UE5.2: PCG - Apply TRUE Density Scaling

  Рет қаралды 10,979

UnrealityBites

UnrealityBites

Күн бұрын

IMPORTANT NOTE: THIS TUTORIAL ONLY WORKS FOR UNREAL ENGINE 5.2
Too many things have change in PCG in v5.3 so I will have to redo this video for 5.3 and beyond at some future date.
In this UE5.2 Procedural Content Generation tutorial, I'll show how to use the density attribute to create real density in your PCG graphs, both through dynamic filtering of point data and scaling by density.
This will be achieved using PCG Graph Nodes only (NO Blueprints) and we will end up with a reusable subgraph, which can be applied to other graphs in the future.
00:00 - Intro
00:50 - Prerequisites
01:07 - Adding Weight to PCG Mesh Structure
02:42 - Create PCG Node - Node Title
03:34 - Create PCG Node - Execute Context
05:58 - Create PCG Node - Point Loop
11:49 - Update Graph to use new node
14:35 - Example with collision/non-collision spawners

Пікірлер: 34
@marcelenderle4904
@marcelenderle4904 10 ай бұрын
In 5.3 the Attribute Operation was renamed to Copy Attibute and the Density Filter to Attribute Noise. Thanks for the great tutorial!
@unrealitybites763
@unrealitybites763 10 ай бұрын
Yes, so much is changing, will have to redo this playlist
@CalmBurger
@CalmBurger 9 ай бұрын
@@unrealitybites763 a cheat-sheet will help, redo is a big task :)
@jave567
@jave567 6 ай бұрын
THANKS SO MUCH
@ahmedshakib3883
@ahmedshakib3883 2 ай бұрын
I have found these tutorials really insightful; I was wondering if you could do a tutorial on a scatter with a hierarchy, one main plant and after that plant/tree there are small other plants. Thanks again.
@that3dguy119
@that3dguy119 Жыл бұрын
Hey bud, Just wanted let you know how much I appreciate your videos, You are such jolly fella to watch, Please keep going, wish you grow faster so more people can enjoy your stuff !
@pinsandneedles8562
@pinsandneedles8562 Жыл бұрын
I think you are by far the most consistent Unreal KZfaqr, both in terms of quality and upload frequency. Its really nice, even if I come to a tutorial of yours, thinking "I already know how to do that", there's always something to learn for me. I also like how you shout out people, you learned from. Keep going!
@sergeibargamotov8931
@sergeibargamotov8931 11 ай бұрын
Amazing…. Solve so many headaches for me… thank you thank you.
@AlexQuidditch
@AlexQuidditch Жыл бұрын
Amazing! Thanks!
@florentsolut1521
@florentsolut1521 11 ай бұрын
Thanks a lot for your content, it's both helpful and inspiring ! Coming from your previous video with mesh sets, do you think it's possible to override the materials from the mesh ? I'm not really experienced with blueprints so I don't even know if it would be possible to add an element containing Material Ref to struct, write the mesh's materials into it, and then be able to change it from the PCG Mesh Set ?
@mihaiwilson
@mihaiwilson 3 ай бұрын
A godsend. Thank you so much!
@gameboyskully6638
@gameboyskully6638 Жыл бұрын
i always come to check to see if you post pcg landscape layer data as yet lol starting to think you avoiding it and also this TRUE Density Scaling video was a good one must say
@unrealitybites763
@unrealitybites763 Жыл бұрын
No not avoiding it, just incredibly busy. In fact, I just released the Landscape Layer video at kzfaq.info/get/bejne/palka9Fhpt_YkZ8.html It's actually really easy to use landscape layers.
@gameboyskully6638
@gameboyskully6638 Жыл бұрын
@@unrealitybites763 sorry if I was a lil pushy for it I just wanted to how it was really but respect for all the videos oh i wanna send you this map for you to try out
@ModelWhatYouSee
@ModelWhatYouSee Ай бұрын
Great tutorial! Is there anyway to control the density with a gradient falloff? All the examples I've seen have a spline with the density going from middle out. What if you want a linear fall off in just one direction? Thanks again for such a great tutorial!
@jackryan8588
@jackryan8588 Жыл бұрын
That’s pretty good.
@cmds.learning7426
@cmds.learning7426 Жыл бұрын
AMAZING
@antoinethonon1748
@antoinethonon1748 7 ай бұрын
Hi, thanks for the tuto! How can we make this works with multiple splines, any idea ?
@teokim6298
@teokim6298 8 ай бұрын
Thanks for your awesome tutorial. One spline is fine. However, when I duplicate the blueprint (Including spline and PCG graph)to apply another place, it doesn't work. Neither of them do work. Am I missing something~ I have no idea what to do. ( I've also checked ' Select Multiple' on the spline option )
@arturrosa3166
@arturrosa3166 Жыл бұрын
Another great tutorial. Thanks a lot. One question somewhat related with this: is there any way to create density clumps? I mean, to create random aglomerations of items. For example, like often flowers do in a field, wher they tend to grow in groups. Thanks a lot!
@unrealitybites763
@unrealitybites763 11 ай бұрын
I haven't done anything on clumping yet, but this video by Michael Royalty looks like it was tailor-made for you about making a field of wildflowers in groups using PCG: kzfaq.info/get/bejne/fJxzlMinx9Cwe2Q.html Check out his other videos as well, he's done a lot on PCG lately
@arturrosa3166
@arturrosa3166 11 ай бұрын
@@unrealitybites763 Thanks a lot, that was really helpful.
@jamescleave7024
@jamescleave7024 8 ай бұрын
Why using Point Filter after Density Noise instead of Density Filter?
@gameboyskully6638
@gameboyskully6638 Жыл бұрын
oh BTW do you have a link where i can send you a landscape height map i created lots of maps with 50 masks per height map
@JBovski3D
@JBovski3D 10 ай бұрын
Yo! Any idea why math operator still have errors even with both inA and inB plugged ? (ue 5.2) / great tut btw!
@unrealitybites763
@unrealitybites763 10 ай бұрын
PCG is changing way too rapidly... I think I will probably have to redo most of my PCG tutorials for 5.3
@cameronprice9434
@cameronprice9434 Жыл бұрын
what textures are you using like that dirt texture i really like it is there anyway you can let us know what texture you are using on landscape
@unrealitybites763
@unrealitybites763 Жыл бұрын
I used this Landscape Auto Material with the default textures. You can find it here, free for non-commercial use: github.com/GDi4K/unreal-openland
@jd3d_cgi
@jd3d_cgi 10 ай бұрын
Sorry mate, I've been at this for ages and I'm not getting any results... I see you have this "assigned weighted meshes from sets" node, which I didn't think I needed to drive the density options... but then I have to jump back 2 or 3 tutorials to get to this point to even be clear. I followed all the other steps but there is no density change at all. The bit where you added a falloff curve into the spline sampler, but then undid it... all of it? or just the lower than zero values. I guess I''m a bit thick, but I feel like I've spent ages unpacking this and now I'm nowhere. I think about half of the nodes you used have changed. Is there any chance one day you could make an updated tutorial for 5.3 that doesn't require any previous tutorials, just so we can get basic scaling and density?
@unrealitybites763
@unrealitybites763 10 ай бұрын
Yes, I will probably have to do another set of PCG videos because it is changing all the time. Sorry you've had such difficulty following along.
@wpwscience4027
@wpwscience4027 Жыл бұрын
What's that assign weighted meshes from set?
@unrealitybites763
@unrealitybites763 Жыл бұрын
It's another node I created described in this tutorial kzfaq.info/get/bejne/fJySpLqVuaeRhac.html
@sergeibargamotov8931
@sergeibargamotov8931 11 ай бұрын
I have another challenge for my self. Can I get data from mesh RGB textures and control points on mesh by RGB mask(colors)
@sergeibargamotov8931
@sergeibargamotov8931 11 ай бұрын
I see on some samples from Epic, PCG from RGB masks generated on landscape, but I really like to make it work on mesh, not on landscape. Can’t figure out how to get the RGB mask data to mesh spawned points.
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