I think you need to have a detailed/walkthrough tutorial of your landscape tool. It seems powerful but without any step by step explanation it might not get noticed at all. Please create more tutorials, would be interested in buying this plugin.
This is so awesome! This is one of those plugins that should just be part of the engine. You should definitely think about applying for a grant from Epic, because this seems like one of those things that is innovative enough for them to fund
Ditto. I bet Epic would pay to get this as an offical plugin. Landscape BPs don't have a ton of control as-is, and this is probably the best tool I've seen for it.
Ohh, this is excellent timing. I've been looking for something like this. I'm working on a project about generating planets procedurally in UE5, and have a spaceship land on them. Kinda like on No Man's Sky. This will be very handy.
I still need to do various quality of life fixes and write couple of missing documentation sections. My estimate would be somewhere at the end of Aug, depending on how long it takes Epic to review it. The planned pricing is still open, but will be reasonable for any solo/indie dev.
Hi! Yes, the idea is that imported heightmaps can be used as a texture input in the graph, so it can be post processed and tweaked non-destructive way.
Hi! I released the video yesterday, so most likely that's the reason for small amount of views (also not that many subscribers). This has been my project for some time now and will release it probably during this month. The cinematic shots in the video have been recorded in engine as demostration to show how the end result look. Landscape, heightmaps, and weightmaps are generated by using the tool but textures and foliage are from Quixel (the plugin will provide the used landscape material however).
If you mean if it's real-time rendered, then yes, and it's meant mainly for games. If you meant that if the generation is real-time (or rather runtime) then the answer is yes and no. While the generator *can* be executed runtime, the landscape cannot be edited runtime because it uses standard UE5 landscape system. So if you happen to use different landscape solution instead of using UE5 default landscape system, then you potentially could generate it runtime. So the plugin can generate height and weightmaps into render targets runtime but since UE5 landscape can only be edited in editor builds, bringing these render targets into the scene requires landscape solution that can be edited runtime.
You posted a demo of the plugin with time lapse speed. A beginner who is not familiar with Unreal Engine does not know how to use your plugin, please provide a comprehensive tutorial with its benefits and usage in the program.... I feel you are lost.
I think you need to have a detailed/walkthrough tutorial of your landscape tool. It seems powerful but without any step by step explanation it might not get noticed at all. Please create more tutorials, would be interested in buying this plugin.
This is so awesome! This is one of those plugins that should just be part of the engine. You should definitely think about applying for a grant from Epic, because this seems like one of those things that is innovative enough for them to fund
Ditto. I bet Epic would pay to get this as an offical plugin. Landscape BPs don't have a ton of control as-is, and this is probably the best tool I've seen for it.
Nice, you need more regular video updates to really push this to users.
Looking eagerly forward to the Marketplace add! Looking awesome
Woah, looks really nice. Commenting to get some traction for this.
Ohh, this is excellent timing. I've been looking for something like this. I'm working on a project about generating planets procedurally in UE5, and have a spaceship land on them. Kinda like on No Man's Sky. This will be very handy.
this looks so cool omg
This is good. Please post more info.
This looks so dope, I wish I bought this instead of the mess that is Gaea 2
Looks cool - is there an ETA of when it will be available? and planned pricing?
I still need to do various quality of life fixes and write couple of missing documentation sections. My estimate would be somewhere at the end of Aug, depending on how long it takes Epic to review it. The planned pricing is still open, but will be reasonable for any solo/indie dev.
Does this work with imported height maps as well?
Hi!
Yes, the idea is that imported heightmaps can be used as a texture input in the graph, so it can be post processed and tweaked non-destructive way.
This looks neat, but it doesn't look like it's procedural at runtime is it?
this is good right? why so less views, is this something you guys made or did you copy from someone or something
Hi!
I released the video yesterday, so most likely that's the reason for small amount of views (also not that many subscribers). This has been my project for some time now and will release it probably during this month. The cinematic shots in the video have been recorded in engine as demostration to show how the end result look. Landscape, heightmaps, and weightmaps are generated by using the tool but textures and foliage are from Quixel (the plugin will provide the used landscape material however).
Is it real-time?
If you mean if it's real-time rendered, then yes, and it's meant mainly for games. If you meant that if the generation is real-time (or rather runtime) then the answer is yes and no. While the generator *can* be executed runtime, the landscape cannot be edited runtime because it uses standard UE5 landscape system. So if you happen to use different landscape solution instead of using UE5 default landscape system, then you potentially could generate it runtime. So the plugin can generate height and weightmaps into render targets runtime but since UE5 landscape can only be edited in editor builds, bringing these render targets into the scene requires landscape solution that can be edited runtime.
You posted a demo of the plugin with time lapse speed. A beginner who is not familiar with Unreal Engine does not know how to use your plugin, please provide a comprehensive tutorial with its benefits and usage in the program.... I feel you are lost.
this isnt a tutorial video doofus. its a feature video