Unreal Engine 5.2 PCG Tutorial - Extrude Logos From 2D Images

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Michael Royalty

Michael Royalty

Күн бұрын

Пікірлер: 29
@tehwayniac
@tehwayniac Жыл бұрын
Does the initial texture imported need to have alpha? I've tried png both with and without and keep getting either nothing or a big white square rather than my logo. Have also tried using the both options suggested in the texture compression dropdown netting the same results.
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Sorry, I forgot to mention this in the tutorial! In my example image, the color channels exactly match the alpha channel, so it doesn't matter which channel I sample. In your case you may want to update the Get Texture Data node to sample from a different color channel. The color channel selection is directly below where you select the image.
@tehwayniac
@tehwayniac Жыл бұрын
@@MichaelRoyalty Worked like a charm. Appreciate you sharing the knowledge!
@Kiran.KillStreak
@Kiran.KillStreak Жыл бұрын
Thanks for the Lesson, at the end I was expecting HI ,but it was Enjoy Text . really enjoyed.
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
I'm glad you liked that bit of silliness! It was a fun trick to put into the video
@scottcourtney8878
@scottcourtney8878 Жыл бұрын
Nice! Now I know what you were doing with all those texture format experiments. :)
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Now you see my master plan! :D
@lukegordonharris
@lukegordonharris Жыл бұрын
Great stuff, you’re putting out so many of these recently! Very much appreciated. This one has so many valuable techniques!!!
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Thanks! It was nice doing a less involved video after the longer pixels one, that's for sure!
@getschwifty864
@getschwifty864 Жыл бұрын
Loving these PCG lessons!
@AIMingMusic
@AIMingMusic Жыл бұрын
Super helpful. To the point. Earned a follow!
@Drahoslav_Lysak
@Drahoslav_Lysak Жыл бұрын
Awesome :)
@unrealopenworld
@unrealopenworld Жыл бұрын
Amazing tutorial :) I also had problems with the texture image. It was too big (1024 x 1024, Number of Mips: 11), I reduced it to 200 x 200. The Number of Mips was then 1. The "Density Noise" note no longer exists in 5.3. But it also works without connecting the "Static Mesh Spawner" directly to "Density Filter".
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Interesting! I didn't have a problem with a larger texture, so maybe it's the number of mips? At any rate, I'm glad you found a fix! I want to say "Density Noise" is now "Noise" in 5.3, and you just point it at $Density. I had to stop using 5.3 preview after a couple crashes that made my scenes unopenable, so I'm not 100% certain on that.
@unrealopenworld
@unrealopenworld Жыл бұрын
@@MichaelRoyalty It's bad if you can't load the project anymore. I've had it many times too, I always make a copy, of the copy, of the copy ;) In 5.3 there is only "Attribute Noise" and "Spatial Noise", no "Noise". But it also works without "density noise".
@pinsandneedles8562
@pinsandneedles8562 Жыл бұрын
Thank you for this awesome tutorial! Concerning the PCG Buildings: I extended the graph to provide more variance but I don't know how I can make it so the buildings have different colors. I was thinking about getting the color attribute of the initial points but I would have to create a material instance for the static meshes per each building and somehow drive the material through the point attribute. Do you happen to know anything about this?
@lukegordonharris
@lukegordonharris Жыл бұрын
Yup you can do it through per instance custom data. It’s a bit complicated to explain in a comment but on a static mesh spawned if you set the instance packer to the one that has ‘attribute’ in the title, a new section down the bottom appears where you can pick attributes in to each instance and access them in the material
@pinsandneedles8562
@pinsandneedles8562 Жыл бұрын
​@@lukegordonharrisThank you so much! I was looking at the instance packer but I must have missed this. Been thinking about this issue the past couple days haha
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
@@pinsandneedles8562 I'm just learning about passing attributes along myself thanks to Luke! Make sure you set the attribute before you copy the points upwards -- Since the buildings are just a single point at that point, setting it there will make the attribute carry on down to all of the other points on the building.
@pinsandneedles8562
@pinsandneedles8562 Жыл бұрын
@@MichaelRoyalty Yeah, works like a charm now :D
@pinsandneedles8562
@pinsandneedles8562 Жыл бұрын
I don't know if you guys could help me again with this, but: I tried to make a pcg for spawning these japanese alley houses (the ones lined up without any space between them) and for this I needed an accurate bounding box for each point. When I try to calculate it (because the lengths are random) at the beginning using the bounds modifier I always get errors or it's just not working. Now I made a Custom Node to set the bounds to the calculated values and it's kind of accurate but there are some little discrepencies (5-30 cm on some houses, others are fine). Does anyone know why this could be the case?
@SmartMoneyRyan
@SmartMoneyRyan 5 ай бұрын
any idea what resolution the image should be? ta make it clear and high res?
@TommyLUTommyLingL
@TommyLUTommyLingL Жыл бұрын
hi great tutorials my man, but i am having issues with the texture data failed to initialize error, i have tried both compression method but the error still exists, i have no idea what is wrong wonder if u could help me, many thanks
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
What's the base format of your texture? I've had luck with PNG and JPG. You can also try the "UI" texture compression option, another commenter had luck with that format.
@TommyLUTommyLingL
@TommyLUTommyLingL Жыл бұрын
@@MichaelRoyalty hi, the UI texture group works! thanks for the info, keep up the great contents~
@SmartMoneyRyan
@SmartMoneyRyan 5 ай бұрын
my submenu has nothing called PCG lol step 1 stuck, goign to be tough i guess lol
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