[UE5] PCG Biome Core AUTO Biome Texture Mask

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  • เผยแพร่เมื่อ 10 ก.ย. 2024
  • This is Part 3 of my tutorial series. In this tutorial I show how can we create a Blueprint that will automatically update Biome texture mask.
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ความคิดเห็น • 7

  • @paullayton3881
    @paullayton3881 หลายเดือนก่อน

    Awesome tutorial, I think one thing I might change about the material is instead of make attribute I would use a set attribute. Personally in my own workflow I find it's easier to call forth the channels that I want to affect rather than getting every channel. But of course this is completely up to your workflow. So recently I've gotten quite obsessed with named Reroutes to clean up my graph

    • @MarisFreimanis
      @MarisFreimanis  หลายเดือนก่อน

      Hey! Yes, that's actually good option to do it.

  • @Geminiwoods42
    @Geminiwoods42 2 หลายเดือนก่อน

    Genius! Thank you :)

  • @hellomistershifty
    @hellomistershifty 2 หลายเดือนก่อน

    Can we just use a runtime virtual texture for this? This seems like a very roundabout way to get a texture with the landscape map, but I imagine i'm missing something

    • @MarisFreimanis
      @MarisFreimanis  2 หลายเดือนก่อน

      You want to plug it in so it updates real time when changes are made to landscape instead of "baking" it in to static texture?

  • @KiwiHawk-downunder-nz
    @KiwiHawk-downunder-nz 2 หลายเดือนก่อน +1

    Is this in a playlist please?

    • @MarisFreimanis
      @MarisFreimanis  2 หลายเดือนก่อน

      Yea I can group all of them together under Gaea playlist.