⁉If you are not seeing the MESH SAMPLER option or it is not working 👉 Enable the plugin "Procedural Content Generation Framework (PCG) Geometry Script Interop"
LIterally was gonna be my first question in about 3 seconds lol. Thanks man! These tuts are much easier to follow than most out there. Your concise and thorough at the same time!
Hey there! For the Height to Density, you can use a native node instead of BP node, Copy Attributes, copying $Position.Z (the height) into $Density. As for the chain with Density Filter afterwards, you can bundle those two nodes into an Attribute Filter on $Position.Z, and you can either use the height as a parameter, or have a constant threshold :) Other than that, good content!
Always looking out for your videos as they are way more in-depth yet approachable than everyone else I have watched so far, definitely can see a quality bump in the making of this video too, thanks & keep it up! Already can't wait for your next PCG video! 🔥
Thank you so much! exactly the info I need for my project. For the meshsampler, is it only bound to the triangles and vertices? What if I an irregular topography (not equally subdivided), is there a way to "scan" the surface it self?
Is there a way to spawn the points on specific areas by filtering where one based of the materials is applied to the static mesh? Seeking to apply turf meshes on a static mesh site model where the grass areas are instead of everywhere which would cover streets, sidewalks, etc. that are in the same imported site model
I’m trying to make a blueprint with a few meshes and a PCG component to spawn foliage on a particular static mesh within the blueprint. I follow this tutorial, but i cannot add a tag to the ‘Actor’ of the static mesh i want foliage spawning on (if that makes sense?) i can get it to work using a bounding box, but thats not quite what I want. Is there any way to do this? Spawning foliage on a mesh inside a blueprint. Thanks
Question: If I desire Static Mesh A on Normal to Density (1st Node) +1 Z Axis, and Static Mesh B on Normal to Density (2nd Node) -1 Z Axis, how do I accomplish that in terms of wiring, tagging (?) and setting parameters in Add, Density Filter and/or Static Mesh Spawner? Is this explained in the Cave Masterclass? Tutorials are awesome.
Having trouble getting the points to appear, ive used the correct tag, have the mesh i want stuff to appear on chosen in the mesh sampler but i wont see any points appear
Hello Aziel , really awesome tutorial ! really appreciate u give us such the great contents. I have tested to duplicate the scattered mesh , bit it seems will lost the PCG on the duplicate one ,even they have same actor tag on it.
I was just thinking about adding detail to wood using a simple chip mesh but doing it with PCG, and I found your video perfect timing. I had a question. I'm putting the chips on to a simple rectangle. But I wanted more points on my mesh and I used a duplicate point node after my transform points node to double the points I have. But I have to mess with the location to make it look scattered. Is there a easier way to add more points to my mesh? Thank you.
Yo I was wondering the same thing and here's what I found to work: start with a World Ray Hit Query node and then plug that into a surface sampler node. You'll probably have to use a filter tag to make sure the chips don't get scattered on anything, but that should work for you
Hello! You are the master of PCG so i'm reaching out to you for help. I have made a PCG that generates me room each time I open a door. I have the locations of the walls. My question is: Is there a way to make a World map (Press "M" for map) That shows all my rooms? Again I have the walls X and Y. I was thinking of using widget with canvas, but I'm not sure and I can;t find any information of that. I just have X and Y and I wish to create a world map that changes in game mode. Any advise ? Thank you!
Quick tip for anyone wondering how to increase the number of points when scattering PCG on a mesh: start with a World Ray Hit Query node and then plug that into a surface sampler node and you're good to go
🌟Another really good one, Thaddaeus! @azielarts Any idea how much of a performance hit this delivers? I used the other PCG technique you taught on a huge map and when I added my camera I went from 70 FPS to the warning about low memory and very low frame rate. I'm sure I've done something wrong - starting with the map size. I did limit PCG spawn to just visible to camera but not much help. Going to duplicate the level/map and on the copy try to apply World Partition to reduce the data load. I mention PCG because I've seen some forum posts that say it is costly. I'm doing cinematics so thought my 64 GB, 3080 box could handle. I guess not.
@azielarts Thaddaeus - apologies for replying to my own comment but had something very strange happen and could really use some help from you or other users. Opening this 5.1.1 project I've found all the PCG elements missing from both the outliner and the project folders, BUT, the scattered meshes are still in my landscape! I can't touch them or edit or delete them in any way. Can you please suggest a solution to at least delete them without starting the level over from scratch? Thank you! 🙇🏼♂
Hello, I'm using version 5.4, and so far I haven't been able to make it happen. The Mesh Sampler function is not available in the version. Is there any way to replace it?
⁉If you are not seeing the MESH SAMPLER option or it is not working 👉 Enable the plugin "Procedural Content Generation Framework (PCG) Geometry Script Interop"
Thank you!
LIterally was gonna be my first question in about 3 seconds lol. Thanks man! These tuts are much easier to follow than most out there. Your concise and thorough at the same time!
You're on the ball, mate!
You have the best content for PCG on TH-cam! Always look forward to your content, thank you!
Thank you so much!! 🙏 I just follow my interests!
Soooo soo helpful!! Thanks Aziel!
Absolutely! Also thank you for what you do! I am such a fan!
Hey there! For the Height to Density, you can use a native node instead of BP node, Copy Attributes, copying $Position.Z (the height) into $Density.
As for the chain with Density Filter afterwards, you can bundle those two nodes into an Attribute Filter on $Position.Z, and you can either use the height as a parameter, or have a constant threshold :)
Other than that, good content!
Our boi Thaddaeus dropping dem lessons left and right
Haha doing my best 🤙
Always looking out for your videos as they are way more in-depth yet approachable than everyone else I have watched so far, definitely can see a quality bump in the making of this video too, thanks & keep it up!
Already can't wait for your next PCG video! 🔥
Yet another slam dunk. Priceless. Keep on truckin'!
Awesome Video as usual. I assume the text popups are not done manually.. Bounds Modifier says "Bounce Modifier" on screen.. @ 4:27 .. made me LOL
Haha good catch. Lol Bounce Modifier that's a good one.
Thank you so much! exactly the info I need for my project. For the meshsampler, is it only bound to the triangles and vertices? What if I an irregular topography (not equally subdivided), is there a way to "scan" the surface it self?
No problem!!
Hmm you might be able to use the voxel option to do that, though I have messed with that as much 👍
Is there a way to spawn the points on specific areas by filtering where one based of the materials is applied to the static mesh?
Seeking to apply turf meshes on a static mesh site model where the grass areas are instead of everywhere which would cover streets, sidewalks, etc. that are in the same imported site model
I’m trying to make a blueprint with a few meshes and a PCG component to spawn foliage on a particular static mesh within the blueprint.
I follow this tutorial, but i cannot add a tag to the ‘Actor’ of the static mesh i want foliage spawning on (if that makes sense?) i can get it to work using a bounding box, but thats not quite what I want.
Is there any way to do this? Spawning foliage on a mesh inside a blueprint.
Thanks
Question: If I desire Static Mesh A on Normal to Density (1st Node) +1 Z Axis, and Static Mesh B on Normal to Density (2nd Node) -1 Z Axis, how do I accomplish that in terms of wiring, tagging (?) and setting parameters in Add, Density Filter and/or Static Mesh Spawner? Is this explained in the Cave Masterclass? Tutorials are awesome.
Having trouble getting the points to appear, ive used the correct tag, have the mesh i want stuff to appear on chosen in the mesh sampler but i wont see any points appear
can you have the points inherit the color of the surface they're on? to mimic point cloud? and can these points be manipulated by niagara?
Short and costructive.Thanks!
You are very welcome
Hi, my meshes are too big when i add them to the static mesh, is there a way to fix that?
Have you found a way to set Spatial Noise attributes as PCG settings? Really bugs me that they need to be hard coded
Hey! Yes you can create a parameter to access in an instance. Is that what you are thinking?
An easy way to remember:
stalaCtites - C for Ceiling
stalaGmites - G for Ground
👏
Such a great video! Many thanks!
Hello Aziel , really awesome tutorial ! really appreciate u give us such the great contents.
I have tested to duplicate the scattered mesh , bit it seems will lost the PCG on the duplicate one ,even they have same actor tag on it.
I was just thinking about adding detail to wood using a simple chip mesh but doing it with PCG, and I found your video perfect timing. I had a question. I'm putting the chips on to a simple rectangle. But I wanted more points on my mesh and I used a duplicate point node after my transform points node to double the points I have. But I have to mess with the location to make it look scattered. Is there a easier way to add more points to my mesh? Thank you.
Yo I was wondering the same thing and here's what I found to work: start with a World Ray Hit Query node and then plug that into a surface sampler node. You'll probably have to use a filter tag to make sure the chips don't get scattered on anything, but that should work for you
I'm just curious, where did you learn this ? Self-exploration from document?
Hello! You are the master of PCG so i'm reaching out to you for help.
I have made a PCG that generates me room each time I open a door.
I have the locations of the walls.
My question is: Is there a way to make a World map (Press "M" for map)
That shows all my rooms? Again I have the walls X and Y.
I was thinking of using widget with canvas, but I'm not sure and I can;t find any information of that.
I just have X and Y and I wish to create a world map that changes in game mode.
Any advise ? Thank you!
how do i spawn objects on multiple objects in my scene that have different location rotation and scale?
Quick tip for anyone wondering how to increase the number of points when scattering PCG on a mesh: start with a World Ray Hit Query node and then plug that into a surface sampler node and you're good to go
🌟Another really good one, Thaddaeus! @azielarts Any idea how much of a performance hit this delivers? I used the other PCG technique you taught on a huge map and when I added my camera I went from 70 FPS to the warning about low memory and very low frame rate. I'm sure I've done something wrong - starting with the map size. I did limit PCG spawn to just visible to camera but not much help.
Going to duplicate the level/map and on the copy try to apply World Partition to reduce the data load. I mention PCG because I've seen some forum posts that say it is costly. I'm doing cinematics so thought my 64 GB, 3080 box could handle. I guess not.
@azielarts Thaddaeus - apologies for replying to my own comment but had something very strange happen and could really use some help from you or other users. Opening this 5.1.1 project I've found all the PCG elements missing from both the outliner and the project folders, BUT, the scattered meshes are still in my landscape! I can't touch them or edit or delete them in any way. Can you please suggest a solution to at least delete them without starting the level over from scratch? Thank you! 🙇🏼♂
Hello, can you point me to some of your videos that shows how we can generate exactly 100 trees from a PCG?
Thank you!
how can i use pcg on multiply instant static mesh
Hello, I'm using version 5.4, and so far I haven't been able to make it happen. The Mesh Sampler function is not available in the version. Is there any way to replace it?
Make sure you have the PCG mesh interoperability plugin turned on. That is probably the issue.
Would be great to see how to spawn the points with a material? Or vertex color
Amazing your tutorials are awsome!!!!
11:10 angle of surface
Great video 😊
Thanks!! Hope it is helpful
thanks 😊
great video as always! can I give you some video ideas in private?
Hey feel free to shoot me an email at info@azielarts.com
I wanted this, then i saw the price, dang it! Bidenomics hurt.