@@GorkaGames in the end you talk about controlling density from edge of spline. how do you do that. like scale and density of static mesh to be smaller near the edge and it gets bigger and denser as we move towards the centre of closed spline. thanks
this is super helpful, but after seeing this video i was wondering how can we make splines that generate proceduraly through the terrain, making a infinite road, like on the game The Long Drive, this would be insane
Any chance on doing a tutorial about medieval or sci fi city populating with PCG ? All i see in this site people showcasing their work with city building but no tutorials yet.
There is a pcg graph setting to plce in the graph that prevents things from spawning within x radius of other objects. Sorry i cant elaborate more but i know its there.
This is wonderful! i will experiment with settings like yours but with other assets then trees and stuff. BTW did i miss something or why are all the blocks spawn in a grid? can we add some randomness with the positioning?
Do you know how to get this working on landscapes that have varying height? I made some spline blueprint landscapes and couldn't figure out how to get the points sampled on the surface inside the spline, i tired using the landscape data sampler but that didn't work either. btw I am new to this stuff lol
Thank you for the lesson! I have a question, how can I spawn meshes this way, while adjusting the exact number of them. For example, I need 120 trees (no more and no less). Thank you.
Will I be able to cut down these trees? I want to make procedural forests in my game but I need to be able to chop down the trees with my instance actor
If you have the mesh already setup to be choppable/respawnable and you place it in the pcg it will work. Need to have the tree setup prior to adding it tho.
You can set the range to flat only or ramp it up so it goes onto angled slopes in a set angle range. Trees will be weird tho cuz theyll maintain verticality with the slope. So steep slope. Angled tree. Theres a way to mess with this but...im not there yet. Lol
@@GorkaGames It seems to me that optimization is not good in versions after unreal engine 5.0. Still nanite not working in any version. Do you think it makes sense to switch to 5.2 with such low fps or should I continue with 5.0?
Hello, I don't know why but at the first step of this tuto when i try to see the debug in my viewport i can't see it. Nevertheless, i do the same as the vidéo ahaha. Help me please :D
this is cool but kinda useless cus it doesnt place on landscape just on the spline level meaning you will have floating or buried foliage as soon as you sculpt any landscape
True but no need to call it useless , if u don’t have any idea for it,also spline data not like this its much more than that you can cut points cut a road to the forest, also he explained the points from spline which can be adjusted however u like , not like the PcG graph size to the landscape scattering to many points and control those point with density filter which is sucks and took alot of time to get what you need Example : If you want a like in the center of your forest you cannot to this with out a spline , spline can cut out a shape u want inside the pcg so you can add the lake manual or via PCG but you need to add more nods to achieve that About the floating thingy its true and false, because the mesh spawner take the data from the spline what ever inside the spline is even a house the trees you added in the spline will be spawns in top of the house or overlapping because the house has points spawns in you need a node called “ difference node” to tell the pcg those points will be different from the spline points or data
Now that part that’s making me cry: unlike foliage spawners, this AVOIDS things like Quixel cliffs, rocks, or anything I make in Maya. In other words, it appears that when you are talking about landscape it literally is ONLY the landscape. I added a point filter node to try to filter out trees jutting from the sides of cliffs - this seriously affects performance. As much as I really thought I would like this, it’s looking more and more like for foliage the old foliage tools did a lot better job (even if they were a bit clunky). Perhaps there is a workaround? (For anything you add into the scene it will populate ON THE LANDSCAPE - have a Quixel rock? You now have bushes and trees in it!)
this doesn't teach how to use pcg AT ALL really. tweaking the spline sampler "interior sample spacing" to get the procedural content to look nice is NOT how its done. next time please take more time looking up the content before you try teaching others
Oh my god! Gorka is non-stop uploading! My weeked is going to be gooooddddd. Thank you man!
haha thank you man! I love making these videos and tutorials, so I will keep going!!
@@GorkaGames in the end you talk about controlling density from edge of spline. how do you do that. like scale and density of static mesh to be smaller near the edge and it gets bigger and denser as we move towards the centre of closed spline. thanks
Cool, keep making more procedural generation content, its very useful
I will! I'm glad you are finding them useful! 😁😁
Is there a way to make the bottoms of the trees stick to the shape of the landscape? For if you want trees on a hill
Projection node in the pcg graph - "landscape data" goes in as projection target
I love those tutorial about procedural!! i hope you will make more! Thanks!!
got me up and going so i can start my own proced content journey. much appreciated
thanks for tuts. I have question how to erase or how to do if i want there was an open space between the trees? can also be used to erase spline data
Party colors! 🤩 Thx!
Its a great start for a biome-system, but is it possible to change the landscape texture with this methode too?
this is super helpful, but after seeing this video i was wondering how can we make splines that generate proceduraly through the terrain, making a infinite road, like on the game The Long Drive, this would be insane
up for this! :3
When using splines how do we get the points to follow terrain? For example on hilly terrain.
Add a "projection" between the Spline Sampler and the Transform Points and connect the Input Landscape to the Projection Target
@@dartmo8951, thank you.
@@dartmo8951 Your the GOAT, thanks
Any chance on doing a tutorial about medieval or sci fi city populating with PCG ? All i see in this site people showcasing their work with city building but no tutorials yet.
Amazing tutorial. Thank you.
is there a collision or shade settings in order to prevent meshes growing on top or others? just as procedural foliage volume would allow us to do
There is a pcg graph setting to plce in the graph that prevents things from spawning within x radius of other objects. Sorry i cant elaborate more but i know its there.
Try the bp self-pruning, not perfect but gets rid of some overlapping geo!
So how do we make the small bushes not collide with the player and also make the spline follow landscape elevation?
This is wonderful! i will experiment with settings like yours but with other assets then trees and stuff.
BTW did i miss something or why are all the blocks spawn in a grid? can we add some randomness with the positioning?
thanks! Yeah so I needed to add more offset to the translation so it is even more random
very cool toturial 💌
I have a hill, how do I rotate it along normals? (ground planes. Not trees)
THANKS!!❤❤❤ please make more advanced videos about it❤
You should also play the character on this little forest
yeahhh I forgottt
This is awesome, is there a way to fade out the density towards the edge?
how can you exclude some area like in the center of the palm tree forest?
Do you know how to get this working on landscapes that have varying height? I made some spline blueprint landscapes and couldn't figure out how to get the points sampled on the surface inside the spline, i tired using the landscape data sampler but that didn't work either. btw I am new to this stuff lol
You should use "Projection" node: plug Spline Sampler into "In" pin and Landscape pin from Input to "Projection Target" pin
@@IvlenovAnton I needed this thanks!
and plug the output of the Projection node into the Transform Points node, deleting the older connection between Spline Sampler and Transform Points
Thank you for the lesson! I have a question, how can I spawn meshes this way, while adjusting the exact number of them. For example, I need 120 trees (no more and no less). Thank you.
Do you know if it's possible to do this during runtime ? Do as the camera moves to the left infinitely it spawns objects out of frame ?
so if I do exterior, will the foliage be deleted wherever the spline is?
Great vid! But I have a little problem with uneven ground, can I make it to spawn everything on ground level instead of above/under?
I found solution, use normal PCG area and then delete the parts you dont need with splines, otherwise you will have problems with level alignment
Very cool
thanks!
Static meshes appear to me without textures. Any advice
Awesome tutorial, how does this plugin scale to big maps?
bro frst three nodes added then the white particals are not divided like army whats the problem
Nice Tutorial! How can i make it work that when i move a spline point up, the trees go up too ?
How can I control the amount of spawned mashes in blueprint? Thank you.
When I change the scale of the PCG Graph the size of the trees change. This does not appear to happent in your video. Am I missing something?
Will I be able to cut down these trees? I want to make procedural forests in my game but I need to be able to chop down the trees with my instance actor
If you have the mesh already setup to be choppable/respawnable and you place it in the pcg it will work. Need to have the tree setup prior to adding it tho.
Does this only work on flat surfaces?
You can set the range to flat only or ramp it up so it goes onto angled slopes in a set angle range.
Trees will be weird tho cuz theyll maintain verticality with the slope. So steep slope. Angled tree. Theres a way to mess with this but...im not there yet. Lol
Hi, how to make spawn points in the forest random? As it is done in a regular PSG, I have all the trees in one line spawned.
Great tutorial this is unrelated but can you also make how to add steam achievement in ue5 i am failed to doing it
thank you!
my fps is like 30 is there a way to fix this?
bro how are you getting so many frames with so many trees!!??
I don't get spline data node why?
European trees is free and works great! for anyone who doesn't want to pay for trees
how much fps in this forest?
I don't remember exactly, but around 50-60 , and at the end increasing the spline area 40
@@GorkaGames It seems to me that optimization is not good in versions after unreal engine 5.0. Still nanite not working in any version. Do you think it makes sense to switch to 5.2 with such low fps or should I continue with 5.0?
Hello, I don't know why but at the first step of this tuto when i try to see the debug in my viewport i can't see it. Nevertheless, i do the same as the vidéo ahaha. Help me please :D
no such thing as flat terrain how do you fix on non flat surface?
I can't get this to work for me. So far it's only showing the spline points on the map and won't do anything else shown on the video.
same, maybe its becsue it only shows a Green "Static Mesh Spawner" instead of the goldish color one he has in the video. not sure whats up
good
thanks
this is cool but kinda useless cus it doesnt place on landscape just on the spline level meaning you will have floating or buried foliage as soon as you sculpt any landscape
True but no need to call it useless , if u don’t have any idea for it,also spline data not like this its much more than that you can cut points cut a road to the forest, also he explained the points from spline which can be adjusted however u like , not like the PcG graph size to the landscape scattering to many points and control those point with density filter which is sucks and took alot of time to get what you need
Example :
If you want a like in the center of your forest you cannot to this with out a spline , spline can cut out a shape u want inside the pcg so you can add the lake manual or via PCG but you need to add more nods to achieve that
About the floating thingy its true and false, because the mesh spawner take the data from the spline what ever inside the spline is even a house the trees you added in the spline will be spawns in top of the house or overlapping because the house has points spawns in you need a node called “ difference node” to tell the pcg those points will be different from the spline points or data
Lo necesito en español 🤗
Select Interior on Spline Sampler = Instant Crash on UE5.2 :(
Now that part that’s making me cry: unlike foliage spawners, this AVOIDS things like Quixel cliffs, rocks, or anything I make in Maya. In other words, it appears that when you are talking about landscape it literally is ONLY the landscape. I added a point filter node to try to filter out trees jutting from the sides of cliffs - this seriously affects performance. As much as I really thought I would like this, it’s looking more and more like for foliage the old foliage tools did a lot better job (even if they were a bit clunky).
Perhaps there is a workaround?
(For anything you add into the scene it will populate ON THE LANDSCAPE - have a Quixel rock? You now have bushes and trees in it!)
Those tall Coconut Palm trees look out of place and scale.
Level too high for me hahahah
hahaha, I mean it's just starting with the basics and slowly going up!
@@GorkaGames yes sure so you can help on my project ? Cause i have a little problem with contrôle rig
Slow Down!!!! I'm New!!!! LOL
this doesn't teach how to use pcg AT ALL really. tweaking the spline sampler "interior sample spacing" to get the procedural content to look nice is NOT how its done. next time please take more time looking up the content before you try teaching others
Are we all flat earthers here or something? Try using this technique on anything other than a flat landscape, and you'll see it just doesn't work.
delete this tutorial and stop misleading people. It doesn't work on uneven terrain.