Realistic PCG Buildings in Unreal Engine 5.4 - Tutorial Part 2

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DK 3D

DK 3D

Ай бұрын

Continue with procedurally generating the second to last floors of the building completely with variables that can be randomized for realistic look of your game levels.
This is continuing where we left at in part 1 of the series dedicated to creating PCG buildings with the Quixel Megascans assets for modular building generation.
This tutorial will give you insides into creation of modular realistic non generic looking buildings that have the level of realism needed from AAA games. By using the PCG framework in unreal you can generate huge levels with a single PCG graph script created with the ease of the blueprint like system for PCG generation.
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01:13 - Output points from the subgraph
07:39 - Filter points to spawn different mesh per point type
12:13 - Generation the floor points
17:52 - Remove points below the floor
22:02 - Apply meshes to all floors
24:00 - Spawn specific meshes for the first floor
31:00 - Spawn another set of meshes for the forth floor
34:03 - Add trim to 4th floor
35:40 - Placing different elements on the base floor
45:02 - Place different windows on middle floors
47:48 - Add Horizontal index attribute

Пікірлер: 25
@fira200
@fira200 Ай бұрын
This tutorial is exactly what Ive been looking for since PCG was introduced. Thank you so much!
@Bosco_Academy
@Bosco_Academy Ай бұрын
Thank you for your great tutorial!
@xjuliussx
@xjuliussx Ай бұрын
great tutorial! This is very advanced and to master such an art, it could build entire cities !
@UnrealShubhu
@UnrealShubhu 29 күн бұрын
What value should I put in the threshold attribute in Attribute Filter? Also, in Subtract Output Target, I am not able to change the static mesh for the 4th floor (from time 32:15).
@dk_3d
@dk_3d 29 күн бұрын
The LastFloor Attribute is set as OutputTarget in the Subtract Node If you have properly setup the filtering you should be able to change the meshes and for it to take place in your scene
@DarioIndaco
@DarioIndaco Ай бұрын
Where do you add the DoorRepetition variable in the video, i completely missed it?
@DarioIndaco
@DarioIndaco Ай бұрын
when i add it in variables it doesnt add doors when i incrrease the value
@dk_3d
@dk_3d Ай бұрын
@@DarioIndaco it is at 38:00 after that you can see how to connect it, also make sure the mesh spawner after the modulo operator is with the different mesh
@juanmaldini9904
@juanmaldini9904 Ай бұрын
32:47 I cant see the aprameters. Amazing work!! Can you let us lnow how and where to place the LastIndex parameter? thanks!
@dk_3d
@dk_3d Ай бұрын
Hello, sorry I'm using wide monitor and the full screen is not recorded. Usually I try to move everything in the recording view but I missed this part. The LastFloor Attribute is set as OutputTarget in the Subtract Node and as Threshold Attribute in the Attribute filter
@xinkangshen7169
@xinkangshen7169 Ай бұрын
@@dk_3d I still can't understand
@dk_3d
@dk_3d Ай бұрын
@@xinkangshen7169 well I have used a named attribute just to be more precise, if you do not understand you can just delete the 2 nodes and create new ones, the way they are setup by default will work. It will just be harder later to know what they are used for :)
@xinkangshen7169
@xinkangshen7169 Ай бұрын
@@dk_3d Great pcg tutorial,!I need to slowly understandslowly all the logic in it.
@Arthurboy777
@Arthurboy777 23 күн бұрын
​@@dk_3dhello, this is a bit of a stretch but I hope you can help me. I have set it up exactly like that but the point filter is giving me an error: 1/1: [BP_Building Generator C_31] Warning: Cannot use threshold type 'Integer64' on input target type 'Integer32 I can't find the Interger64 anywhere in the graph... Any ideas ? I'm on 5.3.2
@user-xu6jj1sw7q
@user-xu6jj1sw7q Ай бұрын
nice! noob alert -> I think i ve done something wrong though. when i move the 'scene' the graph stays at origin. the pcg graph is not a child of the scene how can i fix that? thanks
@user-xu6jj1sw7q
@user-xu6jj1sw7q Ай бұрын
ok found just in case i am not the only one going crazy about this BS, create points grid node can be set to "Local Component"...
@dk_3d
@dk_3d Ай бұрын
@@user-xu6jj1sw7q I have set it to global to be easier when setting up the graph and in the next tutorial I will show how you can use copy points to move it to the location of the blueprint.
@GrAlUnrealEngine
@GrAlUnrealEngine Ай бұрын
if you create a part of a city of 20-30 houses in this way, what will the fps be?
@dk_3d
@dk_3d Ай бұрын
In my test scene, with 32 buildings and over 4000 decals on them if you look from far away to see all of them it is about 70fps if you are at street level it is at the 120fps cap.
@xjuliussx
@xjuliussx Ай бұрын
@@dk_3d why is the FPS impacted if you create houses in this way or you created them in the classical way? The fps should be perfect equal in both creations methods, right ?
@dk_3d
@dk_3d Ай бұрын
@@xjuliussx It should be a lot more optimized this way. In the "classical" way to achieve the same level of optimization after you create the desired building element by element you should group all of the same elements (lets say walls with single window) and add them to a single HISM (hierarchical instanced static mesh) which if you need to change anything on the building later will be sooo hard to do.
@xinkangshen7169
@xinkangshen7169 Ай бұрын
Hello, at 19:51 seconds,when i get actor property and change the property's name, it report an error……
@dk_3d
@dk_3d Ай бұрын
Make sure the name in the "Property name" is the same as a variable available in the Blueprint that is set to Public by clicking the eye next to it. If it still shows an error delete the node and make it again, it is just buggy some times ...
@xinkangshen7169
@xinkangshen7169 Ай бұрын
wow, this is quite useful!!! 3Q
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