THX for the great tutorial. If in 5.3 someone is facing problems with the points not spawning within the closed loop spline, there is a property "Unbounded" at the Spline Sampler Node wich needs to be checked.
@StrikerTVFang Жыл бұрын
OMG thank you for this comment! I was stuck on this very thing. I love when people share their solutions in the comments!
@ue4artguy38511 ай бұрын
Not all heroes wear capes! Thank you!
@JohanEnstam8 ай бұрын
❤❤
@Bunkitia8 ай бұрын
Thank you very much ! I was wondering why there were no points being generated !
@Gulzt7 ай бұрын
or add some higher Z value for the spline.
@MUBEENAHAMEDKABIRRIBAYEE5 ай бұрын
0:38 69 unsaved files... a man of culture I see
@NicolasCaplat Жыл бұрын
Amazing ! thanks a lot for sharing ! FYI in Unreal 5.3, DensityNoise node was renamed into AttributeNoise node ;)
@MichaelRoyalty Жыл бұрын
Good catch, and thanks for pointing that out!
@tarkbilgili929 Жыл бұрын
Landscape Bug at starting of the video that i search for months.Thanks a lot.
@MichaelRoyalty Жыл бұрын
5.3 preview just released and it's supposed to have fixed this bug, so you may want to give it a shot.
@yanshuo991521 күн бұрын
thank you this is super helpful! i am a landscape designer, and just wondering whether PCG can be generated by Materials of imported land form geometry? For instance I have several surfaces imported from Rhino with different materials (lawn, woodland, marsh etc). And hope to generate plants by materials. Also, is this possible to remove some portion of the plants (manually), so I can do more detailed planting manually? Thank you!
@xjuliussx Жыл бұрын
just another great and vital tutorial!
@Utopia2023Game2 Жыл бұрын
nice ... it was good example for begin thank you
@yeohjo Жыл бұрын
i seem to be having a problem where i can detect my landscape layer name when i inspect . Is there something i am missing?
@zvylna Жыл бұрын
Thank you so much for this tutorial! It helped a lot! I have a question that I can't seem to figure out, maybe you know the answer. Do you know if it's possible to change the color of an already existing asset that is in a spline's bounds with PCG? Do you think I need to make a custom blueprint node? Though I'm not sure how I'd access the material data of the assets in the spline bounds and replace/change it.
@MichaelRoyalty Жыл бұрын
I could be wrong but I don't believe so. PCG is focused on creating new assets and not modifying existing ones. I'm thinking using a non-pcg blueprint and using the spline as a bounds to find the actor and change its color would be the way to go, but it's possible I'm steering you wrong.
@zvylna Жыл бұрын
@@MichaelRoyalty I see! Thank you so much for the answer! I'll see what I can do! :D
@mahnomix10 ай бұрын
VERY COOL!!! 💥👋👍
@abdulalgharbi87847 ай бұрын
Thank you. Very useful tutorials
@arturrosa3166 Жыл бұрын
Your tutorials are excellent. Thanks a lot!
@POPCORNGameMovia Жыл бұрын
Hey Michael nice helpful tutorial, thank you :) I was thinking tho if it is possible to sample Procedural Foliage in PCG? (might be a stupid question but I am a newbie). Thank you!
@MichaelRoyalty Жыл бұрын
No clue, but there are a lot of ways to get data into pcg, it just depends how much effort you want to put in! How are you generating the foliage, is it through the foliage painter tool?
@POPCORNGameMovia Жыл бұрын
@@MichaelRoyalty Thank you for your reply :) I am not using the painter, for now I am exploring my options through PFS (Procedural Foliage) and Auto-Materials (just for grass, rocks and not interactive objects. The reason I ended up researching is because I am struggling getting good FPS on a 2k map with only grass on it. Played with PCG, PFS, Nanite, World Offset, Cull Distance and all the juicy stuff but still getting only 60-70 FPS. Tried playing with shadow casting etc. but the only thing that I did not touched is UltraDynamicSky :( which may be the main reason. In debug seems I have bottleneck on Rasterizing (NaniteVisBuffer and Voxel Trace). Well the sum it up :) Was thinking to make my life easier and have a Master PCG for biomes, and subgraphs for anything else in each biome foliage wise, so I can use PFS within PCG. Was thinking that PFS does a better job on scattering foliage more naturally, and then having patches of each PFS in PCG. PS: I think you can do it with file path using strings if any option available on a custom function in PCG." Sorry for long comment :) 18h of non stop research work makes me .... :) Any suggestions?
@MichaelRoyalty Жыл бұрын
It sounds like you know a lot more about these other systems than I do! Using custom PCG element nodes you can pretty much do anything you want inside PCG, but it may cause a performance hit.
@wttrlabs Жыл бұрын
amazing work! do you have a way I can get in touch for more specific questions?
@MichaelRoyalty Жыл бұрын
Not really, but ask your question here and I'll do my best to get to it.
@MichaelEmbers Жыл бұрын
Nice so practical and well explained thank you! I have one request if you could show us how to do terraform, the electric dreams has this thing that lifts the ground and it’s a spline.
@MichaelRoyalty Жыл бұрын
Thanks! I'll be honest, I haven't even looked at electric dreams yet. My plan is to eventually deconstruct it and attempt to rebuild it as a junkyard (if I can pull the assets together), but there's just so much to work through in the PCG tool! Once I knock a few more things off my list I'm going to dig into electric dreams, and I'll make sure to look at the terraforming, thanks for pointing it out!
@MichaelEmbers Жыл бұрын
of course keep it up enjoying every minute@@MichaelRoyalty
@DzageRxDD Жыл бұрын
Great Tutorial! You are my PCG Guru :)
@GameArtTurntables Жыл бұрын
Hi, Thanks for the great tutorial. I am just looking for this. is it possible to create this without landscape material for defining the area, by using alpha maps as masks? I have a requirement for creating PCG but without landscape surface. your input is much appreciated.
@MichaelRoyalty Жыл бұрын
I haven't had the opportunity to work with too many textures, but this tutorial might get you started. kzbin.info/www/bejne/i5bEgqukdrtqhZI You might also be able to use the world ray hit query if you want to use a surface sampler on a static mesh you're using as your land.
@GameArtTurntables Жыл бұрын
This is fantastic, thank you very much. @@MichaelRoyalty
@legato306711 ай бұрын
amazing :) thx you very much
@v8matey Жыл бұрын
Great tutorial. But how do you assign a sea level so anything below that line is doesn't get spawned.
@MichaelRoyalty Жыл бұрын
You can filter everything on $Position.Z > (Your sea level value)
@beyondkhan8459 Жыл бұрын
Thanks tutorial!
@bruce21st Жыл бұрын
Fantastic video Michael. I'm definitely going to experiment with this as I am now just getting into PCG. Is it possible to use PCG to sample materials on a mesh vs a landscape? I'd love some insight into this as well.
@MichaelRoyalty Жыл бұрын
Thanks! Yeah it should be possible to sample materials on a mesh, check out my "Sampling Landscape Auto Materials" tutorial. That one grabs the physical material from a landscape, but with a little tweaking you should be able to get the material from a mesh.
@DronX_ Жыл бұрын
this is so fuc..ng awesome!
@dalaitseren798711 ай бұрын
can i scatter object on static mesh(not landscape) using texture data? i can not get it done please help me
@skilattutos66969 ай бұрын
awesome !
@Slayer9299 Жыл бұрын
why doesnt my mesh go away when i tried painting a path just like yours? the mesh still remains when i painted a different landscape layer
@Slayer9299 Жыл бұрын
it only updates when i deleted the blueprint and reimport the same exact blueprint
@LFA_GM Жыл бұрын
This is absolutely fantastic. You've just created a road system based on painted landscape layers. I'll give it a try as soon as I return from my trip. Thank you for sharing. How would you go about spawning small lake blueprints scattered across the landscape? Keep it coming. Cheers.
@MichaelRoyalty Жыл бұрын
Thanks! Yeah, I'm pretty happy with this effect. And I'm close to getting something working with Auto Materials, which I'm excited to share soon. If you already have the lakes in blueprint form, the first idea that comes to mind is to use a surface sampler across the entire landscape, set to only generate a few points, and just turn those into lakes. If you want slightly varying densities, you could make the surface sampler generate a few more points than necessary, maybe 4x, then use a density noise filter to trim them down and, if needed, crank their bounds waaaaaay up and use a self pruning node, to make sure that none of them are closer than you intend. Creating the lakes from scratch would be harder, I'd probably use my copy points node to create circles and then distort them out along their Y axis (so the points never cross backwards), then generate a spline from the points. I haven't looked into making PCG affect the landscape yet, so I don't know the next step from there!
@LFA_GM Жыл бұрын
@@MichaelRoyalty awesome, looking forward to seeing your next iterations. Regarding the lakes, I was originally thinking about spawning premade lake blueprints actors having the lowest height as filters for the placement across the landscape. However, I came across the concept of alpha brushes for terraforming, this is something that I want to delve into very soon. Keep up the great work.
@MichaelRoyalty Жыл бұрын
That's extremely intriguing. I haven't delved into any methods of terraforming yet, if you make something satisfying I hope you share it, I'd be very interested to see what you do and how you did it.
@LFA_GM Жыл бұрын
@@MichaelRoyaltyI used Shader World when it was released as a free plugin. Also, I intend to test Terrain Magic very soon. Hope that helps.
@MichaelRoyalty Жыл бұрын
@@LFA_GM I'll check them out, thanks.
@semmert6 ай бұрын
This is cool, but as far as I can tell, it doesn't work on landscape auto-materials. Only on manually painted materials.
@StrikerTVFang Жыл бұрын
In 5.3 There doesn't seem to be a "Density Noise" filter. What should we use instead?
@StrikerTVFang Жыл бұрын
If anyone sees this and had the same issue. The new node is now called "Attribute Noise" it works just like the old "Density Noise" node.
@MichaelRoyalty Жыл бұрын
Glad you found it!
@awakenwithoutcoffee Жыл бұрын
your tutorials are a great aid to the community. Do you think this method is actually feasible for production ? I remember seeing a GDC talk about using Lidar data for masks to drive procedural content, this could be a dope topic for a video to see if its possible with PCG.
@MichaelRoyalty Жыл бұрын
PCG isn't ready for production, so it's not feasible yet. That aside, the more time you spend fine tuning the graph the better it'll be, but converting a 2D image to realistic looking 3D assets is always challenging. So as with a lot of answers, the real conclusion is "it depends". Taking real world data seems like an easy way to get amazing results. Another method of getting the Lidar data in would be to sample it using a Get Texture Data node, and not going through the step of applying it to the landscape, it really just depends on your workflow. I'm also stretching the limits of my knowledge here, I've been digging into PCG but I'm pretty new to the Unreal Engine in general :)
@barbarossagdicandpartners Жыл бұрын
Thanks.. I would appreciate it if you could prepare a tutorial that automatically ensures that trees do not form on that road when we make a road with Landscape spline
@Vylocity Жыл бұрын
There's node that lets you sample "spline data" and then within the details you can select the landscape i believe. and then use it with a difference node
@tarasvideograf713 Жыл бұрын
How to invert the "instance end cull distance" parameter in the "Static Mesh Spawner" node?
@MichaelRoyalty Жыл бұрын
No clue! Maybe the "Reverse Culling" checkbox near the bottom?
@tarasvideograf713 Жыл бұрын
@@MichaelRoyalty I did. It doesn't work.
@tarasvideograf713 Жыл бұрын
@@MichaelRoyalty I need this so that at a great distance I can change the trees of my forest to simplified static grids. In my project, I can't use HLOD for the forest because the trees will be cut down in real time, or something else will happen.
@MichaelRoyalty Жыл бұрын
Hmm, I'm afraid I don't know how to solve your issue, sorry! I'm currently working on a video for interacting with and removing instanced static meshes though, maybe that'll be useful to your situation?
@tarasvideograf713 Жыл бұрын
@@MichaelRoyalty I hope. I will be waiting for this video. Thank you!
@bimodirty Жыл бұрын
can we do this with vertex paint on a mesh too?
@MichaelRoyalty Жыл бұрын
I'm afraid I don't know anything about that. I feel like you'd need to create your own node for line tracing, and then you'd have more control over how you sample the mesh.
@zeon3d755 Жыл бұрын
Does it have to be an alpha layer? It didn't work for me. It spawns in different place.
@MichaelRoyalty Жыл бұрын
Are you having the problem I go over at 0:31? Check to see if your landscape Component Subsections are set to 1x1 or 2x2. If they're 2x2 it won't work right, but it should be fixed in 5.3.
@zeon3d755 Жыл бұрын
@@MichaelRoyalty yes 2x2. It works fine in ue5.3. Thanks.
@astralstormgamestudios125911 ай бұрын
Point filter dont seem to work on nanite landscape , or it's because of a custom auto material
@MichaelRoyalty11 ай бұрын
An auto material will only have a single material, the auto material itself. You'll want to have the auto material assign physical materials, and use world ray hit query to get back the physical materials. If you're in 5.2 world ray hit query doesn't return physical material, but you can set up a custom blueprint to get the physical material.
@astralstormgamestudios125911 ай бұрын
@@MichaelRoyalty im using 5.3.1. And I have no idea how to do that
@MichaelRoyalty11 ай бұрын
I go over a basic physical material setup here: kzbin.info/www/bejne/mouZd5R6a6iEhdE For anything more complex you'll want to look up a tutorial focused on it.
@astralstormgamestudios125911 ай бұрын
@@MichaelRoyalty When I tried this tutorial my list is /engine/EngineMaterials/Default/DefaultPhysicalMaterial.DefaultPhysicalMaterial and nothing more, and the whole list is the same ..
@MichaelRoyalty11 ай бұрын
You should look up a tutorial on adding physical materials, it sounds like you aren't currently setting one in your material.
@plasid2 Жыл бұрын
I dont get it why epic try tricks like a horse up a hill, make hunderd system, pcg, geometry script, blueprint, not using one system like geometry nodes Blender
@semmert11 ай бұрын
don't worry. all these features will be deprecated and replaced with half-done features that will then be deprecated and replaced with new half-done features, and so on and so on. The old Epic loop.....