Easily Create PCG Custom Nodes to Sample Their Surroundings

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  • เผยแพร่เมื่อ 20 ม.ค. 2025

ความคิดเห็น • 19

  • @Tutorials.uasset
    @Tutorials.uasset 10 วันที่ผ่านมา

    Very helpful, awesome tutorial! 🙏❤

  • @DevGods
    @DevGods 4 หลายเดือนก่อน +1

    Wow! That’s really straight forward. Definitely gonna add this node to my library. Thanks for sharing!

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน +1

      You're very welcome. And come 5.5 we're getting some traces built into PCG from what I hear. :)

  • @tchiocchio
    @tchiocchio 3 หลายเดือนก่อน

    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?

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      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. 😆

  • @franknorris987
    @franknorris987 4 หลายเดือนก่อน

    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

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      Thanks for the idea, I'll look into it. :)

  • @mauriciosevilla174
    @mauriciosevilla174 3 หลายเดือนก่อน

    Awesome man!

  • @thenoobdev
    @thenoobdev 4 หลายเดือนก่อน

    You're a true wizard!! Amazing video once again mate!! Keep up the good work

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      Thank you very much, I appreciate it! ♥

  • @mayankghanti3685
    @mayankghanti3685 2 หลายเดือนก่อน

    Will it be possible to sample materials or layered materials of static meshes instead of static meshes?

    • @Procedural_Minds
      @Procedural_Minds  2 หลายเดือนก่อน +1

      I don't believe there's any way to sample material layers, but in 5.5 ray casting does get the material.

  • @pricklyprickle
    @pricklyprickle 4 หลายเดือนก่อน

    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

    • @Procedural_Minds
      @Procedural_Minds  4 หลายเดือนก่อน

      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.

    • @pricklyprickle
      @pricklyprickle 4 หลายเดือนก่อน

      @@Procedural_Minds what new features are coming in 5.5?

    • @MrPangahas
      @MrPangahas 4 หลายเดือนก่อน

      @@Procedural_Minds That would be great, like interconnected exit and entry points of premade BP rooms

    • @Procedural_Minds
      @Procedural_Minds  3 หลายเดือนก่อน

      @@MrPangahas Yeah, that's the idea but I haven't figured out a way to do that yet. lol