Hi, can I use a mask resolution higher than the landscape resolution? Or does it have to match like the black and white masks that were imported to the landscape mode layers?
The mask resolution is independent. You actually set the scale for the mask texture. So you can adjust it to be bigger or smaller and tile if you wanted.
@@Procedural_Minds Sorry, I was referring to the PCG plugin, can I use that same texture and assign the landscape a material for each RGB color? because by using black and white masks for the layers, I am forced to use the same resolution of the heightmap, thanks for answering!
I was wondering if it would be possible to create a system for random spawning of the volumes/splines of the PCG itself, so that you always have a new level every time you start the game.
It should be possible with a bit more blueprint functionality. You can use the blueprint to offset the locations of things. It's not built in, but I think it could be done. I'll add it to my list of things to investigate and show. :)
@@Procedural_Minds No, for example, if I only move its x-axis 0.01, all the trees in the scene will disappear, and they cannot be regenerated in BP-PCGBiomeCore BiomeCore
@@glay011 Really odd. I would need a lot more info, like if you're just using the demo file, or its your own setup. It could be many things. If you'd like stop by the discord and I can try to help you better there. Since you can share screenshots.
@@glay011 If it's the original demo map, try selecting it, then going down to the bottom of the detail section and selecting the PCG node. Then click cleanup / generate to see if it comes back. As for the screenshots, the link to my discord is in the description. You are able to post links there.
Great tutorial. I've been waiting for someone to actually explain some parts of the pcg biome as its modularity is extremely overwhelming, especially for newcomers.
I just googled island height map and grabbed an image online. You can sculpt yours, use a height map, or a multitude of other ways of getting the landscape shape you want.
Surprised you got so much info in this video as there isn't much info around yet. I ran through the epic tutorial for setting it up from scratch but it never covered the filters or anything. I was fine getting an initial setup with trees but when I wanted to scatter logs and rocks around them I was lost. This helps a lot. Can't wait to figure out more and see how dynamic it can be at runtime.
Thanks! I just spent some time just diving in and trying to figure out where everything is, how it works, etc with the specific goal of figuring out how I would use it in a new level. :)
@@kryogenicgames I believe you can use the PCG Biomes with anything, including BPs. So theoretically yes, though I imagine it'd be very expensive as it wasn't built for that.
Would something like this be possible for making flat interior landscapes (like procedurally generated buildings/hallways/whatever)? and how beginner friendly is making these things?
PCG in general, sure. But PCG Biomes specifically is very much overkill for it. PCG itself can be very simple, or very complex. All depends on what you need and how much control you want.
@@Procedural_Minds got it, so in this context, the example building here is just a bunch randomly generated rooms, the "biomes" would be the style of rooms generated. would that be something done WITH the biomes plugin or am I just being unnecessary
@@KrazyRazy I would just start to learn PCG in general. Take bit and pieces from different tutorials to form specifically what you want to accomplish. There probably isn't a single video that will be for your specific use case, but the methods can still be gotten from all of them bit by bit.
@@Procedural_Minds That's interesting. I've been trying to do tests on various maps. The moment i try to scale up the volume to a larger map i get crashes basically. Wondering if you had experienced this. Seems most UE based stuff is not great above 4k out of the box.
Hey do you think you would be willing to make a tutorial on PCG Biomes that include PCG rivers, lakes, and/or ponds? Or if it's easy, can you tell me how that would work? i can't find anyone anywhere teaching even basic water splines let alone in PCG form or a PCG biome and I'm really stumped on how to do it. I really appreciate it if you can help me out! :3 For a reference, I'm looking to make something like the TH-camr named 'Defect' who made two different PCG biomes including rivers and ponds, but they are only selling it on the marketplace, not showing people how to make it.
I'm not sure I follow. To do rivers, lakes, etc. Just have the terrain either start lower or just be pushed down. Then you have a plane that functions as your water line, and that's it. I have a tutorial on how to use landscape patches with PCG to modify the landscape, you could do that for example if you didn't want to use a height map or sculpt it yourself.
@@Procedural_Minds I'm sorry I'm probably overcomplicating the process, I just started learning how to use Unreal Engine about three weeks ago. My map I'm building contains a lot of very long rivers and I was trying to use PCG to make it easier to make them like how 'Defect' made their pcg biomes. Like, I'm trying to basically make a "PCG forest path", but instead of the dirt pathway, I wanted to make it into a river. I think your tutorial on PCG patches may help this process, thank you very much!
I've never looked into any plugins that do this so I'm not sure. If it adds functionality that I can't already get in Unreal then it could be worth it then.
This is great - thanks for the tutorial! However, I have a question regarding landscapes where we are using an automaterial already as opposed to a blank landscape. I don't want to replace my entire landscape' I just want to use PCG assets. Do you have a tutorial on this?
Hello I have a question. Maybe it will be good for a video. How to use pcg in blueprints to make in two rooms 2 different biomes? One forest, one dessert. And add random layout (the ground heights and waves of the floor) ? I would love if you can give me a hint for that or redirect me to some videos. Thank you!
Currently PCG Biomes don't modify the landscape itself and require a texture input for the biomes. If you want multiple biomes next to each other you'd need to make a mask for that and sculpt the landscape accordingly or use an appropriate height map.
If someone is stuck at the part to generate the objects like trees and rocks and such but nothing spawns in. Make sure to check BP_PCGBiomeCore -> BiomeCore -> " Debug- Bypass Global Filters" Try generating again. Then it should spawn and you can continue with the video, as trees and such now also spawn on water 😃
Yup, depending on your landscape location you could be below the water line of the sample project, making it seem like nothing is spawning before tweaking or disabling the filters.
Amazing Tutorials :) Life saver. When I debug the biome cache I get only red cubes instead of the coloured map. My landscape resolution is 2017x2017. What am I doing wrong?
@@Procedural_Minds 8:26 Ok thanks. It wasn't clear from the example texture if the colors had to be a single island per biome. Also on World Partition I had to change the size to 204800x204800 otherwise it tiles x4. Even still there is a single pixel border around the entire map edge that is still tiling and I can't seem to get rid of it?
@@FPChris Not sure why there's a single pixel tiling around. You can either just slightly increase the texture size, or see if ever so slightly reducing the landscape also fixes it. Unfortunately I don't have an immediate simple solution.
Awesome content, would you consider making a tutorial on using assemblies in PCG graphs to populate a landscape like in Electric Dreams as well as making the assemblies?
Really great information here. Nicely presented too. Question though: In perusing the Sample Content folder I noticed in the Tiles sub-folder they have a bunch of Flow textures (labeled with their associated terrain tile coordinates) - any idea how this integrates into things? Seems like it's a a big factor in the logic being administered to the graphs?
I copied the same actors as you did and put it into my map and hit generate and nothing spawned. The volume is covering the terrain completely. I set the cache cell size to 800 then tried higher values but still there's nothing. Posting onto the Discord..
Super Exciting! Have you found a way to have the BiomeTextureProject be dynamic like maybe as an RVT? Possibly using material logic to form those biomes colors and locations instead of hard coding the biomes
I haven't gotten there yet but I do want to figure out a possible way of doing it. I have some ideas of how to do a full procedural landscape material setup and then reuse it for the biomes, but needs lots of testing.
I was looking for a procedural way to generate trees and rocks. Anyone know if the meshes in this sameple are done with geometry scripting or are they static meshes?
Trying to follow along but you lost me at whatever file you imported as your base. Not sure what kind of file I should be using here. Sculpted some land but it doesn't give the same options to control the height of the water when putting in water material. Any advice?
The original file for the landscape is just a height map. You can use any heightmap you want there. The water level is part of the PCG Biomes system. If you're talking about the plane, I just moved that up / down to align best with my landscape. The height is going to be dependent on your setup.
Yeah I agree, thought I can also see instances where you might want the same ground texture but different "biomes" on top. So I also understand why they're not linked. I'm working on a way to easily convert one to the other more or less.
yeah i load the sample map and its all white, tutorials for UE are never just follow along, you always gotta fix something the content creator didnt think of. If this is the case enable SM6 under project settings > windows > SM6. restart editor then go to Build in top menu and build all HLOD, depending on your PC this might take some time, I'm running 4060ti with ryzen7 8700F with 16gb of DDR5 @ 6000 MT/s and it took about 5 minutes.
If it's all white it's probably because you don't have auto exposure turned on in the viewport is my guess. The directional is super strong if I recall.
it's not really a new feature to Unreal Engine, it's just an easy way of doing biomes or generation to an extent. You can still do a lot more the OG way
Sweet... looking forward to learn from those willing to teach!!! Thank you for the time you have invested!!
You're very welcome! :)
Awesome video, can't wait to see more of PCG Biomes!!
Thanks! Definitely a lot more to learn about them!
Thank you for this valuable and informative tutorial. I recently discovered your channel, and I look forward to more great content from you!
Thank you! I'll try not to disappoint. :)
Awesome video dude. High quality, great clear commentary. Exciting subject matter that people want. Props!
Thank you very much! Glad you enjoyed it. :)
Wake up honey, new procedural generation tutorial just dropped
cheers
Oh boy, time to jump out of bed! :D
Highly appreciated - thanks for your videos :)
Thank you for watching the videos :)
Thanks for the video, I have to say I love your mic.
Thank you very much! And you're welcome. :)
Hi, can I use a mask resolution higher than the landscape resolution? Or does it have to match like the black and white masks that were imported to the landscape mode layers?
The mask resolution is independent. You actually set the scale for the mask texture. So you can adjust it to be bigger or smaller and tile if you wanted.
@@Procedural_Minds Can I use this same multicolor mask to assign materials to the landscape, or does it only work for objects?
@@leod86 You definitely can, it's just a texture after all. So you can use it as a regular mask.
@@Procedural_Minds Sorry, I was referring to the PCG plugin, can I use that same texture and assign the landscape a material for each RGB color? because by using black and white masks for the layers, I am forced to use the same resolution of the heightmap, thanks for answering!
@@leod86 Landscapes use a single material. You can use different textures masked, but in the end it's a single material.
I was wondering if it would be possible to create a system for random spawning of the volumes/splines of the PCG itself, so that you always have a new level every time you start the game.
It should be possible with a bit more blueprint functionality. You can use the blueprint to offset the locations of things. It's not built in, but I think it could be done. I'll add it to my list of things to investigate and show. :)
@@Procedural_Minds if you show it, I will always thank you!
Your simple little island looks suspiciously similar to Iceland ;)
Thanks for this tutorial!
I believe it actually is Iceland. At least google said it was. :P
Why is the display not updated ,when I move 'For example BP_PCGBiomeVolume' box,And all the trees have disappeared
Did you move it where it no longer overlaps the landscape? It generates the points within it on the landscape.
@@Procedural_Minds No, for example, if I only move its x-axis 0.01, all the trees in the scene will disappear, and they cannot be regenerated in BP-PCGBiomeCore BiomeCore
@@glay011 Really odd. I would need a lot more info, like if you're just using the demo file, or its your own setup. It could be many things. If you'd like stop by the discord and I can try to help you better there. Since you can share screenshots.
@@Procedural_Minds It is the UE5.4 original plugin - PCG Biome Sample - map, how can I show you a screenshot? Thank you
@@glay011 If it's the original demo map, try selecting it, then going down to the bottom of the detail section and selecting the PCG node. Then click cleanup / generate to see if it comes back.
As for the screenshots, the link to my discord is in the description. You are able to post links there.
I love your content, I watched the live rebroadcast so I felt like I already knew some things already hehe hope your channel will blow up soon
Yeah this is basically a nicely edited down version of me learning all the stuff during the live testing streams. :)
Great tutorial. I've been waiting for someone to actually explain some parts of the pcg biome as its modularity is extremely overwhelming, especially for newcomers.
Thanks! Yeah, there's a ton of functionality there, and a lot of it is hidden unless you know where to look.
how to create your own map?9:04, it‘’s automatically generated base on the map you have or make it on photoshop?
I just googled island height map and grabbed an image online. You can sculpt yours, use a height map, or a multitude of other ways of getting the landscape shape you want.
@@Procedural_Minds thanks for reply,but i mean the map which Divide different biome on different color map.
@@60tiantian Oh that you can create in any image creation software like photoshop. I made mine in Affinity Photo 2.
@@Procedural_Minds oh~i got it, thanks
Very very nice! Keep up the good work!
Thank you very much!
Surprised you got so much info in this video as there isn't much info around yet. I ran through the epic tutorial for setting it up from scratch but it never covered the filters or anything. I was fine getting an initial setup with trees but when I wanted to scatter logs and rocks around them I was lost. This helps a lot. Can't wait to figure out more and see how dynamic it can be at runtime.
Thanks! I just spent some time just diving in and trying to figure out where everything is, how it works, etc with the specific goal of figuring out how I would use it in a new level. :)
only person to watch for PCG :)
I appreciate you watching my videos, but don't only limit yourself to me. Lots of great people out there! :)
@@Procedural_Minds dont , my list is big enough ;). just thinking , could you add your pcg building to create in biom? or its only for static meshes?
@@kryogenicgames I believe you can use the PCG Biomes with anything, including BPs. So theoretically yes, though I imagine it'd be very expensive as it wasn't built for that.
@@Procedural_Minds thank you, will see what future brings. what are you working on in your game atm?
@@kryogenicgames Powerups mostly. Some are more difficult than others.
Would something like this be possible for making flat interior landscapes (like procedurally generated buildings/hallways/whatever)? and how beginner friendly is making these things?
PCG in general, sure. But PCG Biomes specifically is very much overkill for it. PCG itself can be very simple, or very complex. All depends on what you need and how much control you want.
@@Procedural_Minds got it, so in this context, the example building here is just a bunch randomly generated rooms, the "biomes" would be the style of rooms generated. would that be something done WITH the biomes plugin or am I just being unnecessary
@@KrazyRazy For what you're looking for I would make a custom PCG setup. PCG Biomes probably will give you more headaches trying to integrate.
@@Procedural_Minds ah, you got any video tutorials you would recommend?
@@KrazyRazy I would just start to learn PCG in general. Take bit and pieces from different tutorials to form specifically what you want to accomplish. There probably isn't a single video that will be for your specific use case, but the methods can still be gotten from all of them bit by bit.
Cool video. have you tested how big you can go with the system yet?
Because it works with world partition, I imagine there's only the limit in hardware.
@@Procedural_Minds That's interesting. I've been trying to do tests on various maps. The moment i try to scale up the volume to a larger map i get crashes basically. Wondering if you had experienced this. Seems most UE based stuff is not great above 4k out of the box.
@@mootzartdev I haven't personally tried it, no.
@@Procedural_Minds Fair. Ive tested it now and seems that is the case with the sample. Not really viable over 1-2k so far.
Hey do you think you would be willing to make a tutorial on PCG Biomes that include PCG rivers, lakes, and/or ponds? Or if it's easy, can you tell me how that would work? i can't find anyone anywhere teaching even basic water splines let alone in PCG form or a PCG biome and I'm really stumped on how to do it. I really appreciate it if you can help me out! :3
For a reference, I'm looking to make something like the TH-camr named 'Defect' who made two different PCG biomes including rivers and ponds, but they are only selling it on the marketplace, not showing people how to make it.
I'm not sure I follow. To do rivers, lakes, etc. Just have the terrain either start lower or just be pushed down. Then you have a plane that functions as your water line, and that's it. I have a tutorial on how to use landscape patches with PCG to modify the landscape, you could do that for example if you didn't want to use a height map or sculpt it yourself.
@@Procedural_Minds I'm sorry I'm probably overcomplicating the process, I just started learning how to use Unreal Engine about three weeks ago. My map I'm building contains a lot of very long rivers and I was trying to use PCG to make it easier to make them like how 'Defect' made their pcg biomes. Like, I'm trying to basically make a "PCG forest path", but instead of the dirt pathway, I wanted to make it into a river. I think your tutorial on PCG patches may help this process, thank you very much!
Thanks for this. What are you thoughts on using PCG vs. some plugin like errant biomes? (other than one is for pay)
I've never looked into any plugins that do this so I'm not sure. If it adds functionality that I can't already get in Unreal then it could be worth it then.
This is great - thanks for the tutorial! However, I have a question regarding landscapes where we are using an automaterial already as opposed to a blank landscape. I don't want to replace my entire landscape' I just want to use PCG assets. Do you have a tutorial on this?
You can just use your landscape, I didn't modify the landscape in any way. I just generated one so I have a starting point for the tutorial.
Hello I have a question. Maybe it will be good for a video. How to use pcg in blueprints to make in two rooms 2 different biomes? One forest, one dessert. And add random layout (the ground heights and waves of the floor) ? I would love if you can give me a hint for that or redirect me to some videos. Thank you!
Currently PCG Biomes don't modify the landscape itself and require a texture input for the biomes. If you want multiple biomes next to each other you'd need to make a mask for that and sculpt the landscape accordingly or use an appropriate height map.
If someone is stuck at the part to generate the objects like trees and rocks and such but nothing spawns in. Make sure to check BP_PCGBiomeCore -> BiomeCore -> " Debug- Bypass Global Filters" Try generating again. Then it should spawn and you can continue with the video, as trees and such now also spawn on water 😃
Yup, depending on your landscape location you could be below the water line of the sample project, making it seem like nothing is spawning before tweaking or disabling the filters.
Amazing Tutorials :) Life saver. When I debug the biome cache I get only red cubes instead of the coloured map. My landscape resolution is 2017x2017. What am I doing wrong?
Colored cubes come from your biome. Check your tiling / resolution of the map you're using.
Can you, for example, paint yellow as hundreds of separate little islands around the map?
It's just a texture, so you can paint it however you want to customize it. Absolutely. :)
@@Procedural_Minds 8:26 Ok thanks. It wasn't clear from the example texture if the colors had to be a single island per biome. Also on World Partition I had to change the size to 204800x204800 otherwise it tiles x4. Even still there is a single pixel border around the entire map edge that is still tiling and I can't seem to get rid of it?
Actually the X and Y axis each have a single repeating edge row on one side. I think its a bug.
@@FPChris Not sure why there's a single pixel tiling around. You can either just slightly increase the texture size, or see if ever so slightly reducing the landscape also fixes it. Unfortunately I don't have an immediate simple solution.
Awesome content, would you consider making a tutorial on using assemblies in PCG graphs to populate a landscape like in Electric Dreams as well as making the assemblies?
Yeah absolutely. No promises on it being super soon, but I'll definitely put it on my list. :)
@@Procedural_Mindsawesome! I’ll stay tuned. Thanks man!
Really great information here. Nicely presented too. Question though: In perusing the Sample Content folder I noticed in the Tiles sub-folder they have a bunch of Flow textures (labeled with their associated terrain tile coordinates) - any idea how this integrates into things? Seems like it's a a big factor in the logic being administered to the graphs?
I haven't investigated that as of yet, but once I figure out how that's incorporated into everything I'll be making follow up videos.
Would be cool if they enable the ability to paint the mask in editor like the Errant Biomes plugin.
Yeah, that would be really nice. But I have some ideas where you might be able to get similar functionality. Or at least a bit more streamlined.
@@Procedural_Minds ooo looking forward to that!
I copied the same actors as you did and put it into my map and hit generate and nothing spawned. The volume is covering the terrain completely. I set the cache cell size to 800 then tried higher values but still there's nothing. Posting onto the Discord..
Yup, chatting there.
hi, thanks for the great video, can you create a video on how to adapt the pcg to another automatirial like brushify
I have no experience with brushify itself, but I am planning on figuring out a good workflow between PCG Biomes and auto materials.
@@Procedural_Minds Brushify just has “special” names for the layers. I just need to know where you can change these layer names
Super Exciting! Have you found a way to have the BiomeTextureProject be dynamic like maybe as an RVT? Possibly using material logic to form those biomes colors and locations instead of hard coding the biomes
I haven't gotten there yet but I do want to figure out a possible way of doing it. I have some ideas of how to do a full procedural landscape material setup and then reuse it for the biomes, but needs lots of testing.
I was looking for a procedural way to generate trees and rocks. Anyone know if the meshes in this sameple are done with geometry scripting or are they static meshes?
They are static meshes. :)
@@Procedural_Minds thank you, I'll have to come up with something myself 👍
Trying to follow along but you lost me at whatever file you imported as your base. Not sure what kind of file I should be using here. Sculpted some land but it doesn't give the same options to control the height of the water when putting in water material.
Any advice?
The original file for the landscape is just a height map. You can use any heightmap you want there.
The water level is part of the PCG Biomes system. If you're talking about the plane, I just moved that up / down to align best with my landscape. The height is going to be dependent on your setup.
Did you copy the water plane and paste it on your map?
@@yoced1468 Yes, I do it in the video.
They really need to make it so the biome map texture can be painted in landscape editor mode.
Yeah I agree, thought I can also see instances where you might want the same ground texture but different "biomes" on top. So I also understand why they're not linked. I'm working on a way to easily convert one to the other more or less.
Anyone else have the problem of very strange tiling on the biome texture projection?
Below where you input the biome texture map, there's the tiling controls. Just adjust it based on your landscape resolution and texture resolution.
I'm the person with the floating island, who you just slap in the face
Here's my tutorial on how to use PCG Biomes to create floating islands: th-cam.com/video/G6zSJqs-c_Q/w-d-xo.html :)
@@Procedural_Minds 🍻
yeah i load the sample map and its all white, tutorials for UE are never just follow along, you always gotta fix something the content creator didnt think of. If this is the case enable SM6 under project settings > windows > SM6. restart editor then go to Build in top menu and build all HLOD, depending on your PC this might take some time, I'm running 4060ti with ryzen7 8700F with 16gb of DDR5 @ 6000 MT/s and it took about 5 minutes.
If it's all white it's probably because you don't have auto exposure turned on in the viewport is my guess. The directional is super strong if I recall.
Subbed!
Welcome to the community. :)
everytime i open the mapsample everything looks pink. this guy is doing things that i dont even see him doing.
Make sure you have auto exposure turned on. I believe in their level their light is insanely bright. That maybe why.
Guido Plains
Is that an area in a game? I feel like I've seen this before but can't recall where.
Quitzon Stream
What's that?
it's not really a new feature to Unreal Engine, it's just an easy way of doing biomes or generation to an extent. You can still do a lot more the OG way
Yeah, but an easy way to do an old method is great. That means you can do it with less hassle. :)