Unreal Engine 5.2 | PCG - Mesh To Points

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  • เผยแพร่เมื่อ 27 ส.ค. 2024

ความคิดเห็น • 63

  • @mkcoding-wi5rv
    @mkcoding-wi5rv 11 หลายเดือนก่อน +3

    Amazing job. Also the lighting of the scene is spectacular.

  • @SWITERCh
    @SWITERCh ปีที่แล้ว +2

    Отличный урок дружище ! Один из лучших, что я нашел по PCG, сложно было его найти из-за малого количества просмотров )

  • @sumitdandge6909
    @sumitdandge6909 11 หลายเดือนก่อน

    Thanks alot for these tutorials! I recently took up Unreal Engine and these are helping so much in the learning proocess!

  • @TheGrrson
    @TheGrrson ปีที่แล้ว

    Thank you so much for this tutorial! I was trying to use a sphere like you do but it wasn't working because I wasn't using the volume sampler node.

  • @teokim6298
    @teokim6298 10 หลายเดือนก่อน +3

    Thank you for your nice tutorial!! It helps me a lot. I have some issues in the projection node. !!! It seems that it's working like an intersection node not a projection. The debug cube is in the air not projecting on the surface. Am I missing something?
    BTW Mesh to Points in UE 5.3 is changed to Create Point node. ( Create Points > Mesh To Points ). Thanks.

    • @The8-tokyo
      @The8-tokyo  10 หลายเดือนก่อน

      UE5.3 변경사항을 알려주셔서 감사합니다.
      내가 진행한 테스트에서는 static Mesh에 배치했을 경우 면에 붙은 상태로 cube가 표시되었습니다.
      다른 댓글에도 있듯이 mesh의 pivot 위치이슈는 있었는데 다른 문제인가요?

    • @teokim6298
      @teokim6298 10 หลายเดือนก่อน

      네. 면에 붙지 않은 상태로 표시 됩니다. Volume Sampler 는 잘 프로젝션이 되는데, Spline Sampler 는 잘 작동하지 않아서요.@@The8-tokyo

  • @ssa6338
    @ssa6338 6 หลายเดือนก่อน

    Awesome tutorial....

  • @AKproarch
    @AKproarch 11 หลายเดือนก่อน

    Огромное спасибо чувак

  • @glenn3646
    @glenn3646 11 หลายเดือนก่อน

    the PCG is very powerful

  • @dipeshvaidya3457
    @dipeshvaidya3457 11 หลายเดือนก่อน

    NICE

  • @EladMagdasi
    @EladMagdasi 5 หลายเดือนก่อน

    Is it possible to utilize this into regular Blueprints? for example grabbing points from a mesh and using a regular Spawn Actor From Class in a regular Blueprint with the "Points from Mesh" ?

  • @guilloisvincent2286
    @guilloisvincent2286 ปีที่แล้ว

    wow nice !

  • @evrenever
    @evrenever 4 หลายเดือนก่อน

    There are always problems with custom mesh. I created everything from scratch on an empty stage. but it doesn't work as you show. The version I use is 5.3.2. If you update the lesson, I'm sure it will be very useful.

  • @michaelkukula5926
    @michaelkukula5926 ปีที่แล้ว

    Great video! Could you please make a video about how you set up the pcg from scratch? :)

    • @michaelkukula5926
      @michaelkukula5926 ปีที่แล้ว

      It's kind of difficult to follow along with what you're doing. I'm doing everything you do but I am not getting the white cubes at 0:31 for example.

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว +1

      Thank you.
      Is the blueprint element type MeshToPoint?

    • @michaelkukula5926
      @michaelkukula5926 ปีที่แล้ว

      @@The8-tokyo yeah I did. I watch the section several times in case I missed something, and I even started a new project, but no luck. Maybe you click something in the video that happens so quickly that I missed it :-(

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว

      If your setting is correct, press D to get a white box.
      If it doesn't come out, something might be wrong.
      I'm sorry that the video was fast-forwarded...

    • @michaelkukula5926
      @michaelkukula5926 ปีที่แล้ว

      @@The8-tokyo no worries. yeah it's really weird.
      1. I installed both plugins
      2. Created a new PCG Graph.
      3. Dropped it into the level.
      4. Created a MeshSocketstoPoints
      5. Changed it to Mesh To Points
      6. Added a static mesh to the Mesh To Points under Default.
      7. Changed the Requested LODType to Source Model
      8. Pressed D to debug.
      Is there something I'm missing?

  • @weijunchen1290
    @weijunchen1290 ปีที่แล้ว +1

    great tutorial! Thanks for sharing it. I have a question, do you know how to use the color property into the material?

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว

      Thank you. Do you mean adding a specific color to the existing material? I think there are many ways, but I often use the method of multiplying Constant3Vector where I want to add colors.

    • @weijunchen1290
      @weijunchen1290 ปีที่แล้ว

      @@The8-tokyo I mean use the color attributes from the PCG point to change the material color for the static meshes.

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว +1

      I have not yet tried controlling the color for static meshes placed with PCG, so I don't know yet. sorry.

    • @weijunchen1290
      @weijunchen1290 ปีที่แล้ว

      @@The8-tokyo because the debug mode it just change the instance color, so I think it can change the material on the static meshes too.

    • @pinsandneedles8562
      @pinsandneedles8562 ปีที่แล้ว +1

      ​@@weijunchen1290You can use the instance packer by attribute in the static mesh spawner and then in the material look for the 'custom data' node.

  • @unrealist6967
    @unrealist6967 6 หลายเดือนก่อน

    do you know how to avoid the meshes spawning over other existing meshes?

  • @legolasgaming5391
    @legolasgaming5391 7 หลายเดือนก่อน

    no me aparece meshsocketstopoints como lo habilitas?

    • @The8-tokyo
      @The8-tokyo  7 หลายเดือนก่อน

      Don't you see any points around the origin of your scene?
      In my case, all mesh pivots are at the origin.
      It seems that PCG with mesh to point has a relationship with each mesh pivot.

  • @user-qi3nq7qk7i
    @user-qi3nq7qk7i ปีที่แล้ว

    我卡在了给模型采样这一步了,在获取Actor数据后进行体积采样没有呈现该有的效果,并且Debug 无效,不知道是什么情况

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว

      Sorry, I haven't been able to check your data, so I don't know the details.

  • @yeohjo
    @yeohjo 10 หลายเดือนก่อน

    Hi, i am having an issue where my points are always spawning at the 0 point instead of my mesh. No matter how i move or scale my mesh its always at the 0 point (the virtual points) am i doing somthing wrong?

    • @The8-tokyo
      @The8-tokyo  10 หลายเดือนก่อน

      The Pivot position of Mesh that you want to generate points should be 0,0,0.
      Try using DCCTool to set the Pivot position to 0 and then import it into UE, or reset the Pivot position to 0 in ModelingTool on UE.

  • @mathewgoinsamy
    @mathewgoinsamy ปีที่แล้ว

    Nice tutorial. Have an issue though. I am stuck, i dn't see the Lod Settings to choose rqested lod type to source model, any help?

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว

      It seems that you can set the LOD of assets created by PCG from DetailTab in Editor.

  • @KeikoYu-nw3eg
    @KeikoYu-nw3eg ปีที่แล้ว

    Hello, so i have a ready map i want to PCG some plants on it, but it seems like the debug only generate on the 0,0,0 location, which is not on my mesh location.. how do i fix that? there is multiple mesh in a levels all in different location..

    • @KeikoYu-nw3eg
      @KeikoYu-nw3eg ปีที่แล้ว

      im using 5.2 which it should be the same version as yours

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว

      In my case, I was able to place a point on StaticMesh by making the first node Mesh To Point.
      Is the blueprint element type MeshToPoint?

  • @upbgenoob5488
    @upbgenoob5488 ปีที่แล้ว

    I can smell something like Blender here....😀😀😀

  • @user-pd3nu2zz1s
    @user-pd3nu2zz1s ปีที่แล้ว

    Why is the virtual point I generate with mesh to points forced at 0,0,0 and not on my model?

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว

      Please tell me how you set it up.

    • @user-pd3nu2zz1s
      @user-pd3nu2zz1s ปีที่แล้ว

      @@The8-tokyo em.... I see your video , step by step , do it . I can only speak simple English, please forgive

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว

      Do you mean that points are not generated in the mesh in your scene?
      Can you share the data you are creating with me?

    • @user-pd3nu2zz1s
      @user-pd3nu2zz1s ปีที่แล้ว

      @@The8-tokyo It's fixed. It's the version. The method in your video now creates problems with the location of virtual points, and the new version makes it more complicated

    • @MindMeld929
      @MindMeld929 ปีที่แล้ว

      @@user-pd3nu2zz1s what version are you using ? im facing the same issue

  • @RoeJogan
    @RoeJogan ปีที่แล้ว

    I am not seeing the meshtopoints node anymore...

    • @The8-tokyo
      @The8-tokyo  ปีที่แล้ว +1

      In my case, after creating the MeshSocketsToPoint node, I was able to create MeshToPoint from the Blueprint Element Type on the right.

    • @RoeJogan
      @RoeJogan ปีที่แล้ว

      @@The8-tokyo Ah nice one! Seems like Meshes are the foundation for accurate placement of things.

    • @user-hg6lb8tz6z
      @user-hg6lb8tz6z 10 หลายเดือนก่อน

      ​@@The8-tokyoI am not seeing the mesh socket to points node....
      why... i cant find...

    • @The8-tokyo
      @The8-tokyo  10 หลายเดือนก่อน

      @user-hg6lb8tz6z
      위에 쓰고 있는 순서로 하면 안나올까요?UE5.3에서는 좀 바뀐 것 같은데요..

    • @user-hg6lb8tz6z
      @user-hg6lb8tz6z 10 หลายเดือนก่อน

      네.... 순서대로 했는데도 안나와요😭

  • @MrMcnamex
    @MrMcnamex 11 หลายเดือนก่อน +1

    did they remove this meshtopoint in 5.3...?

    • @The8-tokyo
      @The8-tokyo  10 หลายเดือนก่อน

      I'll check it later.

    • @rvakato
      @rvakato 8 หลายเดือนก่อน

      might use MeshSocketsToPoints then change Blueprint Element Type to MeshToPoint on the right hand side.

    • @Xonxonts
      @Xonxonts 3 หลายเดือนก่อน

      its called Create Point instead of Mesh to point