Very nice Tutorial! I'm coming from Blender and just started learning unreal because of all the great new procedural features, and this tutorial was really beginner friendly and straight forward. Thank you for that! Could you maybe get more in depth in the procedural terrain generation? I'd like to know among other things how can I tell it that for example grass shall only spawn if the terrains slope is not above a certain angle, or how can I define like regions. There is a meadow, there Is a desert and stuff like that.
Thank you !! I plan to get more in depth with it in the future. For now I would say for regions that you can simply create multiple PCG graphs. I think that breaking up into multiple graphs is easier to handle but we'll see as this system evolves. For a precise slope angle that would mean getting a better insight into exactly what data is coming from the input, which is currently hard to know without being a dev or very advanced user.
If there are some roads(splines) on the Landscape, is there a way to filter out PCG points above them? Can I set parameters in blueprint actor that can be used in PCG-s? P.S: great video for the basics
Thank you ! You should be able to achieve that with the Get Actor Data and Difference setup I showed with the static mesh. Put a transparent mesh that follows your roads and that would work I think. There is maybe a better solution but it will be clearer on release!
A few questions :) 1:28 Where do you assign which meshes (Trees, rock, etc.) you're adding to be scattered? How large can that PCG graph get? Would it be better to to place a few of them in a single map or to enlarge it to cover an entire map? 5:33 I would love if you could cover how you set up the entire scene in your previous video "Unreal Engine 5 looks like a movie ! - Cinematic 3D environment" Thanks for sharing your knowledge. That was super insightful.
You go to the Static Mesh Spawner node, the panel on the right, "Mesh Entries" and add meshes. You can have multiple, there is a "weight" system to specify the chance for each mesh to be spawned. I don't think there is a hard limit, but your system will probably be. I just tried, I could expand quite a bit but at some point it started being buggy and in the end it crashed. Note that's it's still a preview version so there's that. Depends on what you want to achieve. If you want to scatter the exact same meshes everywhere in a big PCG graph, one would be ideal but it will be very laggy everytime you modify and interact with it. I would probably break it into multiple ones for more flexibility. Again that will most likely depend on your system and your use case. Actually I did a quick process video that you can find in the "Shorts" of my channel, but I was thinking about doing a more detailed explanation. I'll add it to the "to-do list" and start taking notes so stay tuned 🤓 Thank you for you support !
in the title you write "for beginners", all is completely understandable, but at the beginning there is a moment where you probably don't show one step,after "adding the new pcg graph", your screen changes, we no longer see your entire editor, and we do not know where you selected the "tree" model and where you opened the blueprint for the PCG-graph
This is a great tutorial, thank you for making this. Re sampling points on meshes - Adrien Logut shows how it will be used in the 5.2 release (by interop'ing with Geometry Script) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ZXh6oesGTGg.html
I haven't tried it yet, I will experiment more with it in the future but I'm more focused on offline rendering and cinematics on UE, so there will be other channels more appropriate for run time techniques!
something useful for once. the amount of useless UE5 tutorials youtube recommends is mind bending. im so sick of those "learn UE5 in 12 hours" videos.. i usually ignore ridiculous video's like that but i looked at one couple days ago and couldn't believe my eyes..24 hour video that said tutorial for beginner but it didn't have any tutorials in it, and all the comments were like "great this helped a tonne i can finally make games now" those video's get botted like crazy.
I never made it to watch such long videos, glad you saved me from it. Could you maybe recommend a good one? Doesn't have to be that long and doesn't have to be much beginner friendly, more kind of crash course style?
Terrible. You show the video of a fully furnished forest, and then from the editor you show something that is light years away from it. Passing it all off as if it were easy. If you don't show me that with your method, the final result seen in the images of the video is achieved, then this tutorial is just rubbish.
I showed extracts from the 5.2 presentation. My main focus was showing the basic features of PCG and how to get started. We just got our hands on it, meanwhile the scene they showed has been made by a team of devs and artists that have years of experience. I wouldn’t even try to get a similar result and I think that’s beyond the point of this video.
I'm running an RTX 3060 12 gig. I'm running Unreal 5.2 quite fine, do you think I'll see a significant performance boost from the 3060 to the 4060? Your thoughts? And yes, that 16 gigs of texture storage sure would be nice ....
Depends on resolution and your expectation. Im pretty sure the 4070 will run 4K on 30fps+ thats good enough for me to build in UE5. 1440p should easily run with 60fps+. 4080&4090 only matter for 4K Raytracing with 60FPS+
It depends what your goals are. Do you want to make cinematic renders or make a game ? I'd say the more VRAM the better. I have a 3080 10GB and I struggle with VRAM often so I have to make changes to my scene, texture resolutions etc. With a 3080 I can still make great looking cinematics because since it's not realtime, it will just take longer to render (watch the cinematic experiment on my channel). But for realtime it's more tricky, you really have to tone things down
Where the video with the Riven info on it? I'm not sure how to follow that this also makes the simmering multilayered holo effect. I'm hoping I can find a solution to making an amazing aurora borealis effect for a VR game. Chasing down every lead I can.
So I wonder if you have any insight in how we can tie PCG points to particular landscape layers or textures, and if the later if we could bar particular textures, for the water layers for instance.
I really wish Nvidia would offer H100 NVL2 with video output so you could simulate say 60 rays and 60 bounces per frame per second with the 188GB of Vram & 7.8TB/s of GPU memory bandwidth
is this more performant than the foliage tool? it seems more useful in certain scenarios but not for populating an entire landscape, or am i wrong and this will take precedent ?
Try pressing d on other nodes earlier in the chain until you can see something, then look what happens on the node A where it works and node B where it doesn’t ? If something is wrong earlier in the chain it will be wrong in output too
I loved the tutorial! I have a question regarding height clipping: can you do a collision scan at runtime? I'm working on a city builder. Let's say, the player wants to spawn a house in a forest. Is there a way to destroy foliage colliding with the freshly spawned building? All I need to do is to check for collisions while the game is running.
Thanks! I honestly have zero experience with runtime since I’m not a game dev, but I’m sure you can make it work with PCG and blueprints. Can’t really help you sadly.
@@VLRN_ I tried everything, I got it to work by uninstalling the engine and reinstalling it all. I got to the point of having trees, some bushes and then I added a 3rd mesh and it crashed.
It can be quite unstable, what are your specs ? Is your pcg really big in size ? Also you may want to try the « how to fix a GPU driver crash » fix from the UE doc (easily found), it basically tells windows to wait a little bit before declaring an app crashed, it can help for some cases
How did you get your foliage to spawn so close together? I'm getting very scattered results which really doesn't look good for ground coverage at all. :(
Is there a way to use landscape layers blend material to spawn foliage? I have 8 layer blend, it works with the old volume foliage spawner but I cant find how to use Landscape layer blend in this new PCG.
Honestly I don't know, it's very unclear exactly what data we can access with the Landscape input in PCG. We need a proper documentation, that should come with the official release. From the demo we can guess it's possible but not sure if it's possible in the preview 1.
Performance does take a big hit if you spawn a ton of meshes, my node graph might not be the most optimized. Also it's still a preview version, and the first implementation of PCG. It might take a few versions for it to be more stable and efficient.
I would like to only spawn trees where the ground material has a certain color like healthy trees on green grass, unhealthy ones on brown colors. Is the texture sampler the right way to do this? Could you give a rough explanation or make a video maybe?
@@VLRN_ the driver is dying on me constantly with the preview version, even on my 4090 and I have only a few minutes to experiment before another crash and really lost the fun to explore. You seem to know already pretty well what you are doing and I hope you could come up with something that works which I could adapt in the short time I have before another crash happens. I am sure it will get better in the future.
@@TriInfinity Have you looked at this ? docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/ Basically just a way to tell windows to wait a little bit before saying the app is crashed. Other than that I feel you, I had many crashes and I'm really no expert, I'm still pretty new to UE actually. I'm just really stubborn haha.
It may be rare but you'll have some that will program their own stuff to be generated. Or some that push the limits. I mean, a dude recently made a game about a killer spider train. So who knows what someone might come up with
@@SmkAslt Same thing really - don't understand why someone would become a programmer, when they have so little passion for programming that they want to use various tools to avoid programming at all costs 🤦♂😆
@alexanderjamesreed935 because leaning JUST code.... is different than making games. Making games requires coding knowledge, engine use/design, and 3d art/modeling. That's too much for one person generally. So what is the issue using tools to exponentially make that process easier? Really it just seems like you're upset you cant gatekeep people who don't have your level of coding ability. But instead you should change your mindset. What's wrong with making it as easy as possible for as many people as possible to create their dream games? It's just a tool. No different than how a hammer made building stuff easier. And a nail gun made it even easier than the hammer. I for one am choosing to embrace the potential of the tools rather than pretend NOT using them is somehow....better....
@@SmkAslt You should change your quick assumption. That's not called gate keeping. The statement is short and sweet and obvious as fuck to the point a kindergartner could tell what they mean. They literally mean it's cookie cutter. That people will be lazy with it and just makes similar things. Nothing more and nothing less. Quite literally meaning you're going to have the same exact settings. The same exact scenes. Instead of having a variation. Nowhere at any point within his statement did he suggest or say that others shouldn't use it. Only you suggested and literally said others shouldn't and that they should gate keep it. Don't be a dick. Learn English and context next time to properly understand how to use logic before commenting like a dick. Sometimes people do say exactly what they're thinking and mean.
Let’s hope it’s better than 5 because UE5 is like a toy. Can’t handle 3 mil poly terrain without crashing. What a joke. Clarisse is where it’s at for pro cinematic results. But UE is still good for games I guess.
I had never heard of Clarisse, looks interesting ! I had a lot of crashes with UE it's true, but the fact that it's free for most people and the access to megascans is awesome. Pros don't care about that though so I get your point.
The input node is already there when you create the graph, I used the « landscape » line on the input to tell unreal that I want to scatter on top of it and get the normal data, height data etc. Basically just telling what I want to scatter on. I didn’t talk about the other input types here but depending on what you want to do you might need them
Exactly, it does use the collision geo but I haven’t figured out a way to use the actual mesh yet. I tried increasing the collision geo details but even at max it’s not really what I want. I’ll try again soon