Unreal Engine 5.2 Beta - Procedural Content Generator (PCG)

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  • เผยแพร่เมื่อ 23 ม.ค. 2025

ความคิดเห็น • 55

  • @DezorianGuy
    @DezorianGuy ปีที่แล้ว +2

    Great tutorial, the best on PCG I've seen so far. Will stick with your tutorials, hope there will be plenty. :)

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว +2

      Much appreciated and definitely more to come!

  • @DezorianGuy
    @DezorianGuy ปีที่แล้ว +1

    Can you explain how to add new spline points?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว +1

      You can hold alt+drag to automatically make a new point, or you can also right click on the spline, and insert a point at the location

  • @onevoltten7352
    @onevoltten7352 ปีที่แล้ว +1

    Thanks for these tutorials!

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Anytime! glad you liked it, it's much appreciated! 💯

  • @rossiaudiovisual
    @rossiaudiovisual ปีที่แล้ว +1

    bro my PCG doesn't appears in my UE5 plugins, what im doing wrong?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Hmm, I'm actually away from my PC this week but I'd double check you're updated to 5.2, and or go thru the plug-in list without searching if it's not popping up. I'll have more answers when I'm back home

    • @rossiaudiovisual
      @rossiaudiovisual ปีที่แล้ว +1

      @@KingdomCrafter thx bro, i already did this but it kept not working, I search in the internet and it looks like that i´m the only one with this problem :/
      But thaks for your ansawer! I´ll search more here

  • @calledout4437
    @calledout4437 ปีที่แล้ว +1

    So I see everybody demo this with trees and forests and such, but what if I want to procedurally generate random paths with different stonework or random scenes with outdoor furniture and a ponds or lakes? Can you edit this to do that sort of thing?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Pretty awesome you called that out. Part of this video covers some specific path layout using splines. However, I am planning a road / path specific tutorial with PCG. I didn't plan on having furniture in this tutorial, however it should serve the same purpose if you want to do that.
      I'm assuming this for some ArchVis?

  • @timothyhenry4806
    @timothyhenry4806 ปีที่แล้ว +1

    The get spline data node is no where to be found sadly. Is there something else beside the one plug in I need to enable?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว +1

      I believe it was just the PCG I had to enable, but maybe restarting the editor and a new scene may resolve this? I'll look into other fixes if this doesn't work.

    • @timothyhenry4806
      @timothyhenry4806 ปีที่แล้ว +1

      @@KingdomCrafter It was enabled and I did restart but I will give it a second go. 🙏👍

  • @DezorianGuy
    @DezorianGuy ปีที่แล้ว +1

    Some criticism:
    You kind of went a bit here and there, coming up with different nodes without explaining why the sudden change happened.
    09:40 Suddenly you have grass surrounding the forest. How did you do that?
    12:08 This is a whole new node graph with nodes like "distance" and so on, but still it is called forest2. Why doesn't mine look like yours?
    12:36 Your picture is covering up the tutorial. Also the screenshot displayed doesn't reflect the previous graph you worked with. Getting confused.
    When I move my spline the forest isn't automatically extended or decreased, I always have to select the PCG volume, cleanup and generate to see the forest in the new spline bounderies. Any idea?
    When adding the spline (Landscape - manage - Splines) I cannot decrease the width, except if clicking each spline point and manually decrease the half-width.
    In my forest2-node graph my "landscape spline" has a warning also: "Warning: Output data generated for pin "Out" does not have a compatible type EPCGDataType: LandscapeSpline. Consider using more specific narrower input pin types or more general output pin types."

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Valid feedback, I hear ya. ( The grass was a mistake, since it referenced a graph, I made earlier before the recording)
      12:08 is the same graph we've been using, at 09:00 you can see where we begin using the Spline Data in that graph instead. We just replace the surface sampler, with the spline data.
      12:36 picture is there to show all you need to create the desired effect, since part of it got cut off in the initial recording, I wanted to give a solution to capture the whole thing. I know that's not ideal, and I've started recording with a separate camera overlay so I can move it around as needed and shouldn't have the problem in the next tutorial.

  • @rattlesnake3d
    @rattlesnake3d ปีที่แล้ว +1

    Hello, thank you for your tutorial!, I was wondering if you found a way to orient the trees to the landscape normal. In your test scene terrain is flat but I would like to match the inclination of the surface (small hill) the trees are sitting on a little bit. Any idea or tip would be greatly appreciated :)

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว +1

      Hey Jorge, you're very welcome! And absolutely, if you go to your FoliageType actor, under the "Placement" section, there is an option that allows you to do a few things.
      - Align to Normal (this will match the surface normal)
      - Average Normal (this will basically be a Lerp)
      -Align Max Angle (to further customize how it's aligning)
      Combine these with some random yaw and other rotations and you should be looking great!

    • @rattlesnake3d
      @rattlesnake3d ปีที่แล้ว +1

      @@KingdomCrafter got it! , thanks sir :)

  • @TechForgeEmmad
    @TechForgeEmmad ปีที่แล้ว +1

    Hello, I was testing this out but apparently, this only works on flat land? as soon as I edit the landscape the mesh don't update to stick to the surface

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      I believe there is a ray cast node, you can project the meshes onto the surface.

  • @libortelupil7647
    @libortelupil7647 ปีที่แล้ว +1

    Is it possible to make vegetation that is in that falloff zone of the road spline smaller?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Yeah definitely, there's a few ways to go about it. Just tested using a distance node, with the source being the landscape spline, and the target is the volume points, send this to a density remap, flip the min and max, and use a density filter to remove low bounds.

    • @libortelupil7647
      @libortelupil7647 ปีที่แล้ว +1

      @@KingdomCrafter Great, thanks! Will try. I would suggest to make a short tutorial about it, it makes the vegetation more believable and also I haven't seen it on any other youtuber's channel ;).

  • @sekker2k446
    @sekker2k446 ปีที่แล้ว +1

    Thank you so much.

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Absolutely, anytime! And thanks for checking it out!

  • @sylvaindelaine
    @sylvaindelaine 10 หลายเดือนก่อน +1

    Superbe !

  • @NeuralCurse
    @NeuralCurse ปีที่แล้ว +1

    Thanks! Whenever a new feature is added to the software you create a great introduction and tutorial for it!

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      You're welcome and thank you! Glad you enjoy it

  • @arctech2010
    @arctech2010 ปีที่แล้ว +1

    Awesome! Love the snappy short walkthrough!

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Much appreciated, glad you stopped by!

  • @davesturchcgi
    @davesturchcgi ปีที่แล้ว +1

    Great video! Subbed!

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Much appreciated! Glad you liked it

  • @elganzandere
    @elganzandere ปีที่แล้ว +1

    where did you get the trees used in this video ?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว +3

      I made them, i'm putting together various kits from foliage to architecture. I'll probably release them bit by bit for patrons here soon

    • @elganzandere
      @elganzandere ปีที่แล้ว +1

      Neat. What software do you use for trees/foliage?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      @@elganzandere These were made using a combo of GrowFX in 3ds max for the atlas, further textured in Substance Painter and then setup in SpeedTree

    • @NeuralCurse
      @NeuralCurse ปีที่แล้ว +1

      👍

  • @unrealengine5-storm713
    @unrealengine5-storm713 ปีที่แล้ว +1

    I wonder how deep this goes. If we can setup a procedural system for road networks

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      Definitely a good callout, I have an idea for this actually and will probably have a tutorial out soon for something along these lines :)

  • @3n19m
    @3n19m ปีที่แล้ว +1

    11:25

  • @armandel8621
    @armandel8621 ปีที่แล้ว +1

    Since it's the beta version, does it have any noticeable bugs?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว

      I didn't run into anything obvious or jarring. PCG had a few moments where it didn't update while updating the volume, but that's pretty minor.
      There is still a SpeedTree wind shader issue where you need to change your shader to use instanced points for the transform node in the beginning of the network. Otherwise, the textures will look like they are constantly panning. This is needed if you're spawning them procedurally with either PCG or Procedural Foliage Spawner.

    • @DezorianGuy
      @DezorianGuy ปีที่แล้ว +1

      @@KingdomCrafter When I spawned plants and seeds, they would morph into a blurry mess that winggles in the wind. The trees though weren't affected. Any idea why this happened? It just reminded me a bit when you mentioned "constantly panning". Does it refer to my problem, which means it's a bug?

    • @KingdomCrafter
      @KingdomCrafter  ปีที่แล้ว +1

      @@DezorianGuy ​ If these are using a SpeedTree wind shader, or something similar that would probably be causing this issue. And changing the transform points in the shader should fix it. It should be using a setup something along the lines of converting world space to instance / particles.

  • @DGDesign
    @DGDesign ปีที่แล้ว +1

    awesome, thank you!

  • @marshal487
    @marshal487 ปีที่แล้ว +1

    Thanks😊