Paint PCG! Using Textures and Landscape Layers with PCG in Unreal Engine 5

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  • Опубліковано 1 лют 2024
  • 👉 STYLIZED ENVIRONMENT MASTERCLASS - courses.azielarts.com/cc-mast...
    🎮 Drive Procedural Content Generation with Texture Maps
    🌍 Utilize Gaea and World Machine Output Maps for Complex PCG Graphs
    🖌️ Master the Combination of PCG and Landscape Layers for Powerful Creative Direction
    👨‍🏫 1On1 MENTORSHIP - www.azielarts.com/coaching
    🎬 FREE TRAINING - courses.azielarts.com/registe...
    🎓 ONLINE COURSES - courses.azielarts.com/earlybi...
    🌲 STYLIZED ENVIRONMENT PACK - www.unrealengine.com/marketpl...
    PCG TUTORIALS
    ⚡ ZELDA LANDSCAPE - (coming soon)
    ⚡ INTRO TO PCG VIDEO - • Save Days! Procedural ...
    ⚡OPTIMIZING PCG - • Unreal Engine Procedur...
    ⚡15 MINUTE PHOTOREAL WARZONE - • 15 Minute Photoreal Wa...
    ⚡ 7 MINUTE PHOTOREAL FOREST - • 7 Minute Photoreal For...
    ⚡ PCG LIVESTREAM - ua-cam.com/users/live7CKJ0rOzkYw
    CONNECT WITH THADDAEUS
    ◇ WEBSITE - tandreades.com/
    ◇ INSTAGRAM - / thaddaeus_makes
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КОМЕНТАРІ • 59

  • @azielarts
    @azielarts  27 днів тому

    🔷 Stylized Environment Art Masterclass 👉courses.azielarts.com/cc-masterclass

  • @El_Zapatito
    @El_Zapatito 3 місяці тому +8

    A gaea to unreal workflow would be amazing!!!

    • @Wtfukker
      @Wtfukker 3 місяці тому +1

      gaea 2 is coming out in a month, unreal bridge will be included in it :)

    • @azielarts
      @azielarts  3 місяці тому +3

      🥳🎉🎉🎉

    • @ALLHmac
      @ALLHmac 14 днів тому

      @@azielartsI could really use a in depth tutorial like this! The other ones I’ve found didn’t go over how to add the heights with textures, foliage water and everything else that my Gaea map showed

  • @cr_cryptic
    @cr_cryptic 24 дні тому +1

    Sorry I Like & Comment so much, I like your tutorials the most. They’re clean cut. Can you make one for 5.4 showing us how to make Procedurally Generated NPCs? Not like Monsters & stuff- more like… Your Prospector Character. That would be wild. Spawn the procedural world with procedural NPCs to give procedural quests. 🤯

  • @artbywaqas
    @artbywaqas 16 днів тому +1

    @azielarts I couldn't get the points to only apply to the grass layer. @24:43 Also I could not get the points to show up at all unless I set the Float Value to a negative number like - 0.2 or lower. As a result my trees are still growing in the adjacent Landscape Layer. Any idea how to fix this?

  • @onkarnagapure5410
    @onkarnagapure5410 3 місяці тому +1

    I want to learn gaea in depth, it will be great if you make a series on it for beginner .By the way you explained the PCG concepts very clearly in multiple short videos.

  • @tmaintv
    @tmaintv 2 місяці тому

    Very thorough and solid info in a really watchable and understandable format. Great video, it’s appreciated

  • @carlbjorndal8012
    @carlbjorndal8012 2 місяці тому

    Very good and pleasant tutorial. Thank you

  • @FPChris
    @FPChris 2 місяці тому

    23:50 Yeah. That's what I want is to be able to paint pcg. Awesome tutorial.

  • @aerospacenews
    @aerospacenews 3 місяці тому +3

    Another brilliant job teaching Thaddaeus! @azielarts To your question about desired tutorials, I'd personally welcome one where you walk through the process of exporting real world height maps and, crucially, the method to establish and preserve scale and accuracy.
    By scale I mean, both the boundaries of that map and the relative elevations of features like hills, mountains, depressions, etc.
    My use case is related to building animations of various flying machines depicted in real places.
    After importing a quality height map, I've found the process of tweaking the Z scale very imprecise as I tried to get hills and mountains to look remotely realistic. I follow the resolution and ratio guidelines in the documentation but my results typically deliver unrealistic peak shapes and lower elevations with poorly defined contours - as if there was very large amounts of down sampling (or low resolution to start).
    The other scale issue is how to end up with a world (map/level, etc.,) that looks remotely to scale with most of the models and characters one might place in them. I know there is generally going to be adjustments to scale of such items but it seems like I start not just on another planet, but from outside the solar system (a joke but you get my point).
    I'm going for cinematic quality realism but not engineering-level accuracy.
    Because things need to have room to fly and the camera needs room for wide shots, the map sizes need to be pretty big.
    As ever, thanks for what you do here. I've said it before, you are a gifted teacher. 🌟

    • @azielarts
      @azielarts  3 місяці тому +3

      Thank you so much!! I really appreciate the encouragement as always. You rock 💪 Also thank you for this very detailed question. This is 100% something I will do a video on since I have run onto the exact same issue.

    • @aerospacenews
      @aerospacenews 3 місяці тому

      @@azielarts My pleasure! You earn the praise every time you upload. If you'd ever like to discuss the landscape and map stuff I'm working on to inform that video I'm happy to chat offline. As an aside for one of the scale references, I've licensed the aircraft collection from VideoCopilot as I also have their Element 3D plugin for AE. Trying to migrate my workflow to UE for... reasons. ;)

  • @stevietee3878
    @stevietee3878 3 місяці тому +1

    Excellent, very excited about this.

    • @azielarts
      @azielarts  3 місяці тому +1

      🤙 Happy to help!

  • @Vylocity
    @Vylocity 3 місяці тому +2

    Im looking for a way to use textures, but randomly choose the texture used at runtime/begin play. Think No Man's Sky with different biomes which wuold require different noise textures for the landscape/foliage separation. Any ideas? Can you set the Texture Data dynamically via blueprint and then refresh?

    • @azielarts
      @azielarts  3 місяці тому

      Yes I help you can set it up to be dynamic( though I have not done anything this myself) you can crew variables inside a pcg graph, then drive those variables from outside the graph. This could be a random number that chooses from an array of texture options

  • @dreadtrain2846
    @dreadtrain2846 3 місяці тому +1

    Hells yeah my man!

  • @spirit6981
    @spirit6981 3 місяці тому +1

    Very helpful, Thank you!

  • @fellipecoelho9156
    @fellipecoelho9156 Місяць тому +1

    Thanks man!Really good content!

  • @user-ps6ds5ov2l
    @user-ps6ds5ov2l 3 місяці тому +1

    Thank you for you great knowledge!🤜🤛

    • @azielarts
      @azielarts  3 місяці тому +1

      You are welcome. Glad it was helpful 👍

  • @k0cc425
    @k0cc425 3 місяці тому

    Around 25:00 -- why not use the inside-filter and outside-filter of the one Point filter as both inputs of the distance function?
    Far as I see it, that would allow us to do grass-notgrass as opposed to grass-sand - then it would automagically work for areas of grass near cliffs as well.
    I suppose it depends on what your intent is with the PCG foliage, but with the proposed implementation, we'd have the issues this tried to fix in cases of grass touching any layer other than sand.

  • @ALLHmac
    @ALLHmac 14 днів тому

    Do you have any advice on how to stop texture tiling? I have some really nice textures that I have done but they have tiling that I haven’t fully figured out how to fix that!

  • @MidnightshadeProductions
    @MidnightshadeProductions 16 днів тому

    I did not know pcg can do this i will try it later although my landscape has layers i cannot paint them due to it being a substrate but maybe it will work by just using the layers

  • @Hrnapalm
    @Hrnapalm 3 місяці тому +2

    Great video!

    • @azielarts
      @azielarts  3 місяці тому +1

      Thanks! Rock on🤙

  • @poladsaherart8355
    @poladsaherart8355 Місяць тому

    nice but how do I do the opposite?? how do I have PCG paint landscape?

  • @DemiLovatosSpoon
    @DemiLovatosSpoon 2 місяці тому

    When I put the node in, Insert the texture asset and debug nothing is showing on the map

  • @ForeverNils
    @ForeverNils 3 місяці тому +1

    thank you

  • @pantelis1pantis
    @pantelis1pantis 3 місяці тому +1

    Hey, great video, i 'm using landscape layers with assigned foliage myself instead of foliage painting, now with your help i can also use pcg for the layers, thanx! one request though, you mentioned about a video for optimization, which I cannot see in the links

    • @azielarts
      @azielarts  3 місяці тому +1

      Awesome! Oops, sorry forgot to link that. Here it is. ua-cam.com/video/_t55i17_7qE/v-deo.htmlsi=A0pY_yXw3FD5QgV4

    • @pantelis1pantis
      @pantelis1pantis 3 місяці тому

      thanx! @@azielarts

  • @ethanwasme4307
    @ethanwasme4307 2 місяці тому

    Is there a way to have PCG paint landscape layers themselves? masking out growths in a 3d app is tiresome

  • @kek5040
    @kek5040 3 місяці тому +1

    LogPCG: Error: PCGTextureData unable to get bulk data from 'SydneyClosedForest'
    LogPCG: Error: [PCGVolume_1 - GetTextureData_1]: Texture data failed to initialize, check log for more information
    [1:40 PM]
    What does this mean?
    [1:40 PM]
    Unable to get bulk data from my splat map when I try and use it within the GetTextureData node inside my PCG graph

    • @kek5040
      @kek5040 3 місяці тому +1

      Nvm disabled mip maps in compression settings and its working now.

    • @azielarts
      @azielarts  3 місяці тому

      Right on, good work. Sorry just saw this

  • @Bee_Mavrick
    @Bee_Mavrick 2 місяці тому +1

    Could unreal5 handle remaking ps2/xbox era type games

    • @azielarts
      @azielarts  2 місяці тому

      yes absolutely, might be a lot of work though upgrading all the assets.

  • @willembuiting
    @willembuiting 3 місяці тому +1

    Hi Aziel. Any way of excluding two or more layers to spawn foliage? Say, i do not want to spawn foliage on both grass and sand. I can do one but i cannot find the right syntax to exclude both. Thank you for your amazing tutorials!

    • @azielarts
      @azielarts  3 місяці тому +1

      If i understand correctly what you are saying, I think I would just use two subtract nodes one after the other, or I would use the node (I believe it is called merge) to add the Data from the two layers together and then subtract them as a mask. Hope that helps

    • @willembuiting
      @willembuiting 3 місяці тому +1

      I did not get it to work Aziel. Any chance of you doing a tutorial on this? Thank you for al your great tutorials!

    • @azielarts
      @azielarts  3 місяці тому +1

      @@willembuiting gotcha, I will do my best

  • @3darchstuffs
    @3darchstuffs 3 місяці тому +1

    Make step by step tut from gaea to unreal engine if possible with all sorts of different masks.

  • @Hrnapalm
    @Hrnapalm 3 місяці тому +1

    btw do somebody know, what velocityparallel means that thing consumes a lot of gpu and my fps get down

    • @azielarts
      @azielarts  3 місяці тому +1

      Ooh, I am actually not sure about that. Does anyone else know the answer to this?

  • @razaverses
    @razaverses 3 місяці тому +1

    By texture maps do you mean splat maps?

    • @azielarts
      @azielarts  3 місяці тому

      Yep basically both sample color data from an image.

  • @psclip3309
    @psclip3309 3 місяці тому +1

    Is a laptop with RTX 4060 8GB VRAM 35GB enough for Unreal Engine?

    • @azielarts
      @azielarts  3 місяці тому

      Yes you should be good. You might run in to slowness on beefier rendering workflows.

  • @yannalaplageable
    @yannalaplageable Місяць тому

    UE 5.3 does not give me the same helpful error message. so i had to carefully read : no mipmap no srgb in your video !!!

  • @Latvian3Dman
    @Latvian3Dman 3 місяці тому +1

    Thank You for Your videos! Are you on Twitter?

    • @azielarts
      @azielarts  3 місяці тому

      You are welcome 👍 not really, I have an account but I don't really use it.