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How to Get Started with PCG Biomes in Unreal Engine 5.4 

Procedural Minds
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Unreal Engine 5.4 have introduced a powerful new method to creating expansive landscapes with the help of PCG. This allows you to create huge open worlds quickly and effortlessly.
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Patreon: / procedural_minds
Discord: / discord
Twitch: / krozjin
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Chapters:
00:00 - PCG Biomes is Here
00:30 - Enable Plugins
01:43 - Grabbing Assets
06:09 - PCG Biome Core
12:24 - Point Filters
15:25 - Child Point Filters
17:38 - Biome Configuration
21:14 - Adding Biomes

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14 июн 2024

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Комментарии : 80   
@aronforsure
@aronforsure Месяц назад
Wake up honey, new procedural generation tutorial just dropped cheers
@Procedural_Minds
@Procedural_Minds Месяц назад
Oh boy, time to jump out of bed! :D
@Test-xt3ys
@Test-xt3ys Месяц назад
I love your content, I watched the live rebroadcast so I felt like I already knew some things already hehe hope your channel will blow up soon
@Procedural_Minds
@Procedural_Minds Месяц назад
Yeah this is basically a nicely edited down version of me learning all the stuff during the live testing streams. :)
@gaguto
@gaguto Месяц назад
Awesome video, can't wait to see more of PCG Biomes!!
@Procedural_Minds
@Procedural_Minds Месяц назад
Thanks! Definitely a lot more to learn about them!
@sylvaindelaine
@sylvaindelaine Месяц назад
Thank you for this valuable and informative tutorial. I recently discovered your channel, and I look forward to more great content from you!
@Procedural_Minds
@Procedural_Minds Месяц назад
Thank you! I'll try not to disappoint. :)
@aukehuys2297
@aukehuys2297 Месяц назад
Highly appreciated - thanks for your videos :)
@Procedural_Minds
@Procedural_Minds Месяц назад
Thank you for watching the videos :)
@guntermichaeljanser5261
@guntermichaeljanser5261 24 дня назад
Very very nice! Keep up the good work!
@Procedural_Minds
@Procedural_Minds 24 дня назад
Thank you very much!
@KBFNGG
@KBFNGG Месяц назад
Great tutorial. I've been waiting for someone to actually explain some parts of the pcg biome as its modularity is extremely overwhelming, especially for newcomers.
@Procedural_Minds
@Procedural_Minds Месяц назад
Thanks! Yeah, there's a ton of functionality there, and a lot of it is hidden unless you know where to look.
@jeromegraves2826
@jeromegraves2826 Месяц назад
Really great information here. Nicely presented too. Question though: In perusing the Sample Content folder I noticed in the Tiles sub-folder they have a bunch of Flow textures (labeled with their associated terrain tile coordinates) - any idea how this integrates into things? Seems like it's a a big factor in the logic being administered to the graphs?
@Procedural_Minds
@Procedural_Minds Месяц назад
I haven't investigated that as of yet, but once I figure out how that's incorporated into everything I'll be making follow up videos.
@tehf00n
@tehf00n Месяц назад
Surprised you got so much info in this video as there isn't much info around yet. I ran through the epic tutorial for setting it up from scratch but it never covered the filters or anything. I was fine getting an initial setup with trees but when I wanted to scatter logs and rocks around them I was lost. This helps a lot. Can't wait to figure out more and see how dynamic it can be at runtime.
@Procedural_Minds
@Procedural_Minds Месяц назад
Thanks! I just spent some time just diving in and trying to figure out where everything is, how it works, etc with the specific goal of figuring out how I would use it in a new level. :)
@Vylocity
@Vylocity Месяц назад
Super Exciting! Have you found a way to have the BiomeTextureProject be dynamic like maybe as an RVT? Possibly using material logic to form those biomes colors and locations instead of hard coding the biomes
@Procedural_Minds
@Procedural_Minds Месяц назад
I haven't gotten there yet but I do want to figure out a possible way of doing it. I have some ideas of how to do a full procedural landscape material setup and then reuse it for the biomes, but needs lots of testing.
@Josh_Alfaro
@Josh_Alfaro Месяц назад
Awesome content, would you consider making a tutorial on using assemblies in PCG graphs to populate a landscape like in Electric Dreams as well as making the assemblies?
@Procedural_Minds
@Procedural_Minds Месяц назад
Yeah absolutely. No promises on it being super soon, but I'll definitely put it on my list. :)
@Josh_Alfaro
@Josh_Alfaro Месяц назад
@@Procedural_Mindsawesome! I’ll stay tuned. Thanks man!
@Preirin
@Preirin 27 дней назад
This is great - thanks for the tutorial! However, I have a question regarding landscapes where we are using an automaterial already as opposed to a blank landscape. I don't want to replace my entire landscape' I just want to use PCG assets. Do you have a tutorial on this?
@Procedural_Minds
@Procedural_Minds 27 дней назад
You can just use your landscape, I didn't modify the landscape in any way. I just generated one so I have a starting point for the tutorial.
@kryogenicgames
@kryogenicgames Месяц назад
only person to watch for PCG :)
@Procedural_Minds
@Procedural_Minds Месяц назад
I appreciate you watching my videos, but don't only limit yourself to me. Lots of great people out there! :)
@kryogenicgames
@kryogenicgames Месяц назад
@@Procedural_Minds dont , my list is big enough ;). just thinking , could you add your pcg building to create in biom? or its only for static meshes?
@Procedural_Minds
@Procedural_Minds Месяц назад
@@kryogenicgames I believe you can use the PCG Biomes with anything, including BPs. So theoretically yes, though I imagine it'd be very expensive as it wasn't built for that.
@kryogenicgames
@kryogenicgames Месяц назад
@@Procedural_Minds thank you, will see what future brings. what are you working on in your game atm?
@Procedural_Minds
@Procedural_Minds Месяц назад
@@kryogenicgames Powerups mostly. Some are more difficult than others.
@SoyalicSinan
@SoyalicSinan 4 дня назад
Subbed!
@Procedural_Minds
@Procedural_Minds 3 дня назад
Welcome to the community. :)
@cwingler
@cwingler Месяц назад
They really need to make it so the biome map texture can be painted in landscape editor mode.
@Procedural_Minds
@Procedural_Minds Месяц назад
Yeah I agree, thought I can also see instances where you might want the same ground texture but different "biomes" on top. So I also understand why they're not linked. I'm working on a way to easily convert one to the other more or less.
@LetsPatrick
@LetsPatrick Месяц назад
hi, thanks for the great video, can you create a video on how to adapt the pcg to another automatirial like brushify
@Procedural_Minds
@Procedural_Minds Месяц назад
I have no experience with brushify itself, but I am planning on figuring out a good workflow between PCG Biomes and auto materials.
@LetsPatrick
@LetsPatrick Месяц назад
@@Procedural_Minds Brushify just has “special” names for the layers. I just need to know where you can change these layer names
@kmtsvetanov
@kmtsvetanov Месяц назад
Hello I have a question. Maybe it will be good for a video. How to use pcg in blueprints to make in two rooms 2 different biomes? One forest, one dessert. And add random layout (the ground heights and waves of the floor) ? I would love if you can give me a hint for that or redirect me to some videos. Thank you!
@Procedural_Minds
@Procedural_Minds Месяц назад
Currently PCG Biomes don't modify the landscape itself and require a texture input for the biomes. If you want multiple biomes next to each other you'd need to make a mask for that and sculpt the landscape accordingly or use an appropriate height map.
@peterallely5417
@peterallely5417 Месяц назад
Would be cool if they enable the ability to paint the mask in editor like the Errant Biomes plugin.
@Procedural_Minds
@Procedural_Minds Месяц назад
Yeah, that would be really nice. But I have some ideas where you might be able to get similar functionality. Or at least a bit more streamlined.
@peterallely5417
@peterallely5417 Месяц назад
@@Procedural_Minds ooo looking forward to that!
@NongBenz
@NongBenz Месяц назад
I was looking for a procedural way to generate trees and rocks. Anyone know if the meshes in this sameple are done with geometry scripting or are they static meshes?
@Procedural_Minds
@Procedural_Minds Месяц назад
They are static meshes. :)
@NongBenz
@NongBenz Месяц назад
@@Procedural_Minds thank you, I'll have to come up with something myself 👍
@leod86
@leod86 15 дней назад
Hi, can I use a mask resolution higher than the landscape resolution? Or does it have to match like the black and white masks that were imported to the landscape mode layers?
@Procedural_Minds
@Procedural_Minds 15 дней назад
The mask resolution is independent. You actually set the scale for the mask texture. So you can adjust it to be bigger or smaller and tile if you wanted.
@leod86
@leod86 12 дней назад
@@Procedural_Minds Can I use this same multicolor mask to assign materials to the landscape, or does it only work for objects?
@Procedural_Minds
@Procedural_Minds 12 дней назад
@@leod86 You definitely can, it's just a texture after all. So you can use it as a regular mask.
@leod86
@leod86 12 дней назад
@@Procedural_Minds Sorry, I was referring to the PCG plugin, can I use that same texture and assign the landscape a material for each RGB color? because by using black and white masks for the layers, I am forced to use the same resolution of the heightmap, thanks for answering!
@Procedural_Minds
@Procedural_Minds 12 дней назад
@@leod86 Landscapes use a single material. You can use different textures masked, but in the end it's a single material.
@salvatorefranco2631
@salvatorefranco2631 Месяц назад
I was wondering if it would be possible to create a system for random spawning of the volumes/splines of the PCG itself, so that you always have a new level every time you start the game.
@Procedural_Minds
@Procedural_Minds Месяц назад
It should be possible with a bit more blueprint functionality. You can use the blueprint to offset the locations of things. It's not built in, but I think it could be done. I'll add it to my list of things to investigate and show. :)
@salvatorefranco2631
@salvatorefranco2631 Месяц назад
@@Procedural_Minds if you show it, I will always thank you!
@SimplySenpai
@SimplySenpai Месяц назад
Trying to follow along but you lost me at whatever file you imported as your base. Not sure what kind of file I should be using here. Sculpted some land but it doesn't give the same options to control the height of the water when putting in water material. Any advice?
@Procedural_Minds
@Procedural_Minds Месяц назад
The original file for the landscape is just a height map. You can use any heightmap you want there. The water level is part of the PCG Biomes system. If you're talking about the plane, I just moved that up / down to align best with my landscape. The height is going to be dependent on your setup.
@yoced1468
@yoced1468 12 дней назад
Did you copy the water plane and paste it on your map?
@Procedural_Minds
@Procedural_Minds 12 дней назад
@@yoced1468 Yes, I do it in the video.
@Phraxas52
@Phraxas52 19 дней назад
I copied the same actors as you did and put it into my map and hit generate and nothing spawned. The volume is covering the terrain completely. I set the cache cell size to 800 then tried higher values but still there's nothing. Posting onto the Discord..
@Procedural_Minds
@Procedural_Minds 19 дней назад
Yup, chatting there.
@60tiantian
@60tiantian Месяц назад
how to create your own map?9:04, it‘’s automatically generated base on the map you have or make it on photoshop?
@Procedural_Minds
@Procedural_Minds Месяц назад
I just googled island height map and grabbed an image online. You can sculpt yours, use a height map, or a multitude of other ways of getting the landscape shape you want.
@60tiantian
@60tiantian Месяц назад
@@Procedural_Minds thanks for reply,but i mean the map which Divide different biome on different color map.
@Procedural_Minds
@Procedural_Minds Месяц назад
@@60tiantian Oh that you can create in any image creation software like photoshop. I made mine in Affinity Photo 2.
@60tiantian
@60tiantian Месяц назад
@@Procedural_Minds oh~i got it, thanks
@glay011
@glay011 Месяц назад
Why is the display not updated ,when I move 'For example BP_PCGBiomeVolume' box,And all the trees have disappeared
@Procedural_Minds
@Procedural_Minds Месяц назад
Did you move it where it no longer overlaps the landscape? It generates the points within it on the landscape.
@glay011
@glay011 Месяц назад
@@Procedural_Minds No, for example, if I only move its x-axis 0.01, all the trees in the scene will disappear, and they cannot be regenerated in BP-PCGBiomeCore BiomeCore
@Procedural_Minds
@Procedural_Minds Месяц назад
@@glay011 Really odd. I would need a lot more info, like if you're just using the demo file, or its your own setup. It could be many things. If you'd like stop by the discord and I can try to help you better there. Since you can share screenshots.
@glay011
@glay011 Месяц назад
@@Procedural_Minds It is the UE5.4 original plugin - PCG Biome Sample - map, how can I show you a screenshot? Thank you
@Procedural_Minds
@Procedural_Minds Месяц назад
@@glay011 If it's the original demo map, try selecting it, then going down to the bottom of the detail section and selecting the PCG node. Then click cleanup / generate to see if it comes back. As for the screenshots, the link to my discord is in the description. You are able to post links there.
@Mplsmn23
@Mplsmn23 Месяц назад
it's not really a new feature to Unreal Engine, it's just an easy way of doing biomes or generation to an extent. You can still do a lot more the OG way
@Procedural_Minds
@Procedural_Minds Месяц назад
Yeah, but an easy way to do an old method is great. That means you can do it with less hassle. :)
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