Unreal Engine 5.2 Beta - Procedural Content Generator (PCG)

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  • Опубліковано 3 жов 2024

КОМЕНТАРІ • 55

  • @DezorianGuy
    @DezorianGuy Рік тому +2

    Great tutorial, the best on PCG I've seen so far. Will stick with your tutorials, hope there will be plenty. :)

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +2

      Much appreciated and definitely more to come!

  • @onevoltten7352
    @onevoltten7352 Рік тому +1

    Thanks for these tutorials!

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      Anytime! glad you liked it, it's much appreciated! 💯

  • @sekker2k446
    @sekker2k446 Рік тому +1

    Thank you so much.

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      Absolutely, anytime! And thanks for checking it out!

  • @NeuralCurse
    @NeuralCurse Рік тому +1

    Thanks! Whenever a new feature is added to the software you create a great introduction and tutorial for it!

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      You're welcome and thank you! Glad you enjoy it

  • @arctech2010
    @arctech2010 Рік тому +1

    Awesome! Love the snappy short walkthrough!

  • @sylvaindelaine
    @sylvaindelaine 6 місяців тому +1

    Superbe !

  • @calledout4437
    @calledout4437 Рік тому +1

    So I see everybody demo this with trees and forests and such, but what if I want to procedurally generate random paths with different stonework or random scenes with outdoor furniture and a ponds or lakes? Can you edit this to do that sort of thing?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      Pretty awesome you called that out. Part of this video covers some specific path layout using splines. However, I am planning a road / path specific tutorial with PCG. I didn't plan on having furniture in this tutorial, however it should serve the same purpose if you want to do that.
      I'm assuming this for some ArchVis?

  • @davesturchcgi
    @davesturchcgi Рік тому +1

    Great video! Subbed!

  • @DezorianGuy
    @DezorianGuy Рік тому +1

    Some criticism:
    You kind of went a bit here and there, coming up with different nodes without explaining why the sudden change happened.
    09:40 Suddenly you have grass surrounding the forest. How did you do that?
    12:08 This is a whole new node graph with nodes like "distance" and so on, but still it is called forest2. Why doesn't mine look like yours?
    12:36 Your picture is covering up the tutorial. Also the screenshot displayed doesn't reflect the previous graph you worked with. Getting confused.
    When I move my spline the forest isn't automatically extended or decreased, I always have to select the PCG volume, cleanup and generate to see the forest in the new spline bounderies. Any idea?
    When adding the spline (Landscape - manage - Splines) I cannot decrease the width, except if clicking each spline point and manually decrease the half-width.
    In my forest2-node graph my "landscape spline" has a warning also: "Warning: Output data generated for pin "Out" does not have a compatible type EPCGDataType: LandscapeSpline. Consider using more specific narrower input pin types or more general output pin types."

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      Valid feedback, I hear ya. ( The grass was a mistake, since it referenced a graph, I made earlier before the recording)
      12:08 is the same graph we've been using, at 09:00 you can see where we begin using the Spline Data in that graph instead. We just replace the surface sampler, with the spline data.
      12:36 picture is there to show all you need to create the desired effect, since part of it got cut off in the initial recording, I wanted to give a solution to capture the whole thing. I know that's not ideal, and I've started recording with a separate camera overlay so I can move it around as needed and shouldn't have the problem in the next tutorial.

  • @DezorianGuy
    @DezorianGuy Рік тому +1

    Can you explain how to add new spline points?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +1

      You can hold alt+drag to automatically make a new point, or you can also right click on the spline, and insert a point at the location

  • @timothyhenry4806
    @timothyhenry4806 Рік тому +1

    The get spline data node is no where to be found sadly. Is there something else beside the one plug in I need to enable?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +1

      I believe it was just the PCG I had to enable, but maybe restarting the editor and a new scene may resolve this? I'll look into other fixes if this doesn't work.

    • @timothyhenry4806
      @timothyhenry4806 Рік тому +1

      @@KingdomCrafter It was enabled and I did restart but I will give it a second go. 🙏👍

  • @rossiaudiovisual
    @rossiaudiovisual Рік тому +1

    bro my PCG doesn't appears in my UE5 plugins, what im doing wrong?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      Hmm, I'm actually away from my PC this week but I'd double check you're updated to 5.2, and or go thru the plug-in list without searching if it's not popping up. I'll have more answers when I'm back home

    • @rossiaudiovisual
      @rossiaudiovisual Рік тому +1

      @@KingdomCrafter thx bro, i already did this but it kept not working, I search in the internet and it looks like that i´m the only one with this problem :/
      But thaks for your ansawer! I´ll search more here

  • @rattlesnake3d
    @rattlesnake3d Рік тому +1

    Hello, thank you for your tutorial!, I was wondering if you found a way to orient the trees to the landscape normal. In your test scene terrain is flat but I would like to match the inclination of the surface (small hill) the trees are sitting on a little bit. Any idea or tip would be greatly appreciated :)

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +1

      Hey Jorge, you're very welcome! And absolutely, if you go to your FoliageType actor, under the "Placement" section, there is an option that allows you to do a few things.
      - Align to Normal (this will match the surface normal)
      - Average Normal (this will basically be a Lerp)
      -Align Max Angle (to further customize how it's aligning)
      Combine these with some random yaw and other rotations and you should be looking great!

    • @rattlesnake3d
      @rattlesnake3d Рік тому +1

      @@KingdomCrafter got it! , thanks sir :)

  • @TechForgeEmmad
    @TechForgeEmmad Рік тому +1

    Hello, I was testing this out but apparently, this only works on flat land? as soon as I edit the landscape the mesh don't update to stick to the surface

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      I believe there is a ray cast node, you can project the meshes onto the surface.

  • @libortelupil7647
    @libortelupil7647 Рік тому +1

    Is it possible to make vegetation that is in that falloff zone of the road spline smaller?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      Yeah definitely, there's a few ways to go about it. Just tested using a distance node, with the source being the landscape spline, and the target is the volume points, send this to a density remap, flip the min and max, and use a density filter to remove low bounds.

    • @libortelupil7647
      @libortelupil7647 Рік тому +1

      @@KingdomCrafter Great, thanks! Will try. I would suggest to make a short tutorial about it, it makes the vegetation more believable and also I haven't seen it on any other youtuber's channel ;).

  • @DGDesign
    @DGDesign Рік тому +1

    awesome, thank you!

  • @unrealengine5-storm713
    @unrealengine5-storm713 Рік тому +1

    I wonder how deep this goes. If we can setup a procedural system for road networks

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      Definitely a good callout, I have an idea for this actually and will probably have a tutorial out soon for something along these lines :)

  • @marshal487
    @marshal487 Рік тому +1

    Thanks😊

  • @3n19m
    @3n19m Рік тому +1

    11:25

  • @armandel8621
    @armandel8621 Рік тому +1

    Since it's the beta version, does it have any noticeable bugs?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      I didn't run into anything obvious or jarring. PCG had a few moments where it didn't update while updating the volume, but that's pretty minor.
      There is still a SpeedTree wind shader issue where you need to change your shader to use instanced points for the transform node in the beginning of the network. Otherwise, the textures will look like they are constantly panning. This is needed if you're spawning them procedurally with either PCG or Procedural Foliage Spawner.

    • @DezorianGuy
      @DezorianGuy Рік тому +1

      @@KingdomCrafter When I spawned plants and seeds, they would morph into a blurry mess that winggles in the wind. The trees though weren't affected. Any idea why this happened? It just reminded me a bit when you mentioned "constantly panning". Does it refer to my problem, which means it's a bug?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +1

      @@DezorianGuy ​ If these are using a SpeedTree wind shader, or something similar that would probably be causing this issue. And changing the transform points in the shader should fix it. It should be using a setup something along the lines of converting world space to instance / particles.

  • @elganzandere
    @elganzandere Рік тому +1

    where did you get the trees used in this video ?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +3

      I made them, i'm putting together various kits from foliage to architecture. I'll probably release them bit by bit for patrons here soon

    • @elganzandere
      @elganzandere Рік тому +1

      Neat. What software do you use for trees/foliage?

    • @KingdomCrafter
      @KingdomCrafter  Рік тому

      @@elganzandere These were made using a combo of GrowFX in 3ds max for the atlas, further textured in Substance Painter and then setup in SpeedTree

    • @NeuralCurse
      @NeuralCurse Рік тому +1

      👍

  • @DaddyVader87
    @DaddyVader87 Рік тому +1

    This gets confusing with the nodes. You show a screen of the new node setup and it kinda messes up the whole tutorial.

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +1

      Thanks for the feedback. I did the snip of the graph for you to screenshot or copy since I realized after recording part of the graph wasn't shown. I agree, it isn't ideal. I'll be looking out for this on the next video.

    • @DaddyVader87
      @DaddyVader87 Рік тому +1

      @@KingdomCrafter if you decide to do an upgraded tutorial I'll be checking for it but ya sorry man I might be too new to not understand what to change to make it work just yet.

    • @KingdomCrafter
      @KingdomCrafter  Рік тому +1

      @@DaddyVader87 There will be plenty more :)

    • @DaddyVader87
      @DaddyVader87 Рік тому +1

      @@KingdomCrafter ah ok I'll subscribe and keep an eye out mate.