@@Procedural_Minds would you have any pointers on doing this with an irregular shape? I think that'd be a great video. I'll check out your interior room gen too as maybe that could help. I'm trying to do it while using a normal spline so the boundaries are not a square. This method up to the merge points after differences for the walls very almost works, just tweaking transforms and hoping to get the walls flush.
@@ionalpha The problem with using a non-square system is you would need a way to have the floor not stick out, same with interior walls / objects. Since you would need a floor shape that matches the curve. One way to do it is if you only had a one floor setup and manually added in everything separate. But then that's an entirely different system.
I'm glad you liked it. I try my best to cut out as much empty time possible as I value your time, and make it condensed but explained as much as I can. :)
@@Procedural_Minds There's no "uh" 's and "ahhh.... this... one? no this is what we want". I was literally starting to admire how the programs vocabulary fluently formed complete thoughts and joked to myself "I'd like to see this guy's IQ, I guarantee it's well over a three digit score" XD
The BEST PCG tut out here by far! Thank you so much for sharing this. I know there are a lot of env tuts out there for PCG but are you planning to do an advanded series like this one any time soon? Would be awesome to see
Possibly, what kind of things are you looking for more specifically? One thing that I definitely want to figure out is a dungeon generator for example.
Ohhhhh man lost my head yesterday 4 hours trying to understand why point don’t’ fit in spline and you just said « just love the point a bit « my god 😂😂😂😂 you rock
Thank you! Part 2 will be coming next week. Hopefully with the ability to modularly swap the models and have it auto detect size. So look forward to that. :)
It has been a while since I worked with PCG, that's a nice refresher for me, thanks. I just want to bring to your attention the video of Thelavalamp he also made a PCG building tutorial series, the third episode he made a PCG element graph thing that is very useful i used it over all my PCG graphs, it's worth taking a look at it, the video is 11 months old but can confirm still workes with 5.4
There are many ways to tackle things in PCG. I'll be doing my own method as there's no reason to copy anyone else's specifically. Since as a viewer you'd get nothing from two identical methods. :)
@@Procedural_Minds I absolutely agree, I wouldn't have known about the PCG subgraph loop functionality otherwise, just remembered this guy's video and thought it may give you some ideas going forward with your series, again thanks for your videos.
The PCG devs have mentioned Grammar is coming (inspired by Houdini), per point overrides and other nifty features that should allow for better/easier made building generators.
Not with this system. The problem with any kind of non-standardized shape is that the floor won't line up. It can definitely be accomplished if you just wanted corners using the similar method I used for the roof corners, it just wasn't setup for it in my case.
I think it was around 300 / 310 if I recall, I believe I set the sizes to it for now in the tutorial. Later on the sizes of the pieces don't matter as they're automatically scaled.
Thank you. I probably cut out things I started to repeat I'm guessing. I was trying that a bit ago. So I'll try to not do that as much. Thanks for the feedback!
@Procedural_Minds I can't wait for the next part(s) ! Hopefully we can end up with a complete example (using all the meshes available: non flat "roof kit", corners, pillars, etc) for one of the free megascans "collections" modular building sets (e.g. "Neoclassical Modular Building Vol. 2"), with some nifty logic to remove any hard-coded value and auto-scale things (maybe depending of the -IIRC- "approximate size" mesh info, etc); the icing on the cake would be some logic to generate blind walls and a fitting roof where buildings are contiguous (*). ^^) (*) I am experimenting buildings generation from real world data (overpass-turbo/OpenStreetMap) using the freely available LandscapeCombinator unreal plugin, hoping to generate great looking PCG buildings from this real world data (splines + relevant OSM data like the number of floors where available), megascans modular building kits and your neat PCG graphs :)
Hmm, weird thing about PCG Walls subgraph - have 40(thickness)x400x400 mesh - and i ended up with completely different result - everything in places just fine, except before final transform where everything goes wrong. I looked up everything twice, but not sure what did i do wrong (or right?). I mean - is fine, i just removed this transformation, but i dont even know what went wrong. Also big thx on stopping and looking at how things looks in editor with debug - it helps alot of synchronizing progress
The walls I used are around 300-ish, so make sure your values are adjusted accordingly. What specifically goes wrong on the final transform as you say?
17:25 If you wall doesn't match his you can enter modeling mode, drop you wall into the scene, select and click XForm, Edit Pivot. NOTE: This will permanently change the transform of your mesh so you may want to make a copy first if it is part of a larger modular asset pack.
Yup, it's a great way to adjust pivot points on models that you don't have source files for. You can also just adjust the offsets in the PCG graph accordingly. :)
So I'm trying this in 5.5 and the floor doesn't show up like at 22:20 ish. Not sure if it's something they removed or just me doing it wrong. I've watched through 3 times so it's probably 5.5, but if you could confirm that it would be great. I'm going to continue the build to see if it corrects along the way. It also doesn't create new floors at 35:00 ish
5.5 is very much still in preview, and some nodes got changed up and others got things I'm doing got a one node solution. I would debug the points and see if they show up, if they don't then start going backwards to see where the last time you see them properly is and go from there.
Then your mesh is probably smaller than mine. Adjust your spacing to accommodate. Or keep going as later on the walls end up automatically scaling to the correct size.
Hi, you have really cool videos on PSG, and I have this question, can I make it so that every time I launch a new level, I generate a new seed value? That is, I want to have a new value every time I launch the game, which means a new location of objects in the location Thanks in advance for your answer
@@Procedural_Minds Yes, thank you very much, I was able to do it using one of your videos. Only now I encountered the problem of making a landscape, I tried to do it through the landmass plugin, but I don't know how to change the seed values in real time
@@kokki4519 Here's a video of mine on how to use PCG in real time applications. I believe I randomize the seed in it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-tIGa_enkGII.html
@@Procedural_Minds Of course I saw this video from you, it's very cool and it helped me a lot with the development. However, now I'm stuck at the point where I need to make a landscape according to approximately the same scheme, I just don't know how to do it better, with the help of PСG or Landmass
I can't get past "Number of Samples" in Spline Sample node (around 25:44 mark). It crashes every time. I saw someone else had the same issue but honestly I did not understand any of what both of you were saying. I followed the tutorial to a T, all values are the same as on the tut, so I don't know how to overcome this and I can't find anything on the web. What should I do? My specs: rtx 3080 10GB, i7-10700F 2.90GHz, ram 32GB, motherboard asus prime B460M-A
I had the same issue, my fix was plugging [Get Actor Property (Self, Floors)] to [Spline Sampler (Num Samples)], setting [Spline Sampler] to 1)Dimension - On spline 2) Unbounded - true 3)Debug Scale Method to Absolute. THEN go to viewport and adjust number of floors above 1. (I chose 3) You should see the spline come up. SAVE! Set [Spline Sampler (Mode: Number of Samples)] Hope this helps!
Try using a smaller number, or a smaller building to start. Also check that the spline is being generated and you're seeing it like I did in the level. It could also be a hardware difference, hard to say.
@@Procedural_Minds Wow thanks for the quick Reply! The problem is in the transform points offset min and max, the vector was plugged in at the wrong node!
What was causing this for me was leaving floors set to 1 in the blueprint at this point. As soon as I shifted it to 2, the crashing stopped. The minimum 1 floor protections don't seem to prevent this. Maybe it gets resolved later in the tut, not sure yet.
For some reason I can't seem to get my floors to line up with my walls. They're still offset way to the side and jutting out of the building and I can't figure out why
There's probably something different. Did you enable unbounded? Did you press the debug key? Is your loop closed? There's a few places where if you're missing a step then you'll end up not having any points show up, or at least not properly.
SO I am crash everytime I set the "Spline Sampler from Subdivision to number of samples"...any Ideas while I search on my own? I will ofcourse post the answer should I find it first.
Check how many samples are set by default there, just in case, and check to see if you see the spline and that it's there with some length and not an insanely long one. Basically checking to see if it's zero length or too many points would be generated.
@@Procedural_Minds Well I dont see anything, and I did try to hit up the Debug buttons on the nodes. Looks like the samples are set to 8 by default, although its greyed out so I can't make the change until change the dropdown lol. Let me investigate further, ill keep on it ;)
@@Procedural_Minds I think I have it. With PCG just being a "Insert Common Slur Here", once in a while from what i am reading and seeing, just a savee right before I make the change, then reload, set the spline to something else first, anything else it seems, then set the dropdown to "Number of Samples", and No crash! Wow...at least I made it, now on with the rest of the tutorial, and great job VWT, right on the with help too!
@@Procedural_Minds so i made a height map with roads and building ect in blender using the blosm addon , and was gonna export it to UE and try to replace all the building blocks that was put into it by the blosm with the way your adding buildings so the look way better and so they would also could be entered and have other subfloors and so on ! do you knw if thats is even do able ?
@@thadarkone5087 Unfortunately I don't know what this plugin is or how it works. But I would not try to generate multiple of these buildings all at the same time, like on a city scale.