That's really nice stuff right there. I can see that PCG is slowly becoming Houdini in the context of procedural placement. I would like to see more of this combined with terrain modification, such as terrain adjustments to place the mesh in the correct place. I can think of some blueprint stuff with landscape spline node but as far as I've tried it, it doesn't work very well at the moment
This is very useful. I already have a pcg graph for a road with individual mesh tiles, mud and plants between the tiles, trees next to the road etc. Now I can replace my handplaced spline points for this 🎉
Definitely, you would have to do some extra PCG nodes and some Blueprints to modify the Terrain as well along the spline but its do able. Ill try to add a few more PCG videos in the near future. There's a lot of possibilities for complex world building with PCG.
@@renderbucket would also love to see a version of this done with roads too! the path generates while culling follage and semi modify the terrain, ( to not twist, but of coarse change with height) actually even crazier would be to have thresholds for how much the road can change in elevation and therfore dig in or raise the landscape.) ahaha getting carried away, but wow thats the dream!
Wow, that Path finding node will be useful! Thank you so much for this tutorial.
That's really nice stuff right there. I can see that PCG is slowly becoming Houdini in the context of procedural placement.
I would like to see more of this combined with terrain modification, such as terrain adjustments to place the mesh in the correct place.
I can think of some blueprint stuff with landscape spline node but as far as I've tried it, it doesn't work very well at the moment
This is a great spin on the standard pcg stuff, I have yet to see anything with the same start and end point pattern
This is very useful. I already have a pcg graph for a road with individual mesh tiles, mud and plants between the tiles, trees next to the road etc. Now I can replace my handplaced spline points for this 🎉
Worked out perfect 👌
More tuts. This is so interesting!
this is very original video! Can we make a player follow the path that is generated in PCG?
Looking great!
I wonder, PCG now support GPU nodes in HLSL, that would be great if you would like to cover that too :)
Instead of a fence, can this be done with a highway or road through the geography?
Definitely, you would have to do some extra PCG nodes and some Blueprints to modify the Terrain as well along the spline but its do able. Ill try to add a few more PCG videos in the near future. There's a lot of possibilities for complex world building with PCG.
@@renderbucketyes please! More PCG!
@@renderbucket would also love to see a version of this done with roads too!
the path generates while culling follage and semi modify the terrain, ( to not twist, but of coarse change with height)
actually even crazier would be to have thresholds for how much the road can change in elevation and therfore dig in or raise the landscape.)
ahaha getting carried away, but wow thats the dream!
this would be a great next step
@@darmelli954 yeah dude, I’m here for that.
Can you make a tutorial un making a city generator with pcg
Can you do geo node house ? Like using house parts to make a house an ultimately a city
Is it possible to sculpt the landscape using this?
spawm spline mesh is only for 5.5? i am using 5.4.4 for and there is not option for it :(
What’s the blue print list you have on left side of be editor?
It’s a full list of the PCG nodes similar to when you right click in the graph and search for a node to add
how about the gpu powered pcg stuff?
Can we use PCG to paint landscapes? For example, could we paint a path on the landscape after pathfinding to visualize the road?
Not at the moment as landscape painting runtime is not supported as far as I know
@@MarioCola Is landscape painting possible in the editor?
@@emintaskirunreal of course but its not runtime, let me know if you find a way
how to create blacehole in ue5
using UE 5.4.4 I cannot find pathfinding node inside PCG graph is that node only in 5.5?
I'm just going to take a wild guess and say yes.
I get why "procedural" so far has a bad rep for gamers but with tools like these, the results could soon be just as good as handcrafted environments
Maybe you should wrap your PCG into blueprint with a closed spline.
waa