15 Minute Photoreal Warzone! Procedural Content Generation PCG in Unreal Engine
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- Опубліковано 17 чер 2024
- Create a photoreal warzone in 15 minutes with the NEW Procedural Content Generation Framework (PCG) in Unreal Engine 5.
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In case anyone is trying this with 5.3 and beyond. The DensityNoise was changed to AttributeNoise. Just found this in the release notes.
When you were talking about the points and then made an excellent point was on point.
Wow!Shot and conctructive!
Just got to say your tutorials are amazing and very easy to follow. I am currently learning PCG in my projects, bit of a game changer for me. Thanks a million for you time and help sharing awesome content. Peace from Scotland😎
Dope! I’ll have to try this!!
Awesome! Let me know how it goes 🤙
This is the Start Of Awesome. Looking forward to more and more added in the upcoming tutorials. Many Thanks 🎉
You are welcome!! Thanks so much. More to come👍
Amazing! I am looking forward to making more! lets do this 💪
Oh Well, What a Fantastic Tutorial, super informative and very well delivered on a very interesting subject, this is my first delve into PCG's and what a tutorial to start with, so pleased BUT so much information, so many nodes going all over the place, how are you supposed to retain all that information, I'm sort of answering my own question here but I've written most, probably all of the tutorial down on paper with a few hand drawn diagrams, took a while but I'm glad I did it, it has given me a much better understanding of what's going on and how it all works together, I can now take it out with me while I'm walking with a few other I've done and read through them in the open air, much better than looking at a screen, while gaining a much deeper understanding of the whole process. thank you very very much for creating it.
Absolutely! Yeah I totally get it. You can check out this video that is a little simpler ua-cam.com/video/s41GdoN2QGg/v-deo.html . You will get there though, it was overwhelming for me in the beginning as well. But it sounds like you found a great system for getting comfortable with the logic! l am impressed.
Briliant. Thank you!
You are welcome!
Probably a coincidence but every time I think of my next project you upload a tutorial! Thank you!
Haha that is funny. I guess we are on the same brainwave
@@azielarts I bet! haha.
It's crazy that you don't have a million followers. Really love your work man, please keep going! Just a question: Would you maybe know a good way to use VDB's instead of niagra particles to scatter in the craters? For example little smoke sims made in embergen? Or would that be too heavy?
Really love your tutorials. I'm curious if you've done any testing on performance for creating multiple surface sampler nodes (like you did in this video) vs one higher density sampler where you filter out the points for each of the foliage types (trees, stumps, logs, etc)?
Thanks so much man. Sorry for this late response. I have not tested it actually. Though that is a great suggestion. I have just assumed it is more efficient to use one of you are using the PCG function at runtime, however if you bake the points into data that you read or you just use the static output for foliage creation and you are not trying to do anything dynamic, I doubt it makes a difference in builds.
You sir are the goat!
Wow high praise, thanks 🙏 Any other topics or problems you are having that I could make a video on?
@@azielarts I am having issues with using splines with PCG on version 5.3. All the videos I've seen so far are using 5.2 and after repeating the same steps the results are not the same. Thanks for all the help!
@@TBDJeremy Right on, I will probably have a video up on splines in the next day or so.
@@azielarts I'm thinking I confused components tags with actor tags but I cannot set actor tags inside blueprints which is a bummer. One issue with PCG I am also having is ground plates sticking out of highly elevated areas such as hills and mountains. If you have any suggestions that would be amazing. Great content btw!
Great tutorial, thanks - super super useful! On some other tutorials I have seen people pulling nodes from a single Surface Sampler node rather than duplicating it each time. Duplicating it seems to add a bit more control, but I was wondering if there was a performance hit?
Amazing I am glad it was helpful. Yes, absolutely, I think that is a good call. It would be more efficient to just use one.
You can just edit the brush settings in the pcg volume (outliner details) no need to scale the volume itself
Great tutorial, I am using exactly the same workflow as you for building up a forest but if I sculpt a little bit the landscape adding some small hills then when I scatter megascans pieces of terrains some of them they come out from the terrain because of the slope 'normal'. So what I am doing I am smoothing the terrain until the meshes are melting inside nicely but maybe there is some blueprint that modify the mesh according to the terrain automatically. Did you find out something similar by any chance?
hmm yeah I have run in to that as well. I think there is a project on surface mode. Though I just tend to use the transform points node to push the meshes down a bit so the go through the ground. I wounder if you could to a mask based on height make some of those fine-tuning adjustments.
Thank you for the great tutorial! My only issue is my FPS drops down to around 15. I have a brand new rig with Nvidia 4070 card.
I pretty much followed your tutorial very closely and I also dropped in the Niagara bullet trails from your other tutorial. Any ideas what's dropped the fps?
Probably the tons of assets. I'd drop the lod
Look up how to optimize it. I know numenbrothers have some good tutorials for world optimization
Can I control pcg variables such as density filter with a blueprint?
Yep, you can create variables inside of the PCG asset and expose them to be called by blueprints. I have not had much time to test this though, so let me know how it goes
My input node doesnt have anything on it but the IN pin.
ua-cam.com/video/RiEUQQXa4xA/v-deo.htmlsi=dQxkO5Ou7KR7rAJo
Just wanna point out your overlapping the details panel when you show people how to change the fog.
Ooh yeah thanks for pointing that out. I gata makes sure I check that in the future. 👍
pcg its good only for cinematic epic games made jungle in fortnite with pcg and all players hate and avoid that zone due its done so bad it sucks
It is pretty new as a tool as well. It saves me loads of time, but I could see it being hard to control for level design.
You are not showing the errors that people get when they try to paint Nanite trees without SM6 support. Nanite and Virtual Shadow Maps need SM6.
Thanks for the feedback, I will make sure to mention that in the future