Рет қаралды 8,046
I wanted delve into the new PCG Procedural Volume system in UE5.2 and go a bit beyond what I was seeing online by creating exclusionary zones from cubes, the lake, and river as well as how do we create not just exclusion zones, but how do we populate them with specific assets, in this case, shoreline assets.
The environment with the exception to the gazebo, temple, lamps and bridges were created entirely procedurally with zones for both exclusion as well as zone specific populations within one volume.
5.2 is still in preview and thus is prone to bugs, i ran into quite a few for example during the course of this environment, however it was an opportunity to learn how to troubleshoot the nodes.
I'll be doing a comprehensive breakdown soon on this environment so stay tuned!
*Tutorial Coming Soon!!*
#unrealengine #procedural #virtualproduction #gameart #gameengine #realtime #cinematic