28:09 For snapping a random number to discrete values, I usually like to round them. You can take the 0-1 range, multiply it by 4, round it, then multiply it by 90 to get all the multiples of 90 degrees. This is usually faster to set up compared to having a bunch of range checks if you have more options. For instance, if you wanted to snap to every 20 degrees, that would be a pain to set up manually
Generally, I don't comment too much on videos, but after whatching this masterclass, I could not help it and had to chime in and say "congrats for such and awesome work and thanks for sharing!" 🍻
Brother, I gotta tell you this. You have always been a great teacher and always uploaded beautiful content. Love your work brother. Thank you very much.
unreal is so good that i actually didn't realize that i was seeing real footage until the kitty cat was there. incredible technology, and a great video man.
No idea why yt recommend me this, no idea why I watch this, I don't even know what PCG is, but I watched the whole think Very cool and interesting (idk when I use this but I'm sure someday)
I swear clint you are a jump scare. In a great way. Ever single time I see a rare video about something I can immediately know is going to be awesome, so much so that I save it in my resources collection so that I can keep this video, I then finally play the video and its you LOL. The goat as usual!
It is so great that you made time to build this video. I was missing your tutorials a lot. It looks amazing and can't wait to try this process. PCG looks to be really powerful.
Great combination of knowledge I need right now. I'm currently getting into photoscanning and UE has been on my to-do list for a while now, but surely this inspires me to get started on my UE adventure right away! Another great video, keep it up Clint!
Man, I was SUPER stoked for Procedural landscapes with biomes based on the title but this is fantastic too! Thanks for all your work and perhaps what I was excited about can be a future video idea :P
Im still learning, so when you say w/ biomes, you mean like, this is the desert area, the forest area, the beach area, the mountain area. And they're all procedural? I saw ONE tutorial on this and it looked really interesting. It would essentially be like this video, but x3 for the other biomes, then a final section where they're all pieced together?
@@pwnisher I guess each biome could essentially be its own PCG which in theory should work but then you still have to place them. My excitement was for the possibility of having that (plus the stitching) on top of generating the landscape procedurally but I haven't been able to have much luck hunting that info down either. A Procedural terrain tutorial would be bomb though!
thank you a ton for this tutorial! Im complete noob at UE5 and beginner at using C4D. This will help a lot for my unreal projects when I will need to make couple cover arts for some of my songs.
Loved this!, yes also found Aziel's channel incredible, especially using stylized assets.. Would love to see your version of a spline based tutorial for PCG.
Ohh great video! But what about the performance? At the beginning we saw 15 FPS for just a small batch of grass compared to the end where there is a whole field.
I feel like some steps were glossed over in both the project creation, and the landscape creation. You start with just a basic floor, mine opens up with that whole giant scene with all the mountains around the perimeter. Also when in the landscape creation, there seemed to be a jumpcut from the creation to an already textured landscape and the original floor is gone.
I mean its a huge bummer. Sad to see Epic moving to the paid side of things. Hopefully they keep most things free though? It's a huge reason why I love their stuff so much.
This is really cool but is it possible to make a procidually generated landscape (platform) with rivers, biomes and all that stuff with the help of this?
Great video! I did get a little lost when you added the mesh to the mesh entries. I added the mesh but my field still has the debug cubes rather than the grass. Am I missing something?
I’ve been experimenting just a bit with moving vegetation (using Polygoniq’s Botaniq addon) and I just feel that wobbling is not physically accurate. For me, what I see here is also like a big plane wobbling around, is there any more accurate way of doing this? Great vid, by the way! Cheers
13:30 for the actual content described in the video title, for those interested. :-) I've been wondering how PCG works in Unreal after seeing the bridges over the streams in the demo reel. This looks pretty handy. Can you bake it down, so the actual meshes get instantiated once you're done building it?
Nice, nanite isn't supposed to be availaible for landscape and foliage right now ? So if we used nanite, we could have a lot better performance on a scene like yours, right ? (i'm new to unreal)
I was just browsing your channel and found this video inside a "Photogrammetry Training" Playlist on your Channel, and got curious is there going to be a Photogrammetry involved in this Workflow??
This is great and worked well until I had to expand the PCG box. I seem to have an issue where I expand the PCG bounding box, it won't fully populate the landscape. Like there is an invisible border where nothing gets planted.
Make sure its tall enough as well! There also might be a memory issue. Go to Aziel Arts’s channel and look at his hr long zelda tutorial, he shows u how to set up partitioned volumes for better optimization.
Great video! I'm following... But I don't quite understand why the you unwrap the mesh, then reproject.... Reprojecting to a lower poly mesh gives better results? How?
Ill break this down into two answers, as I understand it from the peeps over at Capturing Reality Unwrapping: Is something you have to do if you want clean UV's on your model. When we simplify to a lower-poly mesh, it's not unwrapped. So we gotta unwrap it before you apply textures. Reprojecting: When I say it yields "better results" I'm really saying "it runs way smoother since the poly count is alot lower, while still maintaining the high-detailed look." It appears to be high poly, when in reality, its low poly, with "high-poly" normal and diffuse materials.
@pwnisher 15:30 It´s giving me headaches already, how did you change your view with the PCG Graph below the Viewport and the Details on the right side?!
Ah could see it! Tekken 5 is one of my fav fighting games! I have so many memories playing my brother on our PSP’s in the back of the car. I usually went Feng Wei or Bryan. Wbu?
@@pwnisher O yes, I'm glad that tekken is still going and is now more prominent within its genre than ever before! I still love listening to the music to this day! I mostly mained King and Jun!
Hi ,I used the Phoenix plugin from chaos for 3Ds Max. I want to buy a new computer with a processor that speeds up the Phoenix Simulating faster . What category should I choose, Intel or AMD? thank you
Great tutorial Clint. Really shows the whole process start to finish. Re the snapping to orthogonal rotations, Roman K has a good tutorial here: th-cam.com/video/-W0ldeSreQw/w-d-xo.htmlsi=MMDn_S34ym5UWJwF. I think only other suggestions could be to be to use some distance filting from your assets (pots) to the foliage to stop them spawning under. Re performance, especially with grass assets, there is an option under the static mesh spawner to a) adjust the shadows distance scale (culls shadows at a distance = huge performance difference), and b) cull at distance (more for games than rendering). Keep up the great tutorials!
Serious question here. Do you actually know how to create an asset that isn’t from megascans? All your stuff just seems like you lean heavily into taking pre-made fully textured assets or photogrammetry.
When you create a new level, make sure you do so via the top left, file, create new level. Then it’ll give you a choice between four options. I think the one i was using was a blank level preset.
Its very similar to windows on your desktop, if you click and drag the top left of the window you should be able to break it out and move it around the screen.
Has anyone got any idea how to rotate the point grids so they aren't all facing the same direction? I haven't been able to solve this and all of my grids are aligned in the same direction so it looks a bit weird
Ah man, yeah i wouldn’t know. I dont have a coding bone in my body, so i definitely prefer the visual, node-based alternative. Ive never looked into it, but I bet you can hardcode in UE, same for Unity? Im just assuming here.
@@pwnisher hey don't worry about it, I think the video reaches the widest audience as-is. As for yourself, with all these other technical skills I'm sure you'd pick up programming quickly, it's a lot easier than it looks. You can learn basic Python in less than a week!
Bro I swear to god, any video game clip is a f****** Forrest with with more life than life it self. But I go in and i can’t get rid of the fucking starter bricks.
28:09 For snapping a random number to discrete values, I usually like to round them. You can take the 0-1 range, multiply it by 4, round it, then multiply it by 90 to get all the multiples of 90 degrees. This is usually faster to set up compared to having a bunch of range checks if you have more options. For instance, if you wanted to snap to every 20 degrees, that would be a pain to set up manually
Okay yeah imma definitely try this! Thanks for the headsup!
I’m currently studying games design in Uni (UK) and unreal will the game engine that we will be learning, your channel is going to be a life saver!
Glad to help!!
Similarly im a vfx student at uni , his channel helped me out alot in my first year
Same here, these videos are really helpful since my uni focus more on teaching Unity instead of Unreal Engine!
wow which UNI ?
@@bollywoodkol783 University of Staffordshire
as a 3d env artist, right when I get artblocks Clint comes to the rescue with once again amazing ideas
Glad I can help my friend
Generally, I don't comment too much on videos, but after whatching this masterclass, I could not help it and had to chime in and say "congrats for such and awesome work and thanks for sharing!" 🍻
Awesome video Clint! There aren't much PCG tutorials this chill and this detailed at the same time.
Glad you like it my friend! Definitely check out Aziel Arts channel as well. Hes got alot of chill ones.
@@pwnisher I definetly will! Looking forward for your next video!
Brother, I gotta tell you this. You have always been a great teacher and always uploaded beautiful content. Love your work brother. Thank you very much.
🙏🏼🙏🏼🙏🏼
unreal is so good that i actually didn't realize that i was seeing real footage until the kitty cat was there. incredible technology, and a great video man.
No idea why yt recommend me this, no idea why I watch this, I don't even know what PCG is, but I watched the whole think
Very cool and interesting (idk when I use this but I'm sure someday)
Hey pwnisher i love your UE5 Videos... Plzzz Make More Videos Like This... Love From India❤❤
I swear clint you are a jump scare. In a great way. Ever single time I see a rare video about something I can immediately know is going to be awesome, so much so that I save it in my resources collection so that I can keep this video, I then finally play the video and its you LOL. The goat as usual!
Hahahha I love the sweet surprise! glad you enjoyed this one my friend.
one of the best tutorials ive ever watched. please make more!
Thanks for the kind words!!
@@pwnisher I’m an editor and know the work you put into this. You made the art of watching a tutorial actually enjoyable haha
@@dilfillthat means so much!! Shoutouts to @l0fitherobot on the edit! Dude’s a beast!
It is so great that you made time to build this video. I was missing your tutorials a lot. It looks amazing and can't wait to try this process. PCG looks to be really powerful.
Yes man!! I wanna do a PCG stream asap! It’s too fun!!
Great combination of knowledge I need right now. I'm currently getting into photoscanning and UE has been on my to-do list for a while now, but surely this inspires me to get started on my UE adventure right away!
Another great video, keep it up Clint!
So glad you enjoyed it! Definitely check out my other photogrammetry videos. William Faucher has some great ones too!
Fantastic, as usual, Clint. Thanks for sharing. Your education content always feels a step ahead in its accessibility. Good looks, have a great week.
Many many thanks! I try to keep this stuff as clear and packed full as possible.
You need to make a turorial on how to make tutorials. You make complex topics feel approachable and fun!
Ahhh I really appreciate that! Seriously means alot, cause that's definitely my aim with these vids! Clear, concise and fun!
stunning video Clint👏👏👏👏
Thanks dude!
I’ve wanted to get into unreal for animating, this video might be the catalyst for me. Thank you!
yay! Yeah dive in! It's a blast!
Amazing video! I just got into PCG tools and I’m loving them!
Wattup Scouty! yeah man it's so much fun!!
spatial noise node for the win!! that was a great tip
You are great .i love your tutorials❤love from India 🇮🇳
Thanks Clint! Makes my transition from Cinema4D to Unreal even better.
Yay! Glad I can help!
@@pwnisher It actually sort of resembles Cinema4D's cloner object but on steroids and more customizable.
Man, I was SUPER stoked for Procedural landscapes with biomes based on the title but this is fantastic too! Thanks for all your work and perhaps what I was excited about can be a future video idea :P
Im still learning, so when you say w/ biomes, you mean like, this is the desert area, the forest area, the beach area, the mountain area. And they're all procedural? I saw ONE tutorial on this and it looked really interesting. It would essentially be like this video, but x3 for the other biomes, then a final section where they're all pieced together?
@@pwnisher I guess each biome could essentially be its own PCG which in theory should work but then you still have to place them. My excitement was for the possibility of having that (plus the stitching) on top of generating the landscape procedurally but I haven't been able to have much luck hunting that info down either. A Procedural terrain tutorial would be bomb though!
thank you a ton for this tutorial!
Im complete noob at UE5 and beginner at using C4D. This will help a lot for my unreal projects when I will need to make couple cover arts for some of my songs.
That is incredible. So beautiful.
Thanks a bunch =]
Real nice! For more art directed ruins you can also scatter a few custom made level instances with differing arrangements of ruins too
Whoa this is next level! I love it!
This is great, thanks Clinton! 🙌
Waddup Neil! Thanks man glad you enjoyed it!
I'm glad my videos have been able to help you out! I think you made me look better than even I can. 😆
You’re a freakin wiz man! I have much to learn from ur vids!
Loved this!, yes also found Aziel's channel incredible, especially using stylized assets.. Would love to see your version of a spline based tutorial for PCG.
Very nice! Keep up the good work!
34:26 I love this shot
Amazing work!
Understood%
Enjoyment100%❤ 😊
this is amazing. thank you Clint
Very nice video!
Looking forward to seeing what this is about.
awesome!
Спасибо за отличный ролик по процедурной генерации.
Thank you, great tutorial
Amazing! 🙏🏼
bootiful
Great video, going to try this procedural stuff, seems like it is more flexible than foilage mode. 25:13
yeah its so much fun! Give it a shot!
You should look into Dash for Unreal Engine, you can "physics drop" pots and their rotations will feel more natural
I definitely will!! Thanks for the tip!
Can we request an in depth dissection of Electric Dreams? I noticed their custom nodes are really great
1:47 best part of the video
why is your grass moving ? mine's static lul ._.
Thank you for you content, its really one of the top 5 valuable ue5 yt channels fr fr 🙏
you are genious !!
Thanks
33:33 the best part
Glad you enjoy the art!
Imagine going back to ancient pompeii to show the masons that made that flour mill how you're photoscanning it to make a 3d asset
Looks great but... Why do the meshes (particularly the Grass) look like they're floating on the surface of rippling water?
That's probably the Unreal Engine wind you're referring to? Yeah its their stock wind. Id love to figure out a more realistic one in the future.
@@pwnisher No doubt.. I guess it would "work" better if there was a influence gradient from top to bottom.
A way to taper the effect of the wind as it reaches the base stem of the grass would be great. I know how to do this in houdini, but not unreal.
Does this works for Unreal Engine 5.4 or are there any changes? Thanks for the video, it´s really great!
Ohh great video! But what about the performance? At the beginning we saw 15 FPS for just a small batch of grass compared to the end where there is a whole field.
16:10 How did you manage to show up that "Graph" window at the bottom of the window?
Reminds me of that one scene from Vinland Saga
what focal length did you use, specifically on that sunset shot? Looks beautiful
Ah I was all over the place with focal length. It was definitely on the longer side, 80-120? I'm not entirely sure. Glad you liked it though =]
I feel like some steps were glossed over in both the project creation, and the landscape creation. You start with just a basic floor, mine opens up with that whole giant scene with all the mountains around the perimeter. Also when in the landscape creation, there seemed to be a jumpcut from the creation to an already textured landscape and the original floor is gone.
Future of 3d impact of ai and future pipeline
clint, thoughts on megascans being paid starting next year?
I mean its a huge bummer. Sad to see Epic moving to the paid side of things. Hopefully they keep most things free though? It's a huge reason why I love their stuff so much.
This is really cool but is it possible to make a procidually generated landscape (platform) with rivers, biomes and all that stuff with the help of this?
Great video! I did get a little lost when you added the mesh to the mesh entries. I added the mesh but my field still has the debug cubes rather than the grass. Am I missing something?
I’ve been experimenting just a bit with moving vegetation (using Polygoniq’s Botaniq addon) and I just feel that wobbling is not physically accurate. For me, what I see here is also like a big plane wobbling around, is there any more accurate way of doing this? Great vid, by the way! Cheers
I'm pretty sure @PrismaticaDev has a video on his custom wind system, so I think it's possible?
How to to job of a whole team as a single guy ... Ubisoft likes it ;)
13:30 for the actual content described in the video title, for those interested. :-) I've been wondering how PCG works in Unreal after seeing the bridges over the streams in the demo reel. This looks pretty handy. Can you bake it down, so the actual meshes get instantiated once you're done building it?
Nice, nanite isn't supposed to be availaible for landscape and foliage right now ?
So if we used nanite, we could have a lot better performance on a scene like yours, right ? (i'm new to unreal)
I was just browsing your channel and found this video inside a "Photogrammetry Training" Playlist on your Channel, and got curious is there going to be a Photogrammetry involved in this Workflow??
Oh yes indeed =]
Thanks for this.
This is great and worked well until I had to expand the PCG box.
I seem to have an issue where I expand the PCG bounding box, it won't fully populate the landscape. Like there is an invisible border where nothing gets planted.
Make sure its tall enough as well! There also might be a memory issue. Go to Aziel Arts’s channel and look at his hr long zelda tutorial, he shows u how to set up partitioned volumes for better optimization.
Clint, are you related to Houston Jones?
dude I wanna learn unreal engine so bad
👍👍👍👍👍👍👍👍👍
Great video! I'm following... But I don't quite understand why the you unwrap the mesh, then reproject.... Reprojecting to a lower poly mesh gives better results? How?
Ill break this down into two answers, as I understand it from the peeps over at Capturing Reality
Unwrapping: Is something you have to do if you want clean UV's on your model. When we simplify to a lower-poly mesh, it's not unwrapped. So we gotta unwrap it before you apply textures.
Reprojecting: When I say it yields "better results" I'm really saying "it runs way smoother since the poly count is alot lower, while still maintaining the high-detailed look." It appears to be high poly, when in reality, its low poly, with "high-poly" normal and diffuse materials.
RIP quixel bridge megascan
that's the saddest news of 2024
@@thibaultgodet854 Yeah, it was too good to be true.
I'm new to UE, not sure I will ever use it on a job. Where did the trees come from?
@pwnisher 15:30 It´s giving me headaches already, how did you change your view with the PCG Graph below the Viewport and the Details on the right side?!
Looks like moonlit wilderness from tekken 5
Ah could see it! Tekken 5 is one of my fav fighting games! I have so many memories playing my brother on our PSP’s in the back of the car. I usually went Feng Wei or Bryan. Wbu?
@@pwnisher O yes, I'm glad that tekken is still going and is now more prominent within its genre than ever before! I still love listening to the music to this day!
I mostly mained King and Jun!
@@CeeeX Did you have King's infinite combos down?
@@pwnisher o yeah those infinite juggles would last till Tekken 9 comes out!
...but truly now...what infinite combo?
What spec PC would you say is an absolute minimum for UE? If I'm not mistaken the real-time rendering is more CPU intensive than GPU?
what do you think, does PCG can replace Houdini for procedural word building?
Blender proxy system.... I decided to Move from Blender to UE, but still animating in Blender ❤ then porting to UE 😊
is this gonna be affected when the fab update comes?
probably
15:07 PCG is not enabled by default, you have to go into plugins and enable PCG
Is Reality Capture still going to work the same with Fab?
Assuming so yes.
Hi ,I used the Phoenix plugin from chaos for 3Ds Max. I want to buy a new computer with a processor that speeds up the Phoenix Simulating faster . What category should I choose, Intel or AMD? thank you
21:06 island of the dead
There's no spatial noise node in the PCG graph :/
Can a billion droplets be made to act like prisms in Unreal engine in a meadow?
the droplets on the flowers and leaves?
Hello ... Can I add to my own game if I creat it ?
Great tutorial Clint. Really shows the whole process start to finish. Re the snapping to orthogonal rotations, Roman K has a good tutorial here: th-cam.com/video/-W0ldeSreQw/w-d-xo.htmlsi=MMDn_S34ym5UWJwF. I think only other suggestions could be to be to use some distance filting from your assets (pots) to the foliage to stop them spawning under. Re performance, especially with grass assets, there is an option under the static mesh spawner to a) adjust the shadows distance scale (culls shadows at a distance = huge performance difference), and b) cull at distance (more for games than rendering). Keep up the great tutorials!
Serious question here. Do you actually know how to create an asset that isn’t from megascans? All your stuff just seems like you lean heavily into taking pre-made fully textured assets or photogrammetry.
Why is your grass moving? Mine is just static. Even with a wind source
I can't get my project to load with just a plain grey squared floor, but instead have a whole desert landscape, please help
When you create a new level, make sure you do so via the top left, file, create new level. Then it’ll give you a choice between four options. I think the one i was using was a blank level preset.
Does anyone knows who are the top dogs of Virtual Reality Tutorials? I’m looking for people m that actually explain how things works.
If CGI artists saw this back in the 90's, they'd shit their pants 😂
These are Talos Principle levels
How to setup viewport like yours in unreal engine im beginner not able to do it any help
Its very similar to windows on your desktop, if you click and drag the top left of the window you should be able to break it out and move it around the screen.
Has anyone got any idea how to rotate the point grids so they aren't all facing the same direction? I haven't been able to solve this and all of my grids are aligned in the same direction so it looks a bit weird
I love your videos but I hate blueprint over C++, code makes way more sense to my brain and is so much easier to modify and customize
Ah man, yeah i wouldn’t know. I dont have a coding bone in my body, so i definitely prefer the visual, node-based alternative. Ive never looked into it, but I bet you can hardcode in UE, same for Unity? Im just assuming here.
@@pwnisher hey don't worry about it, I think the video reaches the widest audience as-is. As for yourself, with all these other technical skills I'm sure you'd pick up programming quickly, it's a lot easier than it looks. You can learn basic Python in less than a week!
Do you miss corridor
I can't find PCG graph in the content browser....
enable plugin in the project
@@leo-paulossola2846 Ah thanks for the catch. I probably should have mentioned that
It's a plug-in, just go into your plug-ins and activate it, then restart UE and you'll see it!
🔴 The movement of the flowers is not that good , that's it
Bro I swear to god, any video game clip is a f****** Forrest with with more life than life it self. But I go in and i can’t get rid of the fucking starter bricks.
UE straight up crashed in my face when I setting scale by density.