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@JuanSumChninezeFue
@JuanSumChninezeFue 3 күн бұрын
OUT OF DATE! LOOK UP LAST 3-6 MONTHS FOR BETTER TUTORIALS!
@Sky-hl8iw
@Sky-hl8iw 10 күн бұрын
can we hit playMode & using the camRigRail view?
@Sky-hl8iw
@Sky-hl8iw 10 күн бұрын
so u can see the camera's view in the CamRigRail without opening Level sequemcer?
@stoneface548
@stoneface548 Ай бұрын
Fantastic tutorial, easy and very well explained. Keep up the good work :)
@JoshLennen
@JoshLennen Ай бұрын
18:57 not sure what changed between 5.2 to 5.3 & 5.4, but using static mesh actors for difference nodes doesn’t work properly (tested in 5.3 & 5.4) This is evident if placing a translucent material on the exclusion mesh and debugging the points themselves. It only removes points based on the bounds of the mesh, not the interior. Current work around I’ve been using is Blocking Volumes instead with the same Tag method mentioned here. Maybe I’m still doing something wrong? Incredible video you put together! Very informative and helpful for those entering into PCG.
@donnieanderson6614
@donnieanderson6614 Ай бұрын
Love these videos my man. Really helped a lot more than other tutorials to understand the fundamentals of it. I hope you keep creating. I've seen that the content has slowed down but I subscribed!
@EthanCasner
@EthanCasner Ай бұрын
Third video ive wasted my time watching that claims to show how to use the rig rail and yet all these of these people never once actually explain how to rig it to the level sequencer. Can someone who actually makes a living using these tools actually make a video and not just hobbyists please?
@exit-simulation
@exit-simulation Ай бұрын
Using the sequencer was not the focus of this video. In fact, it's very straightforward to use cine camera rig rail in a sequencer and the process should be pretty self-explanatory after watching any level sequencer tutorial. You just drag it in and add the "position on rail parameter" to your timeline as an animated property (with the plus Icon), then set key frames on it.
@sleepyjoe5380
@sleepyjoe5380 Ай бұрын
This is brilliant and worth the watch
@kleestrat1237
@kleestrat1237 2 ай бұрын
Hi! Great tutorial, thank you. How many FPS do you receive in the end? I'm trying to create a similar environment but am always stuck with around 25 fps while running the project on a 4070ti. Do you think that further optimization could fix this or is it simply unrealistic to gain around 60 FPS in a procedurally generated environment with lots of assets, no matter what Nanite and turning off wind animations do for the performance?
@CrypticNord
@CrypticNord 2 ай бұрын
I am so sick and tired of watching youtubers wasting my time.....
@SebastianStreit
@SebastianStreit 2 ай бұрын
Great tutorial. For Unreal 5.4, the "Input Node Settings" are marked as deprecated. I had to use a "Get Landscape Data" node as additional input to the Surface Sampler node to see anything - as I am beginner in PCG, there might be a better way!?
@xionxf1304
@xionxf1304 2 ай бұрын
SplineSampler how to project to static mesh
@roshanthapa1297
@roshanthapa1297 2 ай бұрын
Your Video was really helpful for understanding PCG. Regarding the (6: 30) mesh entries ease,, it might be helpful, I normally first add the required entries like 10 or 20 then, shift click on the mesh entries arrow, that will expand all the slot at once (also works for collapse), then assign the static mesh by scrolling.
@therandomhero76
@therandomhero76 2 ай бұрын
I love this tutorial, but it seems in v5.4, copy points isn't working at all and I can't seem to find a solution to fix it.
@exit-simulation
@exit-simulation 2 ай бұрын
Thanks for pointing this out. I will soon have some time to release an update explaining differences between 5.2 and 5.4
@therandomhero76
@therandomhero76 2 ай бұрын
@@exit-simulation I figured it out, a lot of stuff is different in this version, but I got it figured out. Also, now you have to enable other PCG plugins to get stuff like the mesh sampler to show up.
@g-wiz8274
@g-wiz8274 3 ай бұрын
How is your frame rate not dropping especially with all the trees?
@exit-simulation
@exit-simulation 3 ай бұрын
I got a pretty beefy machine hahah, RTX3090 and AMD Threadripper
@FraztheWizard
@FraztheWizard 3 ай бұрын
Amazing Tutorial series, thankyou
@grizzlyspank5150
@grizzlyspank5150 3 ай бұрын
I may have missed something but at 7:45 when i add the subgraph_sampler node in 5.3.2 i also had to add a surface sampler node with bouding shape connected to the transform points above, then a transform points before the subgraph sampler
@exit-simulation
@exit-simulation 3 ай бұрын
Thanks, certain techniques might change from one version to another as the framework is still pre-release
@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 !!
@MrLeon0
@MrLeon0 3 ай бұрын
is there any way to make it so that the point grid stick to the landscape ?
@exit-simulation
@exit-simulation 3 ай бұрын
Can you explain what you mean by that?
@KrolPower
@KrolPower 3 ай бұрын
For anyone following this in 5.3, the "Attribute Operation" node is now "Copy Attribute".
@Mason-be2wu
@Mason-be2wu 4 ай бұрын
Thank you for sharing very wonderful knowledge, I have a question about the spline sampling area part: can the sampling data be used to drive the scaling, movement and rotation of a static mesh?
@robertsiegl8164
@robertsiegl8164 4 ай бұрын
Really great tutorial, thanks a lot!
@pixelninja666
@pixelninja666 4 ай бұрын
thanks for this nice video. I would like to add the camera rig to a level sequencer and have the drive mode as duration (rather than key framing) do you know how to address this ?
@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
@gillgonzalez8479
@gillgonzalez8479 5 ай бұрын
I finally figured out how to exclude the water body custom thanks to you my dude. it took me ages because i got so frustrated. to all lout there trying to exclude the water body from the PCG in cases where you have the entire map as a PCG and you introduce the UE water body. All you need to do is use Get All Actors node-->Set Actors to All World Actors-->Actor Selection will be By Class instead of all world actors. Then plug that into your Difference node!
@PCvsPC
@PCvsPC 5 ай бұрын
to jest troche toporny system . do prostych ujec lepiej zastosowac samą kamere niz jakies dodatkowe elementy. widze wiecej pierdzielenia niz ustawiania kamery
@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 ?
@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
@vinichyy
@vinichyy 6 ай бұрын
Hello, in version 5.3.2, the nodes do not work as in 5.2, I cannot connect MeshSampling to Subgraph, since I have landscape input, it works, but landscape does not connect to Output, do you know how to solve this problem?
@astralstormgamestudios1259
@astralstormgamestudios1259 7 ай бұрын
No it strecches
@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
@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!
@decorix
@decorix 7 ай бұрын
Thanks so much for this great info. Can you perhaps do another RigRail tut project. I'm struggling that I have selected SplinePointData Point 10-13 and changed the Focal length, but it's not doing anything. What could this be? I just want to zoom out a bit ;-) Can you also keyframe the LookAt Acor... What would you use this for? Like the position movements? As the Cam is always look at (LookAt) actor? perhaps some examples would be nice. Cheers
@astralstormgamestudios1259
@astralstormgamestudios1259 7 ай бұрын
Hello! nice tutorial. You dont need the projection node if you set spline sampler on interior =)
@funnyfox07
@funnyfox07 7 ай бұрын
Thank you for your work!
@Kinos141
@Kinos141 7 ай бұрын
PCG is super powerful!! Love it.
@astralstormgamestudios1259
@astralstormgamestudios1259 7 ай бұрын
How to sample auto material without physical material?
@jiwonjung6254
@jiwonjung6254 8 ай бұрын
Thank you for your kind lecture. It helped me a lot to understand pcg.
@sefragstian6163
@sefragstian6163 8 ай бұрын
when i join the camera to the rig it changes my focal length to 35, whys that happening?
@brockdish
@brockdish 8 ай бұрын
btw you have to enable "PCG geometry script interop plugin" to be able to use the "Mesh Sampler" node
@ToysRUsKid_Critter
@ToysRUsKid_Critter 8 ай бұрын
What an incredibly well done concise video. A huge help. Grateful to you for making this
@toxicityspb26
@toxicityspb26 8 ай бұрын
Super useful and very well structured video! Thanks a lot!
@Rafa_Almeida
@Rafa_Almeida 8 ай бұрын
you are the best! thanks for this! Me ajudou pra caramba!
@MrMcnamex
@MrMcnamex 8 ай бұрын
how bout importing spline from other packages...?
@exit-simulation
@exit-simulation 8 ай бұрын
That's no issue, granted they use UE splines under the hook
@gufranyesilyurt
@gufranyesilyurt 9 ай бұрын
Awesome tutorial. Do you also know how to use lightweight instances instead of spawning static meshes? It would be very helpful to make trees and rocks interactable. Or do you know any other methods to implement this without losing performance?
@V4LKoholic
@V4LKoholic 6 ай бұрын
Hey, I have implemented this system in my game (with some adjustments) which pretty much doesnt Impact performance at all, and allows you to to virtually everything with your Foliage: kzfaq.info/get/bejne/jrN7ebery7bViKc.htmlsi=21d-uYpfd9CoMKX2
@user-sj2dq1ee2q
@user-sj2dq1ee2q 9 ай бұрын
Hi @ExitSimulation! Excelent tutorial, PCG îs next level. I'm working now on getting a mask effect like in Diablo 4, the moment when you get close to certain object that will get in the players view and you mask it. I can't make it to work... any ideas?
@exit-simulation
@exit-simulation 9 ай бұрын
Hey! You mean fading out objects that are close to the camera plane? There's a bunch of tutorials for this on KZfaq. You need a custom shader for this but it's not particularly hard
@yudnai5577
@yudnai5577 9 ай бұрын
there is an issue I find in many UE5 tutorials the text resolution is very small makes it hard to read and follow. Is there an option to increase the area the mouse is on ? I know there is an option for increasing text size in UE5 -> ctrl+shit + W -> application scale.
@exit-simulation
@exit-simulation 9 ай бұрын
Thanks I will keep this in mind for future tutorials!
@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?
@stevietee3878
@stevietee3878 9 ай бұрын
An excellent tutorial series! Following your videos has enabled me to create my own PCG forest, and more importantly, understand how it was created. I still obviously have much more to learn in this exciting area. Please continue to upload more tutorials of this great quality.
@exit-simulation
@exit-simulation 9 ай бұрын
Thanks for the feedback! And yes there will be more :)