Subscribed. I already knew most of this, but I like watching concise and efficient tutorials, YT is so full of "tutorials" that are poorly produced, non-narrated, and often just timelapses with no clear instruction. Your teaching style and content are perfect for this type of subject. Looking forward to more tutorials from you.
Welcome!! That is awesome! Yeah I absolutely agree. I kind of just make the tutorials that I would want, which are, like you said, more to the point and have more info
Only 11K subs?? I'm surprised. I just started watching a few of your videos recently in preparation for my first game in UE5. I find your vids straight to the point, and very informative. Also, nice work on the production quality of your vids. Great editing, very classy.
Subscribed. Love the attention to detail and the speed you cut a path through the subjects. feedback - as a UE5 noob, at 1:58 you say "We're going to double click it to open it". Wiggling the mouse where I'm supposed to click would have helped, the mouse pointer had disappeared. It took a while to figure out you were talking about clicking the Graph section. I tried double clicking the element in the viewport, the item in the outliner, the line items in the details pane. What I finally found was I could click the PCG component line just below the instance line and the graph attribute was right there to double click.
Your pacing and editing is literally perfect. Subbed for sure. Please for the love of god make as many UE5 videos as you possibly can. If you're a viewer reading this and you're new to UE5, sub to this man. He's the hero we all need.
Wow this is such an encouragement, thank you!! I am so glad you are getting a lot out of the videos. I am just so pumped to spread the knowledge and help/inspire as many digital artists as I can. Haha you got it man, more exciting stuff to come 🤙
Your videos are great. I don't subscribe to many channels, but have to yours! I really like your relaxed presentation style, and you really know your stuff. If you have time, please post more UE videos. Thanks! BTW, I think your video thumbnails have really improved over time, and think the ones with your profile in them work best. Video titles seem really good too. Keep doing what you're doing and I'm sure your views are going to skyrocket.
You have no idea how encouraging it was to get this. Thank you so much for taking the time to write this Julian. You rock!!!! Don't worry many more videos to come!!
Hey, just starting to implement PCG for the first time in large arch-viz scene - thank you for your tutorials, definitely here to stay :) Flower Power :)))
Thanks so much for this. Created a large open map and was hand placing and sculpting so much. This system is perfect for filling out entire areas for me to hand build what I need. UE5 is so good because amateurs can create incredible works.
Lol, I will binge watch all your tutorials I guess. I really like your tutorial style. They are easy to follow, with a great balance between not wasting time and explaining stuff in detail.
Thank you for the tutorial. What are the benefits of using PCG Framework over Procedural Foliage Spawner? Here you are using Static mesh for each plant, but Foliage spawner is using Foliage Static mesh which have a lot of plant related variables.
Started learning about UE5 landscape while on vacation. This is an awesome video. Got any videos explaining exactly what is Procedural and what it is all about? Like what it is and primarily used for besides landscape generation?
Interesting Tutorial - thank you for uploading! Question: How can I get all Nodes concerning any issue with PCG? Without this knowledge I can't solve any problem. Thank you.
Hmm yeah that is a good question. Besides the Epic games documentation for PCG, I don't know of another database that explains all the nodes. Might be something I should look into developing.
This Is Very Help full For Me Thanks. please please please make video on textures my textures are luck very uglly and repeatedly i love your videos. keep it up.
Great Video very helpful and saved me a lot of time on filling a world but idk if its just hardware issue or not but the grass that is generated by the PCG disappears at some angles or it goes flat and i was wandering how to fix that if its not hardware issue? Also im using Unreal 5.3
How does your viewport look so beautiful while editing? I have everything default, but for me it looks closer to MS paint than anything you make. Love all your basic tutorials btw, really help a complete beginner like me!
how did you even make the grass land in the first place? i just started and no tutorials ive seen have shown me anything they all just magically start with a grass land
Awesome tut! Is it possible to do it with nanite? You mentioned your computer started slowing down when the meshes loaded. Perhaps if it's the nanite version there will be no performance hit.
I'm new to UE and your tutorials have been so helpful. Thank you so much for everything you do! I can't seem to figure out why my grass disappears at certain distances and angles. I've read about cull distance but I can't seem to find a straight answer of how to correct it. Do you have any advice? Thank you!
Hi, I am in UE 5.3, at the point where we hit Generate, then back to Graph view and hit D, but I don't see any volumes appearing. When I dragged out from the Landscape pin it said deprecated. Maybe that is the issue? thanks!
Another question though. The wind in the static meshes is causing my trees to lift off the ground. Instead of blowing in the wind, it just looks like the whole landscape is tipping back and forth. Is there a simple solution for this?
So should I be using Procedural Foliage like in the Save Hours! video or do I use the PCG framework here? Is PCG more up-to-date or does the other one have foliage-specific features not shown here?
Hey! Great question. I would personally go with PCG at this point. Both are valid for sure. Procedural foliage will spawn foliage and PCG will spawn actual meshes, so there might be some technical reason why you would go with one or the other. I personally use PCG because it is the newer tool and has more power in what you can achieve with the system. Up to you though:)
This was an incredible tutorial, thank you so much. Do you have any tips for increasing the framerate when building this? I have a 3080TI and a solid CPU, but this sure bogs it down, especially when PCG is adding it's stuff. I would imagine there's some lighting, raytracing, shadows etc that I can drop down while editing to get my FPS up? Would appreciate any advice. Thanks again! Subbed!
Hey Aziel, Just starting out and you've been a great help! I really like your free course too. But its kind of hard to follow along if I cant reverse the video and hop back a few seconds. Is there a reason this isn't possible? Other then that, I'm absolutely stoked about your tutorials. keep it up!
thank you What are the expected reasons for not doing debug? I pressed generate and deleted everything and started over again yet nothing happens any advice ?
Oh, I googled it and found another video of yours where you addressed the problem lol For anyone else wondering what the solution is, simply substitute density noise with attribute noise
Thanks for the video man, very informative. What can you tell me about the performance of the scene at the end of this video? You had a LOT of grass and flowers (lots of points). How does that impact performance? Thanks
So glad you found it helpful!! For me it runs smoothly, but that will really depend on your computer. The actual sim part is not heavy, and when you have something you like you can bake it in. It more just comes down to standard optimization of meshes and textures.
I don’t see much time saving with pcg unless you are making formations like seen in the electric dreams project. The foliage paint tool is probably faster for basic applications.
Oh man, I went to go try this (02:26) and Unreal is telling me that the Input node is deprecated. Do you have an updated tutorial by any chance? If so, let me know! Thanks, Aziel. 😊😊
Sorry I probably should have mentioned that, I made a folder and called it that for myself. There is nowhere to download it from. All of the assets I compiled for the tutorial from downloading individual parts from Quixel Bridge. If you are a complete beginner I might suggest checking out my courses. They really fill in all the gaps if you are coming completely new to Unreal. I am hoping to get some more beginner focused videos on the channel as well. I am super excited for you!! It is an exciting time to be learning this stuff 👍
I'm having some issue with this. My Player character is walking ontop of the grass (like his foot stops above the grass) as if there was a collision box or something. I went to the actual static mesh and removed collision boxes and saved. BUT I still have my character bouncing up/down from the ground floor and the added Flowers/grass meshes. How can I fix this?
Hey! You will need to turn off collision on the PCG asset itself. It might be the main PCG asset or one of the assets nested under the main asset, I forgot, but you need to turn off collisions on that. Hope that helps
@@azielarts Thanks for the fast reply! I'm actually reading each of your PCG guides now as well. I looked into it and found the it in the Static Mesh Spawner. Turned off Specific grass I was using, and left Rocks/Trees turned on and it solved everything.
I finally bit and tried PCG with this video and holy crap it's cool! But performance sucks! When I was done with this video I was getting 30-40 fps. When I recreated it with foliage painter next to the PCG volume, my fps (when the PCG wasn't on screen) was 120. I run a 12900KF, 3080ti with 32Gb RAM. Am I missing some optimization, or is this made with beefier rigs in mind?
Amazing! It is generally more intensive, however I do have a video on optimization for pcg which should help. Also the area you are simulating and the assets themselves have a huge effect on the performance
sorry for the question. it may sounds strange but why to use density if you already have a "point per square meter" if you want to lower number of meshes?
I love questions! you are right you can use both, using the density filter lets you sample the same stream of points for multiple types of meshes instead of resampling the landscape every time. It is more of an efficiency thing. As you get more in depth with pcg you will start to look for ways to simplify the graph and reuse points. Does that makes sense ?
How to make spline patches like roads on this pcg landscape? Secon question. Can i make this pcg without landscape? For example flying rocks or something?
Thanks for the feedback. I make my tutorials with the version of the engine I have at the time of recording. This is the best we can do with things changing all the time.
Hello I have seen your other video which is slightly older about the old procedural foliage object and I love it mainly because of the nature logic it uses. Things like seed spread and stuff. I now would like to use pcg as it is more versatile in the stuff I can spawn (villages, houses, Rocks, etc) but I didn't think about the nature logic aspect. I then found out how important it actually is. my pcg graph just basically had a surface sampler a transform points and a static mesh spawner it works but looks like the grass is placed in a grid. Do you know any way to simulate seed spread and stuff like that?
Hey, yeah great question. You can achieve a similar result with PCG, it just takes a bit more set up. For example you can spawn a bunch of points, then you can use the position of those points to spawn a second grid of points that gradually get smaller based on their distance from that first point. With a bit of randomness thrown in, you will get something similar. PCG is indeed more versatile as you said, but because of these you need to build that nature logic from scratch as opposed to having it built in. Does that make sense?
@@user-im5hm2ty6d the density/noise is just another way to control the randomness and amount. But it does have the effects of generating clumping like placements
@@azielarts Thank you very much for clearing that up for me. The density noise/filter method works well enough for me I just had to tweak some density settings.
One question. In 4:34, isn't 360 degrees too much? This way half of the grass is gonna just clip through the floor and not be visible. Or am I misunderstanding something? I am still fairly new to Unreal Engine.
Great question! Basically you only add a 360 rotation in the z axis. This is the up and down axis. So it effectivly means that the object will spin 360 around like a top, not down into the ground. Does that make sense?
EDIT: OK now its showing up, not sure what was going on :( .............on restarting standalone goneNot working, when do just as you indicate, setting point bounds to 1 1 1 there are no longer any boxes, small or otherwise,,then changing .1 sizeto 10,still nothing shows up, this is 5.3,what might be wrong ?
When I add the PCG to the world, overlapping the landscape as done in the video. The debug shows the points under landscape that has been raised. Any idea why?
Good question. Not better, just different. This good for filling out a large area very quickly and foliage painting is better for smaller more art directed areas
Which method is better, this one or the Procedural Foliage demonstrated in your older video (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JpbWi95Bz20.html)?
Love your tutorials, but a little suggestion: Music is really not needed . Does not necessarily contribute neither to the content nor to its epic-ness.