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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.