Hello ! I forgot to mention it in the video but if you want a tutorial on PCG Biome (this video is not on the basic of pcg biome so I don't go through the pcg biome) you can check my previous video on Biome, everything is explained there : ua-cam.com/video/GpvnXhpuvy4/v-deo.html 😁
@@Dhieen honestly Im not entirely sure the info about the format itself. Just that its the format that works without introducing stepping in the height data. it is a 16bit format so thats most likely the reason its more accurate. But its not a very common format like EXR. Gaea be strange like that.
what I really want to know and nobody seems to have an answer for- how do you get all of these spawned foliage assets OUT of the pcg paradigm and back into 'real' foliage that can be edited with the foliage tool? this biome system is great for an initial pass- just getting a bunch of assets out there in the correct place and making them look reasonable- but for an actual game it's completely useless unless we can then go and make manual edits to what is there. They cannot seriously expect environment artists to go and draw spline exclusion zones around every single tree they want to remove- we need to be able to get it back into the foliage system so we can take it from there. Or like- you had to change the size of your world to even get it to generate at all without crashing. if we could run this on a smaller scale and then 'stamp' the foliage to the foliage system that wouldn't even be an issue. I've been able to hand-paint foliage onto world partition levels that were over 30km² without any issues- I can't imagine this biome tool _ever_ being able to handle something like that so we need a way to work in smaller batches.
I don't think you can do that, I just tried and I couldn't find a way to do make the PCG spawned mesh into something usable by the foliage tool, even in the static mesh spawner when we specify that the static mesh will be of instance 'FoliageInstancedStaticMeshComponent' which is the same as the foliage tool, the foliage tool don't show them and we cannot modify the foliage, maybe they will add that later.
Yeah, back in 2021 I was making a procedural vegetation tool in Unreal C++, that has similar features, and for the manual artistic controls, I even had created a custom edmode, just like the foliage tool, that would let you manually add and remove the individual trees generate through the code, by simply using the brush strokes that you use to paint foliage. I was thinking this would replace my old system, but nah, I would rather go back to that and polish that up for my game.
At 14:57 when you are starting to import the snow effects, you have layers for grass, rock, sand, and snow. I do not have those in my map. How do you create those layers? Is there another video where you made those? As far as this video shows, as soon as you open the landscape mode at 12:43, you already have those layers. I didn't see you make those in the pinned video either.
I did it in this video : ua-cam.com/video/rNAzlf4vPV8/v-deo.html from 5:15 to around 10:00 I just show how to do it with grass and ground layer, you can do the same for the snow, just add another layer for snow ;)
did you find a way to make it so that we don't have slopes on the map ? Meaning the map is more detailed. Also I am not sure how to make it so there is height on the textures used in a landscape layer.
Yes there is a way in Gaea, someone has commented on the video saying this : "be sure you use .r16 file format for your height. Gaea results in some major stepping which you can see in your landscape" Try this in Gaea it should be better :)
Salut mon pote je t’ai reconnu à l accent lol dis moi tu saurais me dire comment je peux rescale la taille de la texture dans gaea pour que le sol ne paraisse pas flou ou pixeliser de près stp super boulot au passage
J'essaye de faire mes vidéos pour le plus de monde possible du coup je les fais en anglais 😉 mais il faut que je rajoute des sous titres en français sur mes vidéos, je vais voir si je peux trouver un truc simple pour les avoir car j'ai pas beaucoup de temps pour tout écrire a la main 😅
@@NicolasNosedaDev I just discovered your channel with the animation ´s template and i must say that i directly checked for your others tutorial. And as someone who learn a lot thank to numerous people like you taking the time and effort to do it freely i feel the need to say my point of you There is plenty of different kind of tutorial on UA-cam lot are very helpful but not as much have what i like with your video : Simply the promess to access the skill by following each step by mimicking what you do leaving nothing unexplained with complete set of instructions ( step by step where to click ect ) and even share the link of usable related documentation. This for me sign me in for your future tutorials because watching too many different video to be sure to gain practical reusable skills by assembling what we find like a puzzle take too much time and i'm glad to either focus on one way sure to learn something video . Also you make the effort to do it not in your fluent language and again probably took a lot of time to it ,such effort and help shouldn't be discouraged by mere " not my style people " even if I understand that we all have our preferences So hear my call : I'm encouraging you to keep the good work and can't wait for further UE5 tutorials.
Hello ! I forgot to mention it in the video but if you want a tutorial on PCG Biome (this video is not on the basic of pcg biome so I don't go through the pcg biome) you can check my previous video on Biome, everything is explained there : ua-cam.com/video/GpvnXhpuvy4/v-deo.html 😁
be sure you use .r16 file format for your height. Gaea results in some major stepping which you can see in your landscape
I just test it out and it way better ! I will pin you so that other person can see it. Thanks !
Thanks for the tip :) btw for 3ds max exr works also better to avoid these steps
Can you explane the .r16 format? I will be using Real Engine 5.4.
wtf is the .r16 file format???
@@Dhieen honestly Im not entirely sure the info about the format itself. Just that its the format that works without introducing stepping in the height data. it is a 16bit format so thats most likely the reason its more accurate. But its not a very common format like EXR. Gaea be strange like that.
Love that your channel growing so much!
Fantastique! Merci beaucoup!
De rien 😉
If at 6:22 SatMaps node makes everything flat, select Fx node and press G key (Pin as Underlay)
wow this was a very good tutorial. I learned so much, Thank you.
You're welcome 😁
Underrated video. Great work!
Thanks 😁
Thanks so much bro, i bought gaea indie and couldnt even use it .Thats really helpful!
Nice no problem ;)
what I really want to know and nobody seems to have an answer for- how do you get all of these spawned foliage assets OUT of the pcg paradigm and back into 'real' foliage that can be edited with the foliage tool? this biome system is great for an initial pass- just getting a bunch of assets out there in the correct place and making them look reasonable- but for an actual game it's completely useless unless we can then go and make manual edits to what is there. They cannot seriously expect environment artists to go and draw spline exclusion zones around every single tree they want to remove- we need to be able to get it back into the foliage system so we can take it from there.
Or like- you had to change the size of your world to even get it to generate at all without crashing. if we could run this on a smaller scale and then 'stamp' the foliage to the foliage system that wouldn't even be an issue. I've been able to hand-paint foliage onto world partition levels that were over 30km² without any issues- I can't imagine this biome tool _ever_ being able to handle something like that so we need a way to work in smaller batches.
I don't think you can do that, I just tried and I couldn't find a way to do make the PCG spawned mesh into something usable by the foliage tool, even in the static mesh spawner when we specify that the static mesh will be of instance 'FoliageInstancedStaticMeshComponent' which is the same as the foliage tool, the foliage tool don't show them and we cannot modify the foliage, maybe they will add that later.
Yeah, back in 2021 I was making a procedural vegetation tool in Unreal C++, that has similar features, and for the manual artistic controls, I even had created a custom edmode, just like the foliage tool, that would let you manually add and remove the individual trees generate through the code, by simply using the brush strokes that you use to paint foliage.
I was thinking this would replace my old system, but nah, I would rather go back to that and polish that up for my game.
Great video, keep up good work! :)
How can I bypass the need for Gaea and generate PCG height maps on begin play based on a seed?
I am using the newest version. In your video at the time mark 4:48. How do you get that color box onto the screen?
I got it from the left side panel under "Color"
Expectation and reality💪🤣👍
👏 Soooooo well done! Thank you🙏
Glad you enjoyed it :)
What is the fx node in gaea 2.0? i dont have it
Merci pour la vidéo ! A 12:52 tu as mis le material «Landscape » sais-tu où tu l’as trouvé ? Merci encore pour le tuto sinon !
Oui c'est sur la vidéo avant celle la sur Pcg Biome
Amazing Tutorial my man. However I dont get any Layers in paint?
Sometimes it can happen try to remove and put back your material on the landscape, sometimes the material doesnt get rebuild and the layer doesnt show
Скажите пожалуйста как мы будем работать с картами воды в дальнейшем, жду следующий урок!)
At 14:57 when you are starting to import the snow effects, you have layers for grass, rock, sand, and snow. I do not have those in my map. How do you create those layers? Is there another video where you made those? As far as this video shows, as soon as you open the landscape mode at 12:43, you already have those layers. I didn't see you make those in the pinned video either.
I did it in this video : ua-cam.com/video/rNAzlf4vPV8/v-deo.html from 5:15 to around 10:00 I just show how to do it with grass and ground layer, you can do the same for the snow, just add another layer for snow ;)
@@NicolasNosedaDev Hooray! Merci boucoup😃
@@turameykusham 😁
btw how did you create the layers that are already in paint mode ?
Also how to make the forest more dense which option is that in the biome template ? casue mine are placed far from each other
You can change the prune value to make the forest more dense 😉
thank you very much. Subbed
did you find a way to make it so that we don't have slopes on the map ? Meaning the map is more detailed. Also I am not sure how to make it so there is height on the textures used in a landscape layer.
Yes there is a way in Gaea, someone has commented on the video saying this : "be sure you use .r16 file format for your height. Gaea results in some major stepping which you can see in your landscape" Try this in Gaea it should be better :)
@@NicolasNosedaDev Merci!
i dont see the pcg biome core or the pcg biome sample option on my plugins
Its only available in the version 5.4 of Unreal Engine as its a new feature.
@@NicolasNosedaDev im in, but i dont see it
Salut mon pote je t’ai reconnu à l accent lol dis moi tu saurais me dire comment je peux rescale la taille de la texture dans gaea pour que le sol ne paraisse pas flou ou pixeliser de près stp super boulot au passage
Je pense que c'est possible mais je ne l'ai jamais fait donc je ne sais pas 😅 c'est peut être dans la version payante
@@NicolasNosedaDev hum ok merci du renseignement ;)
Je valide l'accent mdrr
you are hero
dommage que tu ne fasses pas les vidéos en français . :(
J'essaye de faire mes vidéos pour le plus de monde possible du coup je les fais en anglais 😉 mais il faut que je rajoute des sous titres en français sur mes vidéos, je vais voir si je peux trouver un truc simple pour les avoir car j'ai pas beaucoup de temps pour tout écrire a la main 😅
@@NicolasNosedaDev non mais tkt avec UA-cam , il y a déjà les sous titre
Are you French ?
Yes I'm French :)
I feel sorry for anyone learning unreal through "tutorials" like these
Why ? Can you be more specific ?
Thank you for your sympathy! It is indeed painful. Is there anything better you can recommend? :)
@@NicolasNosedaDev I just discovered your channel with the animation ´s template and i must say that i directly checked for your others tutorial.
And as someone who learn a lot thank to numerous people like you taking the time and effort to do it freely i feel the need to say my point of you
There is plenty of different kind of tutorial on UA-cam lot are very helpful but not as much have what i like with your video : Simply the promess to access the skill by following each step by mimicking what you do leaving nothing unexplained with complete set of instructions ( step by step where to click ect ) and even share the link of usable related documentation.
This for me sign me in for your future tutorials because watching too many different video to be sure to gain practical reusable skills by assembling what we find like a puzzle take too much time and i'm glad to either focus on one way sure to learn something video .
Also you make the effort to do it not in your fluent language and again probably took a lot of time to it ,such effort and help shouldn't be discouraged by mere " not my style people " even if I understand that we all have our preferences
So hear my call : I'm encouraging you to keep the good work and can't wait for further UE5 tutorials.
People are on youtube watching to learn whatever they possibly can. It's free to watch. Why u being an ass? Wheres your tutorial videos?
he is just drunk