Unreal Engine 5.2 PCG Tutorial - Texture to Landscape

  Рет қаралды 6,898

Michael Royalty

Michael Royalty

Күн бұрын

Learn how to populate a landscape from an image using UE5.2's Procedural Content Generation tool. Great for when you need finer control over your spawning zones than you can get with landscape layers.
This tutorial makes use of the Get Texture Data node, the Difference node, and a few other basic nodes.

Пікірлер: 39
@ben45248
@ben45248 Жыл бұрын
For anyone still getting "Texture data failed to initialize" after using UserInterface2D or VectorDisplMap compression, try also setting the Texture Group option to UI
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Thanks for the tip! I hadn't found that option.
@wpwscience4027
@wpwscience4027 Жыл бұрын
I really appreciate you doing this one
@josiahmos5880
@josiahmos5880 5 ай бұрын
Great video. You explain things much better than others. This video has earned you a subscription.
@MostafaMohamed-bc9wh
@MostafaMohamed-bc9wh 7 ай бұрын
You are legend!! I've been searching for a way to use my terrain maps to texture my landscape for like 3 weeks now, THANK YOU!!
@pinsandneedles8562
@pinsandneedles8562 Жыл бұрын
You are always coming up with stuff I'd never expect haha
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Thanks! I love thinking outside the box :)
@omegablast2002
@omegablast2002 6 ай бұрын
Thank you for all these amazing tutorials on pcg!
@MichaelRoyalty
@MichaelRoyalty 6 ай бұрын
You're welcome!
@wpwscience4027
@wpwscience4027 Жыл бұрын
Your timing is incredible. I just finished making something awesome with this concept. It is super powerful
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
I'm glad the timing worked out so well!
@Max_Stupa
@Max_Stupa 9 ай бұрын
Man, thank you a lot for this tutorial!
@LFA_GM
@LFA_GM Жыл бұрын
This is another great use of texture sampling. I would imagine using this solution if I could sample a landscape which layers were painted with splat maps. Thank you for sharing these great experiments. Keep them coming.
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Thanks! You got it, that's the idea behind this one!
@LFA_GM
@LFA_GM Жыл бұрын
@@MichaelRoyalty I'll explore more this one, but your last video about layers already nailed it. Many thanks.
@Kiran.KillStreak
@Kiran.KillStreak Жыл бұрын
Thanks for tutorials.
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
You're welcome!
@HustonGribson
@HustonGribson 5 ай бұрын
Man this is mildblowing!!
@ArthurBaum
@ArthurBaum 3 ай бұрын
Hey Michael. Great tutorial! I want to do something similar but instead of a landscape I want to project the trees onto a mountain Mesh with the help of a tree mask. Any idea on how to project the cubes onto the surface with the help of a tree mask?
@n1lknarf
@n1lknarf 6 ай бұрын
it's a good idea to create blockouts by just drawing a texture
@MichaelRoyalty
@MichaelRoyalty 6 ай бұрын
That's a great idea! Just draw a sketch, lay down some PCG placeholders, and start working.
@dalaitseren7987
@dalaitseren7987 8 ай бұрын
can i scatter object on static mesh(not landscape) using texture data? i can not get it done please help me
@henryyamin
@henryyamin 11 ай бұрын
For anyone still getting "Texture data failed to initialize" after using UserInterface2D or VectorDisplMap compression, try also setting the Texture Group option to UI AND it still doesn't work, make sure you're deleting the image in unreal and reimporting it manually. The "reimport" button doesn't update the image if you're down res-ing it. I tried 4k and didn't work, but 1K and 2K work
@JVStorck
@JVStorck 5 ай бұрын
SOLVED! thanks a lot.
@traviskehler1355
@traviskehler1355 11 ай бұрын
Have you gotten this to work inside a blueprint? I want to be able to set the scale of the pcg volume via a blueprint paramter.
@MichaelRoyalty
@MichaelRoyalty 11 ай бұрын
You should be able to add a box collider as part of the blueprint, and it'll work the same as the PCG volume. The default PCG volume is just a box collider with the Box Extent set to 200,200,200.
@LFA_GM
@LFA_GM Жыл бұрын
I'm testing this workflow with landscape splat maps, a quick question for you, do you know how to sample the landscape size and adjust the PCG volume bound location and size automatically? Thanks.
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
Hm, that's a good question and I don't know the answer. I'd first try making a blueprint with a PCG component, and have it sample the landscape size in the construction script and then set the PCG volume.
@LFA_GM
@LFA_GM Жыл бұрын
@@MichaelRoyalty Thanks for the answer. I'll check these options out over the week. Keep up the good work.
@wpwscience4027
@wpwscience4027 Жыл бұрын
Do you know if you can get this to read from a texture made via render target? I'd like to bake some information for the PCG in from my landscape material before my landscape gets written to the RVT. I was super excited about your ability to pull from auto materials, but that seems to return only the layer with the highest value, but I have two bits of information I need to bring in at once. My trouble is my information overlaps and the PCG needs both pieces of information, think surface temperature, and surface texture. I was thinking maybe write them out from the landscape material to a render target at runtime in the level blueprint and then feed that into the get texture data in the PCG? I don't know who runs first though the PCG or an on begin play in the level, or if you can trigger the PCG at will, or somehow write the render target when the RVT is written, another method would be to sample the RVT in the PCG, can that be done?
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
The node only seems to accept inputs of type "Texture". You might be able to make something that converts a render target to texture at runtime, and then force the PCG to regenerate after you've written the texture. How are you storing the information? Is it in two separate landscape layers? If that's the case you could pull in both layers, or filter your raytrace to hit one or the other. Alternatively, is there a way you could rebuild your texture logic in PCG? My thought is that you may be able to get the information more directly than using a texture, but I don't know enough about how you're doing this to be sure.
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
You might also be able to do more of what you're thinking by making your own blueprint, that's always the go-to when doing tricky things.
@MegaSlangton
@MegaSlangton Жыл бұрын
do you know how to project this onto a mesh (using meshtopoints) rather than a Landscape/Landscape Height? The Projection node doesnt seem to work
@MichaelRoyalty
@MichaelRoyalty Жыл бұрын
You can use a "World Ray Hit Query" to do a similar projection effect onto meshes. I don't have a tutorial on that yet but you can find a few good ones out there.
@Flare3103
@Flare3103 Жыл бұрын
Use Surface Sampler node, plug World Ray Hit Query in the Surface pin and Get Texture Data in the Bounding Shape pin. I did this yesterday.
@Hexaclover
@Hexaclover 6 ай бұрын
I need help! I created a new mesh using mesh to points (moss on a log), and I've merged that graph into this graph in the video, and for some reason it wont let me use projection to landscape. It's only projecting the new mesh directly on the flat debug area shown in your video at 1:36 . Any ideas? There's nothing online on this because you're the only person I know using this method. I'm desperate
@MichaelRoyalty
@MichaelRoyalty 6 ай бұрын
Hey! We talked on the unreal source discord, glad we were able to solve your problem!
@Hexaclover
@Hexaclover 6 ай бұрын
@@MichaelRoyalty You were a godsend, thanks a lot!
@jaakkohaakana7765
@jaakkohaakana7765 5 ай бұрын
Showing but not explaining.
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