glad you enjoy the content. :)
@tijmdevries2222Ай бұрын
Nice! With the priority version I'm planning to make a brick wall from meshes with leftover space filled with 3/4 bricks, half bricks, 1/4 etc. Good stuff!
@Procedural_MindsАй бұрын
Yeah, it'll be perfect for that! :)
@ethanenglarАй бұрын
Hey Thank you for the great tutorial! I'm so happy that PCG Grammar is finally here. This is definitely a user-friendly aspect on where Unreal first showed off their: "The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022" where they talked about grammar developed at the time.
@Procedural_MindsАй бұрын
I never watched that specific tech talk so I didn't realize they mentioned grammar all the way back then. I only learned about it after 5.5 preview came out. lol
@libshastraАй бұрын
@@Procedural_Minds @ethanenglar that project was based on Sidefx's work on GameDev. I am happy Epic ported that within Unreal. Indie devs can forgo that Houdini license for certain aspects.
@libshastraАй бұрын
That is based on Houdini's earlier work on Game Dev. The same team went on to make Matrix. Procedural Generation has rapidly come a long way.
@Procedural_MindsАй бұрын
@@libshastra Yup, and it continues to get better each time. I love it! :D
@zain9842Ай бұрын
That's pretty cool, i really love your tutorial, can't wait for the next one.
@Procedural_MindsАй бұрын
Thank you very much, I hope it won't disappoint. :)
@PsijicVАй бұрын
I just opened UE5.5 to explore it further and there's your video.
@Procedural_MindsАй бұрын
I made sure to release it now just for you. :P
@randomancy27 күн бұрын
Way convenient! I was intimidated until you showed the syntax! Now I’m excited to not need to buy procedural building generators. I could just make a couple grammar blueprints for different modular kits, and then use a PCG spline to place the blueprints! 😍
@Procedural_Minds27 күн бұрын
Yeah, Grammar intimidated me at first too when I heard programming for PCG. But the syntax is is super simple, it's great! :)
@pinsandneedles8562Ай бұрын
Thanks man, that looks and sounds amazing! Also, very well explained.
@Procedural_MindsАй бұрын
Yeah I'm really excited for it, it's going to make certain things so much simpler! :)
@unrealhabitatАй бұрын
Thanks for this videos! Amazing channel!
@Procedural_MindsАй бұрын
Thank you very much for watching! You're an amazing person! :D
@NicolasEmbletonАй бұрын
Amazing... Procedural generation as a regex-like grammar. Super nice.
@Procedural_MindsАй бұрын
Yeah it's super great! And surprisingly very straight forward. :)
@FafmagicАй бұрын
Thanks for sharing this. I had no idea this was a thing!
@Procedural_MindsАй бұрын
You are very welcome! 5.5 has some pretty incredible new features! :D
@NickGappАй бұрын
Very helpful! Thanks!
@Procedural_MindsАй бұрын
You're very welcome! :)
@OnkAnCa64Ай бұрын
Thanks for this vid. Another grea tool for PCG like we have on Houdini
@Procedural_MindsАй бұрын
Houdini will pretty much never be replaced by PCG, Geometry Scripting, and everything else. But it will make it so a lot of the more simple things won't need Houdini. Which is especially great for everyone that doesn't have Houdini. :)
@OnkAnCa64Ай бұрын
@@Procedural_Minds yes, the aim isn't to replace Houdini, it's just that I'm happy to have new PCG tools that are closer to what we have, and know in Houdini.
@cruzz1474Ай бұрын
I've been waiting for this since version 5.5 was released.
@Procedural_MindsАй бұрын
Well, hopefully the wait is proven to be worth it. :D
@fahimjaowad871713 күн бұрын
This is the exact same grammer from houdinis "building from patterns" node. I'ma move from houdini soon...
@Procedural_Minds13 күн бұрын
Oh really? That's really cool! There's still lots of stuff from Houdini missing though. Maybe one day. :)
@er0s14Ай бұрын
I really like the look of your blueprint! What plugin are you using for it?
@Procedural_MindsАй бұрын
What do you mean? I'm using default Unreal, no plugins.
@peterallely5417Ай бұрын
Oh man this is sooooooo good. Would you be keen to explore for us how you would add behaviour so that (in a spline that has linear segments bit curved) under a certain internal angle between points, a different mesh is selected?
@Procedural_MindsАй бұрын
So, if I understand correctly, you want to spawn a mesh depending on the angle of the curve? So if it's straight then A and if bent then B? Something like that? I can definitely look into it, sounds interesting.
@peterallely5417Ай бұрын
@@Procedural_Minds that’s it, but it’s more like if it’s straight or over x deg internally then it’s A, and if it’s less than x deg it’s mesh b. And to take it a step further, (oh heck how do I explain this) mesh b’s rotation would have it face centred (so equal angle either side, in relation to the neighbouring points). I have a monkey brain, but my monkey brain has aspirations haha.
@peterallely54175 күн бұрын
Yeah that’s right. If at a given spline point the angle is
@libshastraАй бұрын
In Houdini, you can group a bunch of Vertices and specify a specific grammar to that group. It doesn't seem like you can do that with PCG. I haven't a found a way to retrieve vertex number. Have you? In case you're confused here's the use case. I want to specify vertex 0 & 1 as the front and the rest of them as the side and back. That way I can have a specific shape grammar for the front and specific one for the rest of the faces.
@deyama2012Ай бұрын
Why not? As I understand, grammar is just a string attribute. So what stops you from filtering your front points, adding some grammar to them and adding some other grammar to the rest of the points?
@libshastraАй бұрын
@@deyama2012 Hmmm ... lemme try that out.
@Procedural_MindsАй бұрын
Grammar isn't for modeling, so it has no mesh information. It's for PCG that is just a point scatter system. You can scatter points on a mesh and use that, but it won't read the mesh itself. For that you need Houdini.
@sfafasfsafsafas764826 күн бұрын
Hey Procedural Minds! I'd like to ask you something. I'm interested in automatically creating the interior and exterior of a building. Which series of your tutorials would you recommend to start learning in this direction? I've watched a few of your latest videos, but it seems to me that, compared to your older ones, you do it more manually with the editor rather than generating automatically. I'd appreciate your response. Have a nice day, and best regards!
@Procedural_Minds26 күн бұрын
If you're in 5.4 then watch the 5.4 series. It's far more streamlined and uses a lot of the new functionality that makes things easier.
@issacdhan6 күн бұрын
I tried it, It's amazing.
@Procedural_Minds6 күн бұрын
It really opens up so many things. :)
@DeadRabbitCanDance20 күн бұрын
Nice video! How can you make pillars along a spline and make sure there are sagging wires between the pillars? The slack wires themselves are already in a separate plugin, how can you control one plugin from another plugin?
@Procedural_Minds20 күн бұрын
I don't know what plugin you're referring to or how it's controlled. It is very dependent on the plugins, what is exposed, how it's controlled, etc.
@lebronthegoat35094 күн бұрын
Im having flashbacks to trying to figure out REGEX lol
@Procedural_Minds4 күн бұрын
Can't say I know what that's like, but grammar thankfully is pretty simple with only three syntaxes to understand really. :)
@freedomrules416Ай бұрын
How do you add meshes to the Fence graph instead of debug . Been trying to figure it out since 2 days
@Procedural_MindsАй бұрын
You can just add static mesh spawners. In the building setup you can see how the assets are spawned in so they fit the sizes you specify with grammar.
@PsijicVАй бұрын
Here in the building corners are independent to each other. How can it be set to use a common one?
@Procedural_MindsАй бұрын
Early on you get the building corners from the spline, so you can just spawn your meshes there if you want them to always be the same in those corners. Or of course you can have the corners as part of the grammar itself so it always starts and ends with the corner pieces.
@wholebitmedia26 күн бұрын
Hard to know where to start given the implications of grammars for procedural.
@Procedural_Minds26 күн бұрын
Absolutely anywhere you want any kind of logic to how things are spawned. The examples Epic provides are great. Fences with gates, buildings where you want specific types of wall / window / door combos, you can spawn pipes with rivets / connections every certain amount, so many options!
@wholebitmedia23 күн бұрын
@@Procedural_Minds I found some other MIT examples but I noticed that there is no mesh info slot alongside the modules info slot where you mentioned it could be enabled in the spline segment node. I'm trying to give geo to the debug grammar examples.