Wow, very cool episode. Got a couple of questions for you. 1.) How would you vary the size of each of the meshes that are placed on the landscape? 2.) How would you change this so that the grasses are pointing straight up rather than using the normal value for direction? 3.) Any tips for improving performance?
1) Use the scale parameter in the Transform Points node (shown in the video, we vary the grass size randomly between 2x and 5x) 2) In the Spawn Mesh parameters, there is an "Align to Normal" checkbox. If unchecked, the mesh will be perfectly vertical (ideal for trees) 3) Not yet, I'm figuring that out as I go along ;-)
I had done some landscape stuff on my own, and found out that if you turn Nanite on, it doesn't recognize the Physical Layers. I replayed adding the Surface Sampler and Attribute Filter nodes over and over until I remembered that I had that checked. Once I turned it off, worked great. I am also using a different map, and apparently some of my landscape is sharper and larger. I had to extend the grid size and reduce the sample point to keep from running out of memory (trial and error). I ended up with floating grass on sharp edges. I switched the Projection node to be right before the Static Mesh Spawner instead of before the Transform Points. Seems to place the roots in the ground better that way.
Nice!! cant Thankyou Enough.Next one is really good.As im learning Gaea and the MM needs layers to fill pcg foliage.My question was on that too.lolz but you answered.
Episode 11 (Paint Layers) talks about adding extra texture layers. I don't show it explicitly but mention that this is where you would import material layers from tools like Gaea. And I also show in that episode how you can use these extra layers to drive PCG foliage generation.
@@unrealitybites763 i make my maps from gaea, as place few nodes and we have a perfect map.sadly low res.but it works.As always thankyou for helping and making this series.
Yes. Coming up soon. Although Nanite Tessellation (used for displacement) is pretty resource intensive at the moment (at least in 5.4, haven't tried it in 5.5 yet)
@@unrealitybites763 Thank you, really looking forward to it, in the field of automotive cgi and our work rigs are pretty hefty but my realistic unreal landscape knowledge isnt :D
thank you for this course, for my part my PC crashed when I checked the Bounded box. Could you tell us the configuration required for this kind of calculation?
Great tutorial, but 5.5 is buggy apparently. I was able to see the points and then bring up the graph information below, but under Physical Materials there was showing with PM_ (matching what you had seen on your end) showing. I do see other people were having issues in 5.5 as well. Still great to finish watching and learning though.
hi, i have read all the comments and my problem is different from all the others mentioned here: everything works fine and shows cubes in PCG volume until i connect transform points after Attribute filter. As soon as i do volume is empty and if i remove connection they show up again, if i connect transform points as outside filter they show up normally. One thing i also noticed while playing around is that it only doesn't work for PM_MidLow, if i switch to PM_MidHigh in Attribute filter it works like a charm. What might be the problem?
Ive tried so many times now. but my PCG wont show the physical material. it stays on the default ones and it dont show its on my "PM_MidLow" as yours do. for me its still connected to /Engine/EngineMaterials/DefaultPhysicalMaterial.DefaultPhysicalMaterial. im on 5.5 maybe something changed?
Sadly I am no longer able to continue with this brilliant tutorial as UE5.5 does not show the PCG Component - Landscape, if I Select Get Landscape Data in Attributes (shows no output No pins No data available) Will just have to wait until some can find a solution for UE5.5.
my Attribute filte does not find the "PhysicalMaterial" in the TargetAttribute. Really odd, could it be an issue with the physical materials? I use UE 5.4.
In the filter, regardless of which material I put in, it only finds my Ground. I have plugged in MidLow, but it shows ground in the spreadsheet inside the PCG Graph. Really odd.
I'm sorry but I can't move forward, I can't connect the PCG Volume with the PCG Graph, when I edit the PCG Graph it no longer appears in the space at the bottom left (Debug Object) and it doesn't do the Debug and I don't see any points. I have tried it many times and it doesn't work, any ideas? I will have to do it at another Level but only this specific part of the PCG. Thank you
Sounds like you’ve accidentally deleted the Details panel. Check in the Windows menu at the top of the screen and check each windows until it reappears.
I was troubleshooting an issue where points don't seem to isolate to 'Mid-Low' layer - although other layers seem to be unaffected. moved my volume around the level to test & noticed i have an Actor - "PCGStamp_0" now in my level where my volume was initially placed. the points seem to now be 'stuck' there & i found that if i delete the Stamp Actor, i can't regen? any idea what I should be investigating to ascertain root-cause?
update: trouble seems to be even with layers up the stack disabled - & therefore invisible - their respective slope-constraints still factor into the point-distribution. this leads to scenarios where - although the target [Mid-Low] layer is 90% of the material seen - no points are generated.
You probably hit "Clear PCG Link" on your PCG Volume at some point. This cements the PCG graph into a permanent stamp of meshes on the landscape (actually, pretty good for performance once you've finished with your PCG development) So you can delete the PCGStamp to get rid of those meshes and you should be back to square one, generating them on-the-fly
Regarding your second point above about the point distribution of different slope layers, this is probably because the mask is covering a wide area. We should probably put a contrast control on the grass masks to restrict where the points appear (I'll try and remember to do that in a future episode)
I can't get the Unbounded to work. I crash every time I try to generate. My map is fairly big but I don't see why that should be an issue with culling.
Culling doesn't help during the PCG graph's point generation process. It still has to process all the points on the landscape, filter and spawn them. Try reducing the number of points on the Surface Sampler before you unbound the graph. Culling only helps performance after the generation is complete.
Perfect for me 🎉ty
Thank you! I'm always waiting for your new tutorials. A comforting voice that made me feel like I was back home.
This series is amazingly helpful!
Wow, very cool episode. Got a couple of questions for you.
1.) How would you vary the size of each of the meshes that are placed on the landscape?
2.) How would you change this so that the grasses are pointing straight up rather than using the normal value for direction?
3.) Any tips for improving performance?
1) Use the scale parameter in the Transform Points node (shown in the video, we vary the grass size randomly between 2x and 5x)
2) In the Spawn Mesh parameters, there is an "Align to Normal" checkbox. If unchecked, the mesh will be perfectly vertical (ideal for trees)
3) Not yet, I'm figuring that out as I go along ;-)
@@unrealitybites763 Thanks! Boy, your answer to my third question sounds a lot like me! Hehe.
I had done some landscape stuff on my own, and found out that if you turn Nanite on, it doesn't recognize the Physical Layers. I replayed adding the Surface Sampler and Attribute Filter nodes over and over until I remembered that I had that checked. Once I turned it off, worked great.
I am also using a different map, and apparently some of my landscape is sharper and larger. I had to extend the grid size and reduce the sample point to keep from running out of memory (trial and error). I ended up with floating grass on sharp edges. I switched the Projection node to be right before the Static Mesh Spawner instead of before the Transform Points. Seems to place the roots in the ground better that way.
Great tip ! It works for me too, many thanks !
Nice!! cant Thankyou Enough.Next one is really good.As im learning Gaea and the MM needs layers to fill pcg foliage.My question was on that too.lolz but you answered.
Episode 11 (Paint Layers) talks about adding extra texture layers. I don't show it explicitly but mention that this is where you would import material layers from tools like Gaea.
And I also show in that episode how you can use these extra layers to drive PCG foliage generation.
@@unrealitybites763 i make my maps from gaea, as place few nodes and we have a perfect map.sadly low res.but it works.As always thankyou for helping and making this series.
Are you doing any videos on displacement for this series? Thank you for the high quality free content that you also really make understandable.
Yes. Coming up soon. Although Nanite Tessellation (used for displacement) is pretty resource intensive at the moment (at least in 5.4, haven't tried it in 5.5 yet)
@@unrealitybites763 Thank you, really looking forward to it, in the field of automotive cgi and our work rigs are pretty hefty but my realistic unreal landscape knowledge isnt :D
thank you for this course, for my part my PC crashed when I checked the Bounded box. Could you tell us the configuration required for this kind of calculation?
Great tutorial, but 5.5 is buggy apparently. I was able to see the points and then bring up the graph information below, but under Physical Materials there was showing with PM_ (matching what you had seen on your end) showing. I do see other people were having issues in 5.5 as well. Still great to finish watching and learning though.
hi, i have read all the comments and my problem is different from all the others mentioned here: everything works fine and shows cubes in PCG volume until i connect transform points after Attribute filter. As soon as i do volume is empty and if i remove connection they show up again, if i connect transform points as outside filter they show up normally. One thing i also noticed while playing around is that it only doesn't work for PM_MidLow, if i switch to PM_MidHigh in Attribute filter it works like a charm. What might be the problem?
Ive tried so many times now. but my PCG wont show the physical material. it stays on the default ones and it dont show its on my "PM_MidLow" as yours do. for me its still connected to /Engine/EngineMaterials/DefaultPhysicalMaterial.DefaultPhysicalMaterial. im on 5.5 maybe something changed?
I’ve not tried this on 5.5 yet because I heard it was buggy
@@unrealitybites763 have to make normal pcgs for the time being. love the tutorials
I had the same issue and resolved by clicking the cleanup and regenerate buttons on PCG volume
Sadly I am no longer able to continue with this brilliant tutorial as UE5.5 does not show the
PCG Component - Landscape, if I Select Get Landscape Data in Attributes (shows no output No pins No data available) Will just have to wait until some can find a solution for UE5.5.
my Attribute filte does not find the "PhysicalMaterial" in the TargetAttribute. Really odd, could it be an issue with the physical materials? I use UE 5.4.
In the filter, regardless of which material I put in, it only finds my Ground. I have plugged in MidLow, but it shows ground in the spreadsheet inside the PCG Graph. Really odd.
A simple reboot of the engine seemed to do the trick.
I'm sorry but I can't move forward, I can't connect the PCG Volume with the PCG Graph, when I edit the PCG Graph it no longer appears in the space at the bottom left (Debug Object) and it doesn't do the Debug and I don't see any points. I have tried it many times and it doesn't work, any ideas? I will have to do it at another Level but only this specific part of the PCG. Thank you
Sounds like you’ve accidentally deleted the Details panel. Check in the Windows menu at the top of the screen and check each windows until it reappears.
I was troubleshooting an issue where points don't seem to isolate to 'Mid-Low' layer - although other layers seem to be unaffected.
moved my volume around the level to test & noticed i have an Actor - "PCGStamp_0" now in my level where my volume was initially placed.
the points seem to now be 'stuck' there & i found that if i delete the Stamp Actor, i can't regen?
any idea what I should be investigating to ascertain root-cause?
update: trouble seems to be even with layers up the stack disabled - & therefore invisible - their respective slope-constraints still factor into the point-distribution.
this leads to scenarios where - although the target [Mid-Low] layer is 90% of the material seen - no points are generated.
You probably hit "Clear PCG Link" on your PCG Volume at some point. This cements the PCG graph into a permanent stamp of meshes on the landscape (actually, pretty good for performance once you've finished with your PCG development)
So you can delete the PCGStamp to get rid of those meshes and you should be back to square one, generating them on-the-fly
Regarding your second point above about the point distribution of different slope layers, this is probably because the mask is covering a wide area.
We should probably put a contrast control on the grass masks to restrict where the points appear (I'll try and remember to do that in a future episode)
@@unrealitybites763 good to know, thank you for the clarification; i ended up disabling / re-enabling the PCG plugins to undo that issue.
I can't get the Unbounded to work. I crash every time I try to generate. My map is fairly big but I don't see why that should be an issue with culling.
Culling doesn't help during the PCG graph's point generation process. It still has to process all the points on the landscape, filter and spawn them. Try reducing the number of points on the Surface Sampler before you unbound the graph.
Culling only helps performance after the generation is complete.
@@unrealitybites763 Ah that makes sense. Thank you. Ill give it a try.
I go from 120fps to 13fps after checking 'unbounded'.