This is super helpful! I expanded on this to make a volume that I can move around and place meshes on walls and floors. It's great because it doesn't create any references. Where I don't have to point it to meshes or landscape, and more importantly, not have to check out landscape or anything, but I get all the prop generation I want. This is super powerful. Keep the great videos coming! Any chance we can get a "Density on Distance" where we can taper density on a spline toward the end or to the edge of a volume?
if you're looking for content to show, i would love to see a street-type randomizer. including roads, benches, intersections, sidewalks based off a grid setup judging by what i've seen from your videos on pcg, it looks doable since each pcg point can recognize nearby ones to determine shape & content inside the individual square either way, love the vids - keep it comin
Hi, I been watching your videos now and am wondering if its possible to design rouglike dungeons like Returnal in pcg or any other type of dungeon like that
I've been thinking of how to do dungeons with PCG for a while. I might tackle it after the building series for 5.5, as it adds tons of new functionality.
Very helpful, awesome tutorial! 🙏❤
Thank you! :)
Wow! That’s really straight forward. Definitely gonna add this node to my library. Thanks for sharing!
You're very welcome. And come 5.5 we're getting some traces built into PCG from what I hear. :)
This is super helpful! I expanded on this to make a volume that I can move around and place meshes on walls and floors. It's great because it doesn't create any references. Where I don't have to point it to meshes or landscape, and more importantly, not have to check out landscape or anything, but I get all the prop generation I want. This is super powerful. Keep the great videos coming! Any chance we can get a "Density on Distance" where we can taper density on a spline toward the end or to the edge of a volume?
Thanks, and double thanks for the suggestions. It's a bit funny how I released this and now in 5.5 there's basically tracing built into PCG. 😆
if you're looking for content to show, i would love to see a street-type randomizer. including roads, benches, intersections, sidewalks based off a grid setup
judging by what i've seen from your videos on pcg, it looks doable since each pcg point can recognize nearby ones to determine shape & content inside the individual square
either way, love the vids - keep it comin
Thanks for the idea, I'll look into it. :)
Awesome man!
Thank you! ♥
You're a true wizard!! Amazing video once again mate!! Keep up the good work
Thank you very much, I appreciate it! ♥
Will it be possible to sample materials or layered materials of static meshes instead of static meshes?
I don't believe there's any way to sample material layers, but in 5.5 ray casting does get the material.
Hi, I been watching your videos now and am wondering if its possible to design rouglike dungeons like Returnal in pcg or any other type of dungeon like that
I've been thinking of how to do dungeons with PCG for a while. I might tackle it after the building series for 5.5, as it adds tons of new functionality.
@@Procedural_Minds what new features are coming in 5.5?
@@Procedural_Minds That would be great, like interconnected exit and entry points of premade BP rooms
@@MrPangahas Yeah, that's the idea but I haven't figured out a way to do that yet. lol