Procedural Content Generation UE 5.2 - In-Depth Overview & Building Forest Environment PART 2

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ExitSimulation

ExitSimulation

Күн бұрын

Part 2 of my tutorial series on the Procedural Content Generation Framework in Unreal Engine 5.2. We will learn how to sample landscape layers and use this information in the PCG framework to dynamically spawn assets on these points utilizing the point filter node. We will explore a new debugging technique and lots of different PCG graph setups. We will then go into detail on how to setup a forest environment entirely with PCGs, starting from a grassland biome, a denser forest and finally some procedural slopes with foliage growing in-between the rocks.
Download the heightfield and mask textures here for free:
exitsimulation.gumroad.com/l/...
0:00 Intro & Overview
0:46 Setting up the landscape
02:21 Creating a simple landscape material
09:53 Importing layer masks to the landscape
10:50 PCG Volume & PCG Graph
11:26 Debugging PCG graphs with the geometry spreadsheet
12:11 Landscape layer sampling (use PCG based on landscape weights)
16:29 Building the grassland ground
21:09 Adding trees & Enabling Nanite
24:37 Sampling the forest ground
27:46 Troubleshooting
28:58 Improving the edge between the biomes
31:48 Forest Ground
33:05 Activating Wind & Importing Global Foliage Actor
33:55 Improving the forest ground
37:36 Utilizing subgraphs
40:30 Slopes graph
42:27 Density gradient based on distance
44:57 PCG graph variables
46:37 Adding rock assets to the slope graph
49:31 Adding foliage in-between the rocks
50:53 Preview of PART 3
European Hornbeam Trees:
unrealengine.com/marketplace/...
Ground Textures (Quixel IDs):
sb1gxmp0 /
wheiagf /
xbreagf
Part 3:
• Procedural Content Gen...
In the next part we will learn about the creation of water bodies with foliage scattered around it, procedural path ways through the forest and another mesh sampling based asset - a dead tree with vines and moss growing from it.

Пікірлер: 58
@KrolPower
@KrolPower 3 ай бұрын
For anyone following this in 5.3, the "Attribute Operation" node is now "Copy Attribute".
@TheAvoidgodlike
@TheAvoidgodlike Жыл бұрын
This is what is was looking for! Epic Games should add this to their tutorial page for Unreal Engine 5.2 PCG section. Amazing work!
@yusakru
@yusakru Жыл бұрын
Hi, I watched the ''Procedural Content Generation UE 5.2 - In-Depth Overview & Building Forest Environment PART 1'' video and really enjoyed it. The video was very detailed and informative about procedural content generation. After watching the video, I learned more about procedural content generation and how to use it in Unreal Engine 5. I would love to see more content like this in the future. These videos are very helpful. Thank you for making the video.
@exit-simulation
@exit-simulation Жыл бұрын
There's a lot of techniques in this one too, just check the chapter overview in the description to see what interests you. After this series, I might go back to shorter videos in the style of the first one, so stay tuned!
@gostdmitevg
@gostdmitevg Жыл бұрын
Thank you. Best pcg tutorial
@dement242
@dement242 9 ай бұрын
For anyone completely new to this, like me, the "Value"-node he talks about at 5:17 is named "Constant" in the list.
@exit-simulation
@exit-simulation 9 ай бұрын
Thank you, the PCG framework is still evolving and node names can change from version to version!
@thecanticleofcrom4787
@thecanticleofcrom4787 7 ай бұрын
Aneurysm averted. Thank you.
@davidmoreno780
@davidmoreno780 Жыл бұрын
This tutorial is by far the best PCG video tutorial out there. Great workflow. Bravo! Keep up the good work.
@exit-simulation
@exit-simulation Жыл бұрын
Thanks, that's really great to hear! There will be more
@tomerhertz8502
@tomerhertz8502 18 күн бұрын
@@exit-simulation More please...now in UE 5.4 i believe you will make even more amazing PCG systems
@istealpixel7371
@istealpixel7371 Жыл бұрын
best pcg tutorial ever^^❤
@exit-simulation
@exit-simulation Жыл бұрын
Good to hear! I will continue to expand this series
@ChaoXi-qb3fu
@ChaoXi-qb3fu Жыл бұрын
Great Work!👍
@urbanmonkey3842
@urbanmonkey3842 Жыл бұрын
God bless u man! Thx for tut!
@kadingodinet1099
@kadingodinet1099 9 ай бұрын
Hey I have 5.3 and there is no attribute operation node. Does anyone know what the equivalent node is?
@icarusFIRST
@icarusFIRST 9 ай бұрын
The equivalent Node is "Copy Attribute"
@kadingodinet1099
@kadingodinet1099 9 ай бұрын
@@icarusFIRSTthank you so much
@icarusFIRST
@icarusFIRST 9 ай бұрын
​@@kadingodinet1099 you're welcome
@surprenantzac
@surprenantzac 9 ай бұрын
@@icarusFIRST so glad someone else asked this! haha
@thecanticleofcrom4787
@thecanticleofcrom4787 7 ай бұрын
Did you find a solution to this? I am stuck in the same place.
@user-rp8qh8xz2v
@user-rp8qh8xz2v Жыл бұрын
Fantastic 😍
@exit-simulation
@exit-simulation Жыл бұрын
Thank you 🤍
@dreadthedrums
@dreadthedrums Жыл бұрын
Thank you for making this! Amazing job on understanding the PCG framework. I don't fully understand how this all works yet, but it would appear you are spawning the initial surface sampler for every group? How does this go for performance on large terrains? I would love to see a video on optimisation, whereby minimising the number of computational steps. I.e start loose globally and only spawn on each landscape layer and, then densify from there only as required.
@exit-simulation
@exit-simulation Жыл бұрын
You are right, I am actually planning a video on PCG optimization as this environment is already getting quite heavy. Thanks for the feedback
@tomerhertz8502
@tomerhertz8502 5 ай бұрын
Absolutely great tutorial !!!...any idea what the Attribute Operation is called in UE 5.3, the most similar is Attribute Noise, but it doesn't have the same effect
@Manu-rd7df
@Manu-rd7df 5 ай бұрын
The equivalent Node is "Copy Attribute". Found the same question in another comment
@AlexUE5
@AlexUE5 4 ай бұрын
Hi. Awesome series of tutorials. You can make a tutorial on how you made the landscape in Houdini, I'm interested in how you made the masks for export to the engine. Thank you in advance!
@exit-simulation
@exit-simulation 4 ай бұрын
Hey thanks! Yes I am considering also releasing Houdini tuts on this channel
@esdete
@esdete 10 ай бұрын
Great tutorial! I'm not through yet, but what about the performance? Is there any chance that it can be used for a game? I have a 3080 and with grass and trees my framerate is already only 30 fps (in the editor). In another video, imposters were used instead of trees placed further away. Unfortunately I don't have enough experience in UE5 to understand how this works...
@seansopata5121
@seansopata5121 2 ай бұрын
we're using nanite. imposters aren't really relevant. That said, I don't think nanite is enabled by default on the megascans grass. Doing that should give you at least a small bump in frames
@vytasrauckis6703
@vytasrauckis6703 11 ай бұрын
When I opened up the geometry spreadsheet I got all the information for the Surface sampler EXCEPT the three surfaces (base, grasslands, and cliffs). Is there something I missed to view those?
@exit-simulation
@exit-simulation 11 ай бұрын
Make sure you created the layers in your material and properly assigned the material to the landscape
@k3lk0m
@k3lk0m 5 ай бұрын
hi! great videos! it is so nice to have it all condensed like that :) quick question: how do you fix the issue at 18:30 with one of the assets being bigger than the rest? did you just got rid of it or is there a way to reduce/increase the size of just one of the assets in the array? thanks!
@exit-simulation
@exit-simulation 5 ай бұрын
Haven't found a solution for this yet but I am looking into it. At the moment I am trying to adjust all assets of one category roughly having the same import scale but it's far from optimal
@k3lk0m
@k3lk0m 5 ай бұрын
@@exit-simulation cool! thanks! yeah doing the same thing here. just grouping similar scales in the same mesh spawner and unifiying tranform and such with custom attributes... at least this way I can control them all transform and rotation wise but keeping scale control separately. awesome video btw, going back to it a lot!
@lucki1986
@lucki1986 5 ай бұрын
got problem in 46:12. When set floats etc in graph setting, and after connecting nodes just like in tutorial when changing Slope upper/lower bound in PCGVolume nothing changes....someone can help ?
@MaysonCrowe
@MaysonCrowe 9 ай бұрын
I can't seem to get Base to show as 0 and GrassLand to 1. I've redone the first 12 minutes a couple times but they keep coming out as .498 for Base and Grasslands and Cliffs as 0. Any ideas on what could be causing this?
@exit-simulation
@exit-simulation 9 ай бұрын
Which UE version are you using? Also if it comes out as .498 you should still be able to follow along right? Just need to adjust the filter accordingly
@WhiteNoiseTeam
@WhiteNoiseTeam 3 ай бұрын
@@exit-simulation Stuck on same problem all my layers have 0. And filter logic not working. How did you do 1 to GrassLand?
@astralstormgamestudios1259
@astralstormgamestudios1259 7 ай бұрын
How to sample auto material without physical material?
@FischersFritze12
@FischersFritze12 7 ай бұрын
Mega tutorial and the best about PCG on the whole net. In 3.5 there is no more Density Noise, what is the node called now? Does anyone know?
@FischersFritze12
@FischersFritze12 7 ай бұрын
Ok i found it, now its the Attribute Noise
@exit-simulation
@exit-simulation 7 ай бұрын
Cool, glad you found it!
@FischersFritze12
@FischersFritze12 7 ай бұрын
Now, one more Question. Can i take any other Landscape Material that i have ?
@exit-simulation
@exit-simulation 7 ай бұрын
Yes but you need to make sure that you are outputting the layers as shown here, so probably need to adjust it slightly
@SantiagoGodoyC
@SantiagoGodoyC 11 ай бұрын
Buena noche, intente descomprimir el archivo del terreno pero no se puede....... quizás alguna sugerencia?
@exit-simulation
@exit-simulation 11 ай бұрын
That's strange, hearing this feedback for the first time. Maybe try re-downloading it or using another zip software to open it. I recommend 7z
@vyzius1539
@vyzius1539 3 ай бұрын
Hello !! your vidéo is amazing, follow + liked !! could you please upload somewhere the entire project pls pls pls ? it'll be so helpfull to follow the tutorial along. if the project is too large to upload, just replace the meshes by some low poly model :)). thanks so much if you do it !!
@chadgtr34
@chadgtr34 Жыл бұрын
can you spawn animals roaming around too ?
@exit-simulation
@exit-simulation Жыл бұрын
Yes with spawn actor. I will use it for spawning decals in part 3 but it could potentially also be used for spawning animated actors.
@chadgtr34
@chadgtr34 Жыл бұрын
@@exit-simulation i see, is it possible to 'kill' this spawned animator actors in the game ? to gain EXP. - player walk around the map, find different types of animals, shoot some projectile to the animals, animal Minus HP , and eventually dead and disappear, player gain EXP or gold.
@mathysvandermerwe6094
@mathysvandermerwe6094 Жыл бұрын
@@chadgtr34 Cannot see why not. PCG would handle spawning. The actor should internally take care of the rest like roaming, eating, etc. (including of course getting killed and despawning)
@chadgtr34
@chadgtr34 Жыл бұрын
@@mathysvandermerwe6094 got it, thanks. one more question, when you say 'spawning' is it always refer to the game already started ? because PCG means we haven't click the Play in Editor button, and trees, grasses are popping up so that you can preview them and then adjust them.
@exit-simulation
@exit-simulation Жыл бұрын
With the PCG framework you can both spawn in editor and during gameplay, so both options are viable depending on how you want to set up your game mechanics. You can also decide per graph individually, e.g. spawn trees and environment assets in the editor and other dynamic blueprint actors during gameplay
@modz7014
@modz7014 Жыл бұрын
well explained, i hope we get more videos like this, i sub and turned on the notification for future videos
@exit-simulation
@exit-simulation Жыл бұрын
Thanks! Yes I am continuing this series
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