PCG Grammar is Here And It's AMAZING

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  • Опубликовано: 26 ноя 2024

Комментарии • 64

  • @libshastra
    @libshastra Месяц назад +10

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц 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 Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @PittsTake
    @PittsTake Месяц назад +9

    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  Месяц назад +3

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

    • @RAWAIRT
      @RAWAIRT Месяц назад +1

      @@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🤖❤️

  • @yourstarchan
    @yourstarchan Месяц назад +4

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

  • @zain9842
    @zain9842 Месяц назад +2

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @ethanenglar
    @ethanenglar Месяц 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  Месяц 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 Месяц 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 Месяц 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  Месяц назад

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

  • @PsijicV
    @PsijicV Месяц назад +2

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

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

  • @tijmdevries2222
    @tijmdevries2222 Месяц 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!

  • @pinsandneedles8562
    @pinsandneedles8562 Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @randomancy
    @randomancy 27 дней 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  27 дней назад

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

  • @unrealhabitat
    @unrealhabitat Месяц назад +1

    Thanks for this videos! Amazing channel!

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @Fafmagic
    @Fafmagic Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @NicolasEmbleton
    @NicolasEmbleton Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @NickGapp
    @NickGapp Месяц назад

    Very helpful! Thanks!

  • @fahimjaowad8717
    @fahimjaowad8717 14 дней назад +1

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

    • @Procedural_Minds
      @Procedural_Minds  14 дней назад +1

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

  • @cruzz1474
    @cruzz1474 Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @OnkAnCa64
    @OnkAnCa64 Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц 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 Месяц 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.

  • @sfafasfsafsafas7648
    @sfafasfsafsafas7648 26 дней 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  26 дней 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.

  • @er0s14
    @er0s14 Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

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

  • @libshastra
    @libshastra Месяц 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 Месяц 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 Месяц назад

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

    • @Procedural_Minds
      @Procedural_Minds  Месяц 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.

  • @DeadRabbitCanDance
    @DeadRabbitCanDance 21 день 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  21 день 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 Месяц 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  Месяц 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 Месяц 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 5 дней назад

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

  • @freedomrules416
    @freedomrules416 Месяц 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  Месяц 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.

  • @PsijicV
    @PsijicV Месяц 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  Месяц 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.

  • @issacdhan
    @issacdhan 7 дней назад

    I tried it, It's amazing.

  • @wholebitmedia
    @wholebitmedia 26 дней назад

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

    • @Procedural_Minds
      @Procedural_Minds  26 дней 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 23 дня 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.

  • @lebronthegoat3509
    @lebronthegoat3509 4 дня назад

    Im having flashbacks to trying to figure out REGEX lol

    • @Procedural_Minds
      @Procedural_Minds  4 дня назад

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