Unreal 5.5 PCG: Spline Mesh Magic!

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  • เผยแพร่เมื่อ 20 ธ.ค. 2024

ความคิดเห็น • 22

  • @blackopscg
    @blackopscg วันที่ผ่านมา

    Nice and clear! Learned a lot. Thanks again!

  • @peterallely5417
    @peterallely5417 วันที่ผ่านมา +2

    I am so grateful for your channel. Thanks dude, I’ll be joining.

  • @peterallely5417
    @peterallely5417 วันที่ผ่านมา

    Looking forward to the next one, thanks dude

  • @AdrianTabacaru
    @AdrianTabacaru วันที่ผ่านมา

    Thank you so much! This is awesome and the way you are presenting is clear and concise. If you would be a teacher, kids would love ya! Cheers!

  • @Yaiko00
    @Yaiko00 12 ชั่วโมงที่ผ่านมา

    Bro good tutorial,You deserve many followers. Now I can create many things thanks to your tutorial.

  • @zizzonedibattipaglia6247
    @zizzonedibattipaglia6247 วันที่ผ่านมา

    Hell yeah! Finally!

  • @UriahGnu
    @UriahGnu วันที่ผ่านมา

    Awesome video man!! This is a really big stuff and shows how much more powerful PCG is. Also should note that 5.5 finally fixed vertex painting for spline meshes which had been broken since like 5.1, and Nanite now supports mesh painting. I just used this for river generation, including river bank meshes and dynamic width scaling using lateral world traces along the spline.

    • @dk_3d
      @dk_3d  วันที่ผ่านมา

      sounds awesome :)

    • @peterallely5417
      @peterallely5417 วันที่ผ่านมา

      @uriahGnu you should upload a video showing that, sounds very cool!

    • @willembuiting
      @willembuiting วันที่ผ่านมา

      Fantastic job! Thank you very much!

    • @UriahGnu
      @UriahGnu วันที่ผ่านมา

      @@peterallely5417 I don't do tutorials, sorry :D

  • @squazl834
    @squazl834 วันที่ผ่านมา +1

    20:57 lmao I hope they split this node up in the future

    • @dk_3d
      @dk_3d  13 ชั่วโมงที่ผ่านมา +1

      haha, yes it is a bit strange :)

  • @lievengouwy1972
    @lievengouwy1972 วันที่ผ่านมา +2

    great stuff! thank you. Up until now I was using the landscape spline for my roads. I found a way to add crossroads in a way that I have freedom about the angle in which the crossroads connect. Is there a way to do this with this system? I would think in your current system, you just have a crossroad mesh and you align the spline roadmesh with it? The issue is though that the crossroad mesh is not dynamic so you can't adjust the angle to which roads connect. Am I missing something? Also the landscape spline allows the deform the landscape to the spline. That's very handy...

    • @dk_3d
      @dk_3d  วันที่ผ่านมา +2

      I rarely use Landscape since I mostly rely on environments completely built by meshes, but I will explore your questions and see how and if you can sample direcly from landscape splines.

    • @peterallely5417
      @peterallely5417 วันที่ผ่านมา +1

      I believe with 5.3 onward you can sample landscape splines. Alternatively you can add a “landscape patch” which is enabled with a built-in plugin, and you can spawn this patch along your PCG spline and it will raise/lower the landscape to meet the patch. So you would offset the points that are going to spawn the patches just a little lower than your road mesh in your PCG graph.

    • @lievengouwy1972
      @lievengouwy1972 วันที่ผ่านมา

      @@peterallely5417 that's interesting, I will look into that!

  • @ryanisanart
    @ryanisanart วันที่ผ่านมา

    do we have pcg intersections yet? great video!

  • @mclothmann
    @mclothmann 23 ชั่วโมงที่ผ่านมา

    Haven’t tried 5.5 yet but would this also work with level instances where a road mesh, side rails etc around the road mesh are included?

    • @dk_3d
      @dk_3d  13 ชั่วโมงที่ผ่านมา

      Should be possible, but it will require a bit of tinkering to extract all data separately, will have to try it. I'll add it to the list :)

    • @mclothmann
      @mclothmann 12 ชั่วโมงที่ผ่านมา

      @ Gonna try myself as well, currently have a working road system in pcg with level instances and crossroad, tunnels etc but this would make life so much easier