How to Get Started with PCG Biomes in Unreal Engine 5.4

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  • Опубликовано: 2 июн 2024
  • Unreal Engine 5.4 have introduced a powerful new method to creating expansive landscapes with the help of PCG. This allows you to create huge open worlds quickly and effortlessly.
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    Patreon: / procedural_minds
    Discord: / discord
    Twitch: / krozjin
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    Chapters:
    00:00 - PCG Biomes is Here
    00:30 - Enable Plugins
    01:43 - Grabbing Assets
    06:09 - PCG Biome Core
    12:24 - Point Filters
    15:25 - Child Point Filters
    17:38 - Biome Configuration
    21:14 - Adding Biomes

Комментарии • 78

  • @aronforsure
    @aronforsure Месяц назад +9

    Wake up honey, new procedural generation tutorial just dropped
    cheers

  • @gaguto
    @gaguto Месяц назад +3

    Awesome video, can't wait to see more of PCG Biomes!!

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      Thanks! Definitely a lot more to learn about them!

  • @Test-xt3ys
    @Test-xt3ys Месяц назад

    I love your content, I watched the live rebroadcast so I felt like I already knew some things already hehe hope your channel will blow up soon

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      Yeah this is basically a nicely edited down version of me learning all the stuff during the live testing streams. :)

  • @aukehuys2297
    @aukehuys2297 Месяц назад +1

    Highly appreciated - thanks for your videos :)

  • @sylvaindelaine
    @sylvaindelaine 23 дня назад

    Thank you for this valuable and informative tutorial. I recently discovered your channel, and I look forward to more great content from you!

  • @guntermichaeljanser5261
    @guntermichaeljanser5261 12 дней назад

    Very very nice! Keep up the good work!

  • @jeromegraves2826
    @jeromegraves2826 Месяц назад

    Really great information here. Nicely presented too. Question though: In perusing the Sample Content folder I noticed in the Tiles sub-folder they have a bunch of Flow textures (labeled with their associated terrain tile coordinates) - any idea how this integrates into things? Seems like it's a a big factor in the logic being administered to the graphs?

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      I haven't investigated that as of yet, but once I figure out how that's incorporated into everything I'll be making follow up videos.

  • @KBFNGG
    @KBFNGG Месяц назад

    Great tutorial. I've been waiting for someone to actually explain some parts of the pcg biome as its modularity is extremely overwhelming, especially for newcomers.

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      Thanks! Yeah, there's a ton of functionality there, and a lot of it is hidden unless you know where to look.

  • @tehf00n
    @tehf00n Месяц назад

    Surprised you got so much info in this video as there isn't much info around yet. I ran through the epic tutorial for setting it up from scratch but it never covered the filters or anything. I was fine getting an initial setup with trees but when I wanted to scatter logs and rocks around them I was lost. This helps a lot. Can't wait to figure out more and see how dynamic it can be at runtime.

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      Thanks! I just spent some time just diving in and trying to figure out where everything is, how it works, etc with the specific goal of figuring out how I would use it in a new level. :)

  • @Vylocity
    @Vylocity Месяц назад

    Super Exciting! Have you found a way to have the BiomeTextureProject be dynamic like maybe as an RVT? Possibly using material logic to form those biomes colors and locations instead of hard coding the biomes

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      I haven't gotten there yet but I do want to figure out a possible way of doing it. I have some ideas of how to do a full procedural landscape material setup and then reuse it for the biomes, but needs lots of testing.

  • @kryogenicgames
    @kryogenicgames Месяц назад +3

    only person to watch for PCG :)

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +2

      I appreciate you watching my videos, but don't only limit yourself to me. Lots of great people out there! :)

    • @kryogenicgames
      @kryogenicgames Месяц назад

      @@Procedural_Minds dont , my list is big enough ;). just thinking , could you add your pcg building to create in biom? or its only for static meshes?

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      @@kryogenicgames I believe you can use the PCG Biomes with anything, including BPs. So theoretically yes, though I imagine it'd be very expensive as it wasn't built for that.

    • @kryogenicgames
      @kryogenicgames Месяц назад

      @@Procedural_Minds thank you, will see what future brings. what are you working on in your game atm?

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      @@kryogenicgames Powerups mostly. Some are more difficult than others.

  • @Preirin
    @Preirin 15 дней назад

    This is great - thanks for the tutorial! However, I have a question regarding landscapes where we are using an automaterial already as opposed to a blank landscape. I don't want to replace my entire landscape' I just want to use PCG assets. Do you have a tutorial on this?

    • @Procedural_Minds
      @Procedural_Minds  15 дней назад +1

      You can just use your landscape, I didn't modify the landscape in any way. I just generated one so I have a starting point for the tutorial.

  • @Josh_Alfaro
    @Josh_Alfaro Месяц назад

    Awesome content, would you consider making a tutorial on using assemblies in PCG graphs to populate a landscape like in Electric Dreams as well as making the assemblies?

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      Yeah absolutely. No promises on it being super soon, but I'll definitely put it on my list. :)

    • @Josh_Alfaro
      @Josh_Alfaro Месяц назад

      @@Procedural_Mindsawesome! I’ll stay tuned. Thanks man!

  • @kmtsvetanov
    @kmtsvetanov Месяц назад

    Hello I have a question. Maybe it will be good for a video. How to use pcg in blueprints to make in two rooms 2 different biomes? One forest, one dessert. And add random layout (the ground heights and waves of the floor) ? I would love if you can give me a hint for that or redirect me to some videos. Thank you!

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      Currently PCG Biomes don't modify the landscape itself and require a texture input for the biomes. If you want multiple biomes next to each other you'd need to make a mask for that and sculpt the landscape accordingly or use an appropriate height map.

  • @salvatorefranco2631
    @salvatorefranco2631 Месяц назад

    I was wondering if it would be possible to create a system for random spawning of the volumes/splines of the PCG itself, so that you always have a new level every time you start the game.

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      It should be possible with a bit more blueprint functionality. You can use the blueprint to offset the locations of things. It's not built in, but I think it could be done. I'll add it to my list of things to investigate and show. :)

    • @salvatorefranco2631
      @salvatorefranco2631 Месяц назад

      @@Procedural_Minds if you show it, I will always thank you!

  • @LetsPatrick
    @LetsPatrick Месяц назад

    hi, thanks for the great video, can you create a video on how to adapt the pcg to another automatirial like brushify

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад +1

      I have no experience with brushify itself, but I am planning on figuring out a good workflow between PCG Biomes and auto materials.

    • @LetsPatrick
      @LetsPatrick Месяц назад

      @@Procedural_Minds Brushify just has “special” names for the layers. I just need to know where you can change these layer names

  • @Pico52
    @Pico52 7 дней назад

    I copied the same actors as you did and put it into my map and hit generate and nothing spawned. The volume is covering the terrain completely. I set the cache cell size to 800 then tried higher values but still there's nothing. Posting onto the Discord..

  • @cwingler
    @cwingler 29 дней назад

    They really need to make it so the biome map texture can be painted in landscape editor mode.

    • @Procedural_Minds
      @Procedural_Minds  29 дней назад +1

      Yeah I agree, thought I can also see instances where you might want the same ground texture but different "biomes" on top. So I also understand why they're not linked. I'm working on a way to easily convert one to the other more or less.

  • @60tiantian
    @60tiantian 27 дней назад

    how to create your own map?9:04, it‘’s automatically generated base on the map you have or make it on photoshop?

    • @Procedural_Minds
      @Procedural_Minds  26 дней назад

      I just googled island height map and grabbed an image online. You can sculpt yours, use a height map, or a multitude of other ways of getting the landscape shape you want.

    • @60tiantian
      @60tiantian 26 дней назад

      @@Procedural_Minds thanks for reply,but i mean the map which Divide different biome on different color map.

    • @Procedural_Minds
      @Procedural_Minds  25 дней назад

      @@60tiantian Oh that you can create in any image creation software like photoshop. I made mine in Affinity Photo 2.

    • @60tiantian
      @60tiantian 25 дней назад

      @@Procedural_Minds oh~i got it, thanks

  • @SimplySenpai
    @SimplySenpai Месяц назад

    Trying to follow along but you lost me at whatever file you imported as your base. Not sure what kind of file I should be using here. Sculpted some land but it doesn't give the same options to control the height of the water when putting in water material.
    Any advice?

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      The original file for the landscape is just a height map. You can use any heightmap you want there.
      The water level is part of the PCG Biomes system. If you're talking about the plane, I just moved that up / down to align best with my landscape. The height is going to be dependent on your setup.

    • @yoced1468
      @yoced1468 20 часов назад

      Did you copy the water plane and paste it on your map?

    • @Procedural_Minds
      @Procedural_Minds  20 часов назад

      @@yoced1468 Yes, I do it in the video.

  • @leod86
    @leod86 4 дня назад

    Hi, can I use a mask resolution higher than the landscape resolution? Or does it have to match like the black and white masks that were imported to the landscape mode layers?

    • @Procedural_Minds
      @Procedural_Minds  3 дня назад +1

      The mask resolution is independent. You actually set the scale for the mask texture. So you can adjust it to be bigger or smaller and tile if you wanted.

    • @leod86
      @leod86 17 часов назад

      @@Procedural_Minds Can I use this same multicolor mask to assign materials to the landscape, or does it only work for objects?

    • @Procedural_Minds
      @Procedural_Minds  17 часов назад

      @@leod86 You definitely can, it's just a texture after all. So you can use it as a regular mask.

    • @leod86
      @leod86 17 часов назад

      @@Procedural_Minds Sorry, I was referring to the PCG plugin, can I use that same texture and assign the landscape a material for each RGB color? because by using black and white masks for the layers, I am forced to use the same resolution of the heightmap, thanks for answering!

    • @Procedural_Minds
      @Procedural_Minds  17 часов назад

      @@leod86 Landscapes use a single material. You can use different textures masked, but in the end it's a single material.

  • @NongBenz
    @NongBenz 19 дней назад

    I was looking for a procedural way to generate trees and rocks. Anyone know if the meshes in this sameple are done with geometry scripting or are they static meshes?

    • @Procedural_Minds
      @Procedural_Minds  19 дней назад +1

      They are static meshes. :)

    • @NongBenz
      @NongBenz 19 дней назад

      @@Procedural_Minds thank you, I'll have to come up with something myself 👍

  • @glay011
    @glay011 28 дней назад

    Why is the display not updated ,when I move 'For example BP_PCGBiomeVolume' box,And all the trees have disappeared

    • @Procedural_Minds
      @Procedural_Minds  28 дней назад

      Did you move it where it no longer overlaps the landscape? It generates the points within it on the landscape.

    • @glay011
      @glay011 28 дней назад

      @@Procedural_Minds No, for example, if I only move its x-axis 0.01, all the trees in the scene will disappear, and they cannot be regenerated in BP-PCGBiomeCore BiomeCore

    • @Procedural_Minds
      @Procedural_Minds  28 дней назад +1

      @@glay011 Really odd. I would need a lot more info, like if you're just using the demo file, or its your own setup. It could be many things. If you'd like stop by the discord and I can try to help you better there. Since you can share screenshots.

    • @glay011
      @glay011 28 дней назад

      @@Procedural_Minds It is the UE5.4 original plugin - PCG Biome Sample - map, how can I show you a screenshot? Thank you

    • @Procedural_Minds
      @Procedural_Minds  28 дней назад

      @@glay011 If it's the original demo map, try selecting it, then going down to the bottom of the detail section and selecting the PCG node. Then click cleanup / generate to see if it comes back.
      As for the screenshots, the link to my discord is in the description. You are able to post links there.

  • @peterallely5417
    @peterallely5417 Месяц назад

    Would be cool if they enable the ability to paint the mask in editor like the Errant Biomes plugin.

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      Yeah, that would be really nice. But I have some ideas where you might be able to get similar functionality. Or at least a bit more streamlined.

    • @peterallely5417
      @peterallely5417 Месяц назад

      @@Procedural_Minds ooo looking forward to that!

  • @Mplsmn23
    @Mplsmn23 Месяц назад

    it's not really a new feature to Unreal Engine, it's just an easy way of doing biomes or generation to an extent. You can still do a lot more the OG way

    • @Procedural_Minds
      @Procedural_Minds  Месяц назад

      Yeah, but an easy way to do an old method is great. That means you can do it with less hassle. :)