Easily Sculpt and Deform Landscapes With PCG
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- čas přidán 16. 06. 2024
- By utilizing Landscape Patches, a beta plugin in Unreal Engine 5, we can combine them with PCG and deform the landscape to our desired shape.
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Patreon: / procedural_minds
Discord: / discord
Twitch: / krozjin
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Chapters:
00:00 - Setup
01:06 - Landscape Spline Path
06:05 - Mountain Range Landscape
Dude you literally make the exact tutorials we need thanks again
It's cause I ask everyone to tell me what you need. So... what else do you need? :D
One of my favorite channels! Thx for the great content. ❤
You are very welcome! Thanks for watching ♥
That is extreamly cool! I love it!
Thank you! ♥
@@Procedural_Minds :) you are welcome!
epic and super useful, thx
You're welcome! :)
Holy cow, I thought for sure I was going to have to burn several hundred dollars to be able to do procedural mountains/rivers. THANK YOU, YOU ARE A LIFE SAVER.
This has 100% obliterated every apprehension I had in finding a terrain solution. I can do EVERYTHING I wanted to do YASSSS.
I'm glad you found this helpful. :)
This is awesome. You basically showed us how to create our own Brushify.
Glad you found it helpful. It's definitely a great way to procedurally create landscape areas. :)
Man.. how can you always make exactly the tutorials we all need ? Congrats !!!
Easily, I ask you guys what you need and you tell me. :D
So... what else do you need? lol
@@Procedural_Minds Incredible, well I'd just need more videos of yours no matter what they teach xD Keep going ;)
I'd love a better way to communicate between landscape material and PCG(Maybe RVT?). I do a lot of randomization in my landscape material for biome, but I want my PCG to read from that so I spawn specific terrain patches and foliage in that biome. However the method with physical materials in PCG doesn't like to update to PCG at runtime. So if I randomize the biome locations in my material, the PCG won't know ): This would be the final piece to having No Man's Sky type of world generation @@Procedural_Minds
@@Vylocity So it all depends on how you create the landscape materials. If it's regular landscape layers then you can read the layer data. But if it's an auto landscape material then it's far more complex. Probably has to be done using the physical material as you mentioned.
Yes my material is automatic and I dont paint the layers, theyre placed via noise textures and random scales. I was able to exclude foliage from these areas using Phys materials in PCG from your other tutorial which is awesome, but when I randomize the locations of the areas, the PCG wont update. Maybe Phys materials need to be static like landscape grass types. I wonder if we can use RVT in the "get texture data" node@@Procedural_Minds
This is so cool. Thank you! I created some very cool simple hills like in the first part of the video. Now when spawning staticmesh grass and trees within the same PCG graph they will spawn underneath the hill directly where the spline is leaving the landscape mesh halfway up the tree trunks. Is there a way to spawn the static meshes at the same height level as the new modified landscape height?
You're very welcome! :)
That was neat! Would be possible to not have to use a height map? I mean, we can generate noise in a plane mesh with a "Generated Dynamic Mesh Actor", append a plane "Rectangle XY" and apply like a Perlin Noise to it. Wondering if this could be used as base hight map some how, or just applied direcly to the landscape some how.
Question, is it possible to instead of just deform, to actually remove part of the landscape? Or apply a opacity mask to that region so it does not render. At the end you mention about having a house with one of the path deformation in to lower the landsacpe, if we could hide it either with opacity mask or remove that section, then we could just have some nice underground passages that connects to other levels.
I saw it been done with Virtual textures, placing a sphere in a blue print and using that sphere as reference for the virtual texture and apply opacity mask to that region, but I could not get this to work :( , this video "v=1U-5zxJCIN4", I've been trying to recreate this but I'm just missing something else.
You can absolutely use this as your primary landscape deformer without needing height maps or manual sculpting. Depending on your use case it might not be the result you're looking for compared to a generated height map though.
This is an interesting tutorial. In the last few days I'm starting to feel that UE landscape tool in its current form is somewhat limited and also has some performance implications. The forums are full of complains, confusion etc. Some say that AAA studios are falling back to their own landscape systems, either by forking the engine or through custom techniques. Unless UE releases the next generation 3D version of the landscape tool (which is on their roadmap) + double precision, I'm personally highly tempted to look into sliced sculpted landscape mega meshes.
TLDR; I was wondering if the PCG techniques you've showcased here, could be applied to regular meshes for automated deformation? 🤔 However I'm not sure if this is even feasible.
Can't use it to deform actual meshes at the current moment, but it's still early. Maybe that is the future. :)
how do you use multiple texture heightmaps,like an array m?and also can you randomize them at runtime?
You can set it up in the blueprint as an array to get a random texture.
Does this work in game two or only in the editor?
Is there a way to deform the default landscape in game? I know you can do it with the Voxel plug-in
This works when playing and simulating as well. I haven't personally tried to package with it, but I don't believe there should be any issues with this one.