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.
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...
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.
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.
@ 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
Nice and clear! Learned a lot. Thanks again!
I am so grateful for your channel. Thanks dude, I’ll be joining.
Looking forward to the next one, thanks dude
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!
Bro good tutorial,You deserve many followers. Now I can create many things thanks to your tutorial.
Hell yeah! Finally!
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.
sounds awesome :)
@uriahGnu you should upload a video showing that, sounds very cool!
Fantastic job! Thank you very much!
@@peterallely5417 I don't do tutorials, sorry :D
20:57 lmao I hope they split this node up in the future
haha, yes it is a bit strange :)
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...
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.
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.
@@peterallely5417 that's interesting, I will look into that!
do we have pcg intersections yet? great video!
Nah dude
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?
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 :)
@ 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