PCG Grammar is Here And It's AMAZING

Поделиться
HTML-код
  • Опубликовано: 13 янв 2025

Комментарии • 82

  • @PittsTake
    @PittsTake 2 месяца назад +11

    seems like UE is trying to make it where I don't have to learn how to make my own pcg, I'm here for that! Thanks for the vid!

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +4

      Absolutely! Unreal Engine is really making it more and more accessible for everyone to use and I love it! :D

    • @orbetymo
      @orbetymo 2 месяца назад +2

      @@PittsTake 😣It was still worth the struggle doing it myself 🤷‍♂️ I've never regretted learning a workflow despite each one being inevitably automated to some degree🤖❤️

    • @jessgothebraic6443
      @jessgothebraic6443 5 дней назад +1

      Why use C++ when you got ASM...😊

  • @libshastra
    @libshastra 2 месяца назад +11

    The Unofficial Documentation to PCG Grammar.
    Your tutorials are great. It answers questions that naturally comes to my mind.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Hahaha. I'm glad it has helped you. Whenever I figure out something that confuses me I try to make sure I mention something about it in the video. :)

    • @libshastra
      @libshastra 2 месяца назад

      @@Procedural_Minds you are a good teacher. You have the aptitude for it.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      @@libshastra Thank you, I'm glad at least you think so. 😅

  • @unrealhabitat
    @unrealhabitat 2 месяца назад +1

    Thanks for this videos! Amazing channel!

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Thank you very much for watching! You're an amazing person! :D

  • @ethanenglar
    @ethanenglar 2 месяца назад +3

    Hey Thank you for the great tutorial! I'm so happy that PCG Grammar is finally here. This is definitely a user-friendly aspect on where Unreal first showed off their: "The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022" where they talked about grammar developed at the time.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      I never watched that specific tech talk so I didn't realize they mentioned grammar all the way back then. I only learned about it after 5.5 preview came out. lol

    • @libshastra
      @libshastra 2 месяца назад

      @@Procedural_Minds @ethanenglar that project was based on Sidefx's work on GameDev. I am happy Epic ported that within Unreal. Indie devs can forgo that Houdini license for certain aspects.

    • @libshastra
      @libshastra 2 месяца назад +2

      That is based on Houdini's earlier work on Game Dev. The same team went on to make Matrix. Procedural Generation has rapidly come a long way.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      @@libshastra Yup, and it continues to get better each time. I love it! :D

  • @zain9842
    @zain9842 2 месяца назад +2

    That's pretty cool, i really love your tutorial, can't wait for the next one.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Thank you very much, I hope it won't disappoint. :)

  • @pinsandneedles8562
    @pinsandneedles8562 2 месяца назад

    Thanks man, that looks and sounds amazing! Also, very well explained.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Yeah I'm really excited for it, it's going to make certain things so much simpler! :)

  • @libshastra
    @libshastra 2 месяца назад

    In Houdini, you can group a bunch of Vertices and specify a specific grammar to that group. It doesn't seem like you can do that with PCG. I haven't a found a way to retrieve vertex number. Have you?
    In case you're confused here's the use case. I want to specify vertex 0 & 1 as the front and the rest of them as the side and back. That way I can have a specific shape grammar for the front and specific one for the rest of the faces.

    • @deyama2012
      @deyama2012 2 месяца назад

      Why not? As I understand, grammar is just a string attribute. So what stops you from filtering your front points, adding some grammar to them and adding some other grammar to the rest of the points?

    • @libshastra
      @libshastra 2 месяца назад

      @@deyama2012 Hmmm ... lemme try that out.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +1

      Grammar isn't for modeling, so it has no mesh information. It's for PCG that is just a point scatter system. You can scatter points on a mesh and use that, but it won't read the mesh itself. For that you need Houdini.

  • @er0s14
    @er0s14 2 месяца назад

    I really like the look of your blueprint! What plugin are you using for it?

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      What do you mean? I'm using default Unreal, no plugins.

  • @PsijicV
    @PsijicV 2 месяца назад +2

    I just opened UE5.5 to explore it further and there's your video.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +1

      I made sure to release it now just for you. :P

  • @sfafasfsafsafas7648
    @sfafasfsafsafas7648 2 месяца назад

    Hey Procedural Minds! I'd like to ask you something. I'm interested in automatically creating the interior and exterior of a building. Which series of your tutorials would you recommend to start learning in this direction? I've watched a few of your latest videos, but it seems to me that, compared to your older ones, you do it more manually with the editor rather than generating automatically. I'd appreciate your response. Have a nice day, and best regards!

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +1

      If you're in 5.4 then watch the 5.4 series. It's far more streamlined and uses a lot of the new functionality that makes things easier.

  • @Fafmagic
    @Fafmagic 2 месяца назад

    Thanks for sharing this. I had no idea this was a thing!

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      You are very welcome! 5.5 has some pretty incredible new features! :D

  • @tijmdevries2222
    @tijmdevries2222 2 месяца назад

    Nice! With the priority version I'm planning to make a brick wall from meshes with leftover space filled with 3/4 bricks, half bricks, 1/4 etc. Good stuff!

  • @NickGapp
    @NickGapp 2 месяца назад

    Very helpful! Thanks!

  • @crs11becausecrs10wastaken
    @crs11becausecrs10wastaken Месяц назад

    I'm still waiting for dynamic spline mesh deformation on a pcg spline, instead of just populating a static mesh along points. Got a vent system that needs to curve along the spline instead of rotating to just orient along the spline. But grammar seems to be a much needed addition.

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      It's already out for PCG. I have a video on creating a rope bridge using just that out already. :)

    • @crs11becausecrs10wastaken
      @crs11becausecrs10wastaken Месяц назад

      @Procedural_Minds very nice, then I can fully switch over to PCG 😄

  • @yourstarchan
    @yourstarchan 2 месяца назад +4

    OMG, I am so glad that I met your channel. You are so cool! (eng isn't native, grammar typos included)

  • @OnkAnCa64
    @OnkAnCa64 2 месяца назад

    Thanks for this vid. Another grea tool for PCG like we have on Houdini

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Houdini will pretty much never be replaced by PCG, Geometry Scripting, and everything else. But it will make it so a lot of the more simple things won't need Houdini. Which is especially great for everyone that doesn't have Houdini. :)

    • @OnkAnCa64
      @OnkAnCa64 2 месяца назад

      ​@@Procedural_Minds yes, the aim isn't to replace Houdini, it's just that I'm happy to have new PCG tools that are closer to what we have, and know in Houdini.

  • @DeadRabbitCanDance
    @DeadRabbitCanDance 2 месяца назад

    Nice video!
    How can you make pillars along a spline and make sure there are sagging wires between the pillars? The slack wires themselves are already in a separate plugin, how can you control one plugin from another plugin?

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      I don't know what plugin you're referring to or how it's controlled. It is very dependent on the plugins, what is exposed, how it's controlled, etc.

  • @peterallely5417
    @peterallely5417 23 дня назад

    Hey would you do a video on how to add the meshes to the splines in the first two examples?

    • @Procedural_Minds
      @Procedural_Minds  23 дня назад

      You can use the exact same method as in the building example. Just copy / paste and adjust.

    • @peterallely5417
      @peterallely5417 23 дня назад

      Cool I’ll have to figure out what I’ve broken (made of copy of the example content to my own content folder, good boy)

    • @peterallely5417
      @peterallely5417 23 дня назад

      @@Procedural_MindsI find that with the spline mesh, it has the correct modules and sizes from the ‘module info’ variable, but it’s just the first mesh in the ‘mesh info’ array variable, propagated along, and you can see the module sizes in action because the mesh is changing size as per the mesh info and the grammar specified. Any idea on how to get the rest of the meshes in the array to propagate in their respective segments?

  • @fahimjaowad8717
    @fahimjaowad8717 2 месяца назад +1

    This is the exact same grammer from houdinis "building from patterns" node. I'ma move from houdini soon...

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +1

      Oh really? That's really cool! There's still lots of stuff from Houdini missing though. Maybe one day. :)

  • @peterallely5417
    @peterallely5417 2 месяца назад

    Oh man this is sooooooo good. Would you be keen to explore for us how you would add behaviour so that (in a spline that has linear segments bit curved) under a certain internal angle between points, a different mesh is selected?

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +1

      So, if I understand correctly, you want to spawn a mesh depending on the angle of the curve? So if it's straight then A and if bent then B? Something like that? I can definitely look into it, sounds interesting.

    • @peterallely5417
      @peterallely5417 2 месяца назад

      @@Procedural_Minds that’s it, but it’s more like if it’s straight or over x deg internally then it’s A, and if it’s less than x deg it’s mesh b. And to take it a step further, (oh heck how do I explain this) mesh b’s rotation would have it face centred (so equal angle either side, in relation to the neighbouring points). I have a monkey brain, but my monkey brain has aspirations haha.

    • @peterallely5417
      @peterallely5417 Месяц назад

      Yeah that’s right. If at a given spline point the angle is

  • @randomancy
    @randomancy 2 месяца назад

    Way convenient! I was intimidated until you showed the syntax! Now I’m excited to not need to buy procedural building generators. I could just make a couple grammar blueprints for different modular kits, and then use a PCG spline to place the blueprints! 😍

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Yeah, Grammar intimidated me at first too when I heard programming for PCG. But the syntax is is super simple, it's great! :)

  • @peterallely5417
    @peterallely5417 Месяц назад

    Is it possible to combine square bracket and curly bracket in the same string? i.e. [Fence,Door]{C:2,Fence:1}*[Door,Fence] so you’d always have a Fence and a Door bookending a middle section of randomised C and fence which would scale to soak up the room between?

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      Yes, all of the syntaxes can be used together. You can take a look at the building setup. I believe they use a combination of them there.

  • @peterallely5417
    @peterallely5417 Месяц назад

    Am I right in thinking there’s currently not a way for meshes to deform along the spline, have certain meshes scale to fill gaps between meshes that shouldn’t scale etc? I know it’s reasonably trivial to have a singular mesh scale and duplicate along a ‘normal’ spline blueprint, but if I could have that functionality but leverage grammar I would be home and hosed!

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      Yeah, there's spline meshes. I have a recent video on creating a rope bridge using this method.

    • @peterallely5417
      @peterallely5417 25 дней назад

      @@Procedural_Minds Yeah love that video, I'm wondering though, specifically, can you have door not scale, but fence can scale etc?

  • @PsijicV
    @PsijicV 2 месяца назад

    Here in the building corners are independent to each other. How can it be set to use a common one?

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Early on you get the building corners from the spline, so you can just spawn your meshes there if you want them to always be the same in those corners. Or of course you can have the corners as part of the grammar itself so it always starts and ends with the corner pieces.

  • @freedomrules416
    @freedomrules416 2 месяца назад

    How do you add meshes to the Fence graph instead of debug . Been trying to figure it out since 2 days

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +1

      You can just add static mesh spawners. In the building setup you can see how the assets are spawned in so they fit the sizes you specify with grammar.

  • @cruzz1474
    @cruzz1474 2 месяца назад

    I've been waiting for this since version 5.5 was released.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Well, hopefully the wait is proven to be worth it. :D

  • @kurtissebring349
    @kurtissebring349 6 дней назад

    Any chance this is gonna be in the next series?

    • @kurtissebring349
      @kurtissebring349 6 дней назад

      I ask because I'm already trying to combine it with the building series. Epic hasn't explained how to do rooms in here yet with grammar... I haven't seen anyway

    • @Procedural_Minds
      @Procedural_Minds  6 дней назад

      I probably won't do another just regular building series. There wouldn't be much new stuff except how to do the exterior. And the demo level shows how to do that already. Grammar is designed to work along splines, not on interiors so nothing on the inside would change either.

  • @wholebitmedia
    @wholebitmedia 2 месяца назад

    Hard to know where to start given the implications of grammars for procedural.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад +1

      Absolutely anywhere you want any kind of logic to how things are spawned. The examples Epic provides are great. Fences with gates, buildings where you want specific types of wall / window / door combos, you can spawn pipes with rivets / connections every certain amount, so many options!

    • @wholebitmedia
      @wholebitmedia 2 месяца назад

      @@Procedural_Minds I found some other MIT examples but I noticed that there is no mesh info slot alongside the modules info slot where you mentioned it could be enabled in the spline segment node. I'm trying to give geo to the debug grammar examples.

  • @NicolasEmbleton
    @NicolasEmbleton 2 месяца назад

    Amazing... Procedural generation as a regex-like grammar. Super nice.

    • @Procedural_Minds
      @Procedural_Minds  2 месяца назад

      Yeah it's super great! And surprisingly very straight forward. :)

  • @peterallely5417
    @peterallely5417 25 дней назад

    Hey, where can you access this demo level?

    • @Procedural_Minds
      @Procedural_Minds  25 дней назад +1

      It's in the plugins section. Same as all other Epic demo levels.

  • @issacdhan
    @issacdhan Месяц назад

    I tried it, It's amazing.

  • @lebronthegoat3509
    @lebronthegoat3509 Месяц назад

    Im having flashbacks to trying to figure out REGEX lol

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      Can't say I know what that's like, but grammar thankfully is pretty simple with only three syntaxes to understand really. :)