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UE 5.4 | PCG Biome Core Plugin Tutorial

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  • เผยแพร่เมื่อ 16 ส.ค. 2024
  • This is part 2 of my tutorial series. In Part 1 of my UE5 Multi Biome Landscape tutorial series we went over how to create Photorealistic Mountain Landscape in Gaea. Also how to import heightmaps in Unreal Engine and set up simple landscape material. In part 2 we are using PCG Biome Core plugin that comes with Unreal Engine 5.4 to populate our landscape. I will go over plugin basics and how to set up your own multi biome texture mask using Gaea.
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    00:00 Intro
    00:25 Project Setup
    00:50 How Biome Core plugin works
    05:42 Make Biome Texture in Gaea
    14:20 Biome Core Blueprint and DA Setup
    17:43 Fix not spawning Assets
    21:50 Volume Adjustment
    23:25 Mask Texture Setup
    31:02 Add Water
    31:58 Outro

ความคิดเห็น • 38

  • @Fafmagic
    @Fafmagic 3 หลายเดือนก่อน +1

    Great workflow. Thanks for sharing!

  • @user-ch2uj3ot6q
    @user-ch2uj3ot6q 2 หลายเดือนก่อน +2

    作为初学者,非常感谢您的教程!👍

  • @aranchin-yo6wy
    @aranchin-yo6wy 3 หลายเดือนก่อน +3

    This is the new feature that released with 5.4 recently right? Also awesome video! Love it!

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน

      Yes that’s new plugin that comes with 5.4.

  • @OfficialCiggy
    @OfficialCiggy 2 หลายเดือนก่อน

    when you deleted the filters, it was water level filter that didnt allow you to spawn. to prevent trees in water.. also texture size is not tricky lol. if your map is 1024 you just times that by 100. so it would be 102400 or a map size of 8129 would be 812900.

    • @MarisFreimanis
      @MarisFreimanis  2 หลายเดือนก่อน

      Yes texture sizing thing i figure out, found that common Gaea to UE scaling is wrong and will address that in upcoming video. When it comes to min max Z it actually don't help with water at all if you have water in different heights. It's useful only when setting sea level if you don't want things to spawn in your ocean etc. There are better ways to exclude water than just trying to hard code Z limits/

  • @svendkorsgaard9599
    @svendkorsgaard9599 2 หลายเดือนก่อน +1

    Bro. Is there no way to use masks from Gaea together with the UE5 water system ? It would be so mcuh better

    • @MarisFreimanis
      @MarisFreimanis  2 หลายเดือนก่อน

      I know that there are some 3rd party paid plugins that support that, but as afar as I know only for Ocean and you still need to do manual work for rivers etc. UE water system is bad and people been waiting for proper update for a long time. Im currently experimenting with PCG generated water, once I will have something decent will post about it.

  • @plech0480
    @plech0480 หลายเดือนก่อน

    Great viedeo. But i got stucked at PCG generate, when traying to first time generate PCG_BiomeTexture. The Generate button just does nothing.... Anyone else having this issue?

    • @MarisFreimanis
      @MarisFreimanis  29 วันที่ผ่านมา

      Did you try to restart project? Sometimes PCG bugs out

    • @plech0480
      @plech0480 29 วันที่ผ่านมา

      @@MarisFreimanis I will have to redo it from beginning.

  • @glay011
    @glay011 3 หลายเดือนก่อน +1

    Why is the display not updated ,when I move 'BP_PCGBiomeVolume' box,And all the trees have disappeared

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน

      You just need to regenerate. You can also set it up to auto generate

    • @glay011
      @glay011 3 หลายเดือนก่อน

      @@MarisFreimanis Unable to regenerate,What is the reason

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน

      Make sure you did part in 17:52 where I show how to fix biomes not spawning. If height information is not overwritten it will not spawn anything under 0Z

  • @leod86
    @leod86 2 หลายเดือนก่อน

    Is there a maximum number of colors for the mask? 5? Could you beat that amount if you used black and white masks for each soil type?

    • @MarisFreimanis
      @MarisFreimanis  2 หลายเดือนก่อน +1

      I don't think there is since you can use any color you want. Probably if colors are too close could make some overlapping issues, but would need to test hat.

  • @Blue-dq7ze
    @Blue-dq7ze 3 หลายเดือนก่อน

    Is there any way to make this colour distribution texture into an adjustable procedural texture?
    Big Brother can take a look at the new dispersion feature of the D5 renderer for a great experience and would like to implement it in UE5 as well!🎉

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน

      You mean by using dynamic texture? I have some ideas how to do it, will look more into it son.

  • @Preirin
    @Preirin 3 หลายเดือนก่อน +1

    Are you sure you're in 5.4? According to the marketplace, assets such as Norway Maple is only supported in 5.1-5.3....

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน

      You can import 5.3 assets in 5.4 project. Unless it's a plugin that has dependencies that brake in different versions, most of assets you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.

    • @Preirin
      @Preirin 3 หลายเดือนก่อน

      @@MarisFreimanis Noice! I'll give that a try. Cheers!

    • @Preirin
      @Preirin 3 หลายเดือนก่อน +1

      @@MarisFreimanis Awesome! Just added LITERALLY about 100 GB of assets... now, hopefully I can play with them LOL

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน

      Glad it worked out

  • @lordrex34
    @lordrex34 2 หลายเดือนก่อน

    Well, the BiomeCore plugin doesn't really support large worlds tbh, and placing multiple instances of BiomeCore just doesn't work. Anybody came up an idea to workaround this ?

    • @JustFranzeh
      @JustFranzeh 2 หลายเดือนก่อน

      I've got it working in a 2k map :)

    • @astralstormgamestudios1259
      @astralstormgamestudios1259 2 หลายเดือนก่อน

      @@JustFranzeh what about 32?

    • @JustFranzeh
      @JustFranzeh 2 หลายเดือนก่อน

      @@astralstormgamestudios1259 32k map??,

    • @lordrex34
      @lordrex34 2 หลายเดือนก่อน +1

      2K is actually a small landscape, nearly everything works fluently with it. I recommend trying a 4K or 8K map scaled to 200 and 400.

    • @JustFranzeh
      @JustFranzeh 2 หลายเดือนก่อน +1

      @@lordrex34 yeaah I know. I'm only out here testing. I've only been using UE5 for 5 days. I'm not here to make games or that. More experiment with landscape renders etc but yeah I am going to work my way up the scale etc. I've formulated the exact scaling so what you make in Gaea is the same in Unreal. So far it works correctly 👌.

  • @The_honourable_one
    @The_honourable_one 3 หลายเดือนก่อน

    Bro how can you use resources made for unreal engine 5.3 in unreal engine 5.4

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน +1

      Unfortunately you can't

    • @MarisFreimanis
      @MarisFreimanis  3 หลายเดือนก่อน +1

      Hey! I'm sorry I realize i probably misunderstood your question. I thought you asked about Biome Core plugin, you can use that only with 5.4+, but You can import 5.3 assets (like megascans trees) in 5.4 project, you can import in "unsupported" versions without any issues. When you get to add to project window, click Show all projects, select your 5.4 project and at the bottom set version to 5.3.

    • @The_honourable_one
      @The_honourable_one 3 หลายเดือนก่อน

      Thanks for the reply cause I got confused in the engin resource 😅

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 2 หลายเดือนก่อน +1

    I don't like that texture mask system at all..

    • @MarisFreimanis
      @MarisFreimanis  2 หลายเดือนก่อน +1

      I have new video coming up that will ease this process abit, at least until I have reworked plugin to support landscape painting.