Stylized Zelda Landscape! Large Scale PCG Tutorial with Gaea Maps in Unreal Engine
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- Опубликовано: 22 фев 2024
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Step-by-step guide to creating a stylized Zelda-inspired landscape using Procedural Content Generation (PCG), driven by texture and height maps generated in Gaea. I also cover how to use world partitioning to efficiently spawn an enormous landscape of dense foliage.
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I've been trying to convert a map design into a landscape using Gaea, but I haven't been able to do it properly. Can you make a tutorial?
@@MasterxBlood1 Yes, on my list!
This is exactly what I needed as my creative shell begins to crack. Thank you!!
Absolutely 💪 Had a blast working on this. Let me know what you end up making!
Dude! This is so good! Thank you for this knowledge! Hands down, best PCG tuts on YT! You do a REALLY great job of explaining everything. I'm legit super excited watching this. Thank you thank you thank you!
Thanks so much man! This made my day! I love making stuff and teaching, so am glad it comes through and is helpful! Are you working on a PCG related project?
@@azielarts I am yes. PCG has been on my list for a long time and I finally have a project that can use it.
Awesome! Feel free to shoot me an email if you have questions or need help with anything 👍
@@azielarts Bless, man, bless!
Been needing something like this for awhile! Had no idea about partitioned PCGs. Thank you so much for making this!
Literally the first thing I ever did in Unreal Editor. :D great tutorial and really clear. Good natural teacher. I noticed my flowers were not showing up, paused the video. Hit play to find out you did that in next step and I had learned to do it and had already done it correctly. Thanks for the video! Definately gunna watch and do more.
Amazing! This makes me so pumped to hear. It is totally why I do it. Tag me on the instagram if you post what you made!
If anyone runs into an issue where the PCG grass is all white, the solution that worked for me was enabling virtual texture support on your project.
Thanks for mentioning that👍
Would absolutely LOVE some Gaea tutorials. I was thinking about picking it up myself here soon to start building environments.
Right on, thanks for the response!
@azielarts when will this be released? In need of a gaea tutorial
Thank you so much for sharing this knowledge, your style was very easy to follow
Great video! I did notice you cut the Taro plans out of the final PCG. I've seen several of your videos and you explain everything in such an easy to follow manner. You give the viewer time to make the changes before jumping to the very next item as well which is nice.
Thank you so much Robert. I really appreciate that. I am thrilled to hear you have been getting a lot out of the tutorials. Haha good point on the Taro plant, must have tweaked it and forgot to mention😅
Thank you so much for this, also would absolutely love some Gaea tutorials.
It would be awesome if you did a video covering how to make the additional layers in Gaea. I am trying to create a landscape and can't see to wrap my head around how I would need, or how I could generate more than one layer. However, awesome video! I love that you actual explain what you're doing, and why. Makes it feel like an actual tutorial. Keep up the good work!
Hi, i'm no expert but from experience you can use the Slope node to mask places where you want grass and cliff for example. So you export the main height map as usual, and also the Slope node(s) for the layers masks.
Very solid tutorial as always. Thanks for sharing!
No problem. Had a blast working on this. Hit me up if you have e any questions
Would Love to see Gaea Tut! Please!! love your videos! keep up the work!
thanksss i just needed this for the new rpg im building!
Right on! I am so happy to hear that. I am pumped to see what you are working on 👍 sounds exciting
Great content again PCG Master!
Thanks Wayne!
Your Awesome Man Cool Vid very easy to follow
Awesome! Make more videos like this ) thanks! More environment from Zelda please )
Ooooh thanks for the request. I am totally down
yes please make a gaia tutorial all the others i cant understand
Will do! 👍
There is one inidan guy lol
Thank you for the great tutorial and for providing the file. For anyone getting an error message (1 file whose name matches the proper input pattern) when importing the heightmap, just put the file alone in a directory other UE think the other file is the other part of the heightmap (weird I know).
Love the content!
Tutorial idea- making a realistic Electric Dreams-like project but with different biome and meshes. It would be great to know how they get meshes to spawn on meshes (like the foliage that spawns on the rock cliff megascans) such a natural and beautiful look.
Beautiful!
Thanks so much!! Hope it was helpful!
Great lesson!
Thanks for your work! 👍🏻
Please make a continuation.
Adding stylized water (zelda/ghibli - river's) to this world.
From the Gaea-map that is included in the kit.
Thanks so much. Noted, I will see what I can do.
Extremely great tutorial. Really happy that you also introduced the partitioning part of PCG. I have two questions:
- Can we control the grid size of pcg partitions?
- Would the techniques shown in this video also applied if the landscape was a static mesh instead of a landscape? I'm not sure how one would mimic getting the grass and cliff masks.
Hey! Thanks so much, and great questions. Yes you I believe you can control the grid size. I believe it is controlled by your world portion grid size that you set up for your landscape. Hmm I am not 100% sure if the partitioning will work with a large mesh instead of a landscape. I think I need to test that. Everything else about PCG would work mesh though.
That's very cool! Thanx!
Absolutely!
Thanks for amazing tutorial!!!
You are very welcome! I am glad you liked it
Damn, I learned a lot from this one. Thanks!
bro this is gold, thank you vm
You are so welcome!!!
NEVER STOP!
Don't plan to 💪
Awesome video, really helpfull, will you be doing a video covering all the PCG nodes and how they work? Also if anyone is having trouble seeing the PCG debugging cubes, don't forget to set your PCG Graph to the one you made.
ooh good question. I will see what I can do.
Very curious how would you go about creating a large open world with multiple biomes that have snowy mountains, swamps, deserts, tropical rainforests, etc ... would that all be on one terrain material or multiple, I would love to see a tutorial on this if I possible, please :)
Good question, I will see what I can do.
I came back to this because my head hurt trying to remember how to make the partitioning actually happen - so you have my gratitude
One thing worth adding is that the scale of the PCG volume can be passed on to actors placed by the PCG graph.
I'd suggest that best practice is to set the size of the volume in it's brush settings rather than using actor scale
No problem, if I am honest, I forgot things all the time and have to refer back to my own videos. It is just so detail oriented that if you forget one checkbox it's like... Where did I go wrong?
Ooh good point on the scale, I will look into that
I cannot express how incredibly useful this was. A step by step for generating more optimal landscapes was one of the things missing from my UE experience. Thanks for making this tutorial possible. I happened to have the assets already so I did generate the landscape with you.
Do keep in mind, I have a 4060 Ti and my number of points to spawn ran terrible at 0.5, so I lowered it to a very nice 0.25 instead, which still gave a nice landscape to toy around with.
Few questions/tips: In the beginning you don't seem to mention which UE project template to use. I opted for 3rd person just so I could walk around easily as well. You seem to have gone for No Template? Also, because I used 3rd person I noticed the grass and other elements still had collision, so I disabled that.
With the scaling you provided my 3rd person character feels rather small though, but that is easily adjusted. Once again, thanks for the incredible tutorial! Well worth the time!
This made my day! I am so pumped that you got a lot out of it and where able to build something cool! That is why I do what I do. Hit up the Instagram if you post what you made, I would love to see:)
@@azielartsI have a severe lack of Instagram, but I am tempted to make one. For now I have the exact same setup as you have because I followed the tutorial 1 on 1, but I'm trying to slowly make an action adventure of my own, so might drop some footage soon. This tutorial mixes very well with city builder I followed earlier by the way.
haha no worries@@draadhaai I resisted Instagram till like last year :/ That sound awesome! Can't wait to see
Awesome explanation 🎉,
And make a video on "how to assign textures automatically to imported alembic chache characters"
Thank you 👍 wow great question, I will need to get back to you on that one
Thanks for the tutorial! Would definitely prefer to have a video on how to use Gaea
No problem! Good to know 👍
Great Tutorial, newly subbed as you explain it all clearly.
If at all possible could you do a tutorial on Gaea, as having a hard time importing the river height maps to set the rivers up, the only way I am able to do it at the moment is by dragging a plane in or using a spline.
Wish to see more stuff add to this
Hey everyone! I would love to see if you make something cool off this video. Just tag me on Instagram with your project, and i am happy to reshare 👍instagram.com/azielartsacademy
your website does not send texture to my email 👎
@@user-kb2qz3gj6k maybe check your spam folder. Shoot me an email and I will try to resend it.
Does it have to be content made in unreal?
@@ethanwasme4307 not necessarily, I love all digital or mixed media art!
@@azielartsthanks for this pcg tutorial, covers everything I needed to transition away from the old proc foliage system :)
Thank you for the tutorial. I'd like to see how you made the landscape in Gaea.
Awesome! Will do 👍
This tutorial worked great. Thank you very much. One thing that I did have happening was right after I switched on the partitioning on the PCG graph. The Surface Sampler is showing an error for two of the partitions with "Skipped - tried to generate too many points" with both of them around 400k points. The map is 4033x4033 and I set the points per SqM to 0.3 and point extents at 10. My extents used to be 5 and it had the same issue for all my partitions. NOt sure yet what the impact on the PCG spawns are byt making the extents larger though.
Ooh interesting, I have not run into that, I will need to look in to it.
My PCG graph only has the in tab. If you click the arrow there is nothing else but "in". Did I do something wrong? or is it because I'm on 5.4?
If you still looking for the solution, there is a new node called landscape data. You just connect it to the surface sampler
Great tutorial,If you can add a river with PCG Spline, it will be perfect workflow for PCG.
Absolutely Love you're work this is perfect on me.....
Amazing man! Tag me on the @azielartsacademy Instagram if you build something out of the tutorial, I would be happy to share it.
awesome! just wondering is it difficult to add water such as lakes and rivers?
This is magic... or allien technology, either way its amazing! I want to see more
Haha more alien magic to come!! 👽
cool job bro
Thanks man. Hope it was helpful
I'd really appreciate a basic Gaea tut. Most online are outdated by now
Hey Aziel! Could you please create a tutorial of how to correctly add stylized water or any water (rivers, sea) to this landscape in the tutorial? I'm creating an island and this tutorial is perfect, but stuck on the water PCG part. THANKS!
Thanks for the tutorial. was very informative. Please make tutorial on how to make landscape in gaea and export the different maps to unreal engine.
Right on!! Will do. Thanks so much for the request.
i would love a tutorial on Gaea !!!!
Thanks for the feedback, working on that one
i followed your tutorial and it went really well but when i add the bp game mode when the playeer is moing in the map when he is hitting the flowers, bushes , its givving me a very gittarry movment how do i fix that like how to add collisions, non collsisons ?
This is amazing! I followed your tutorial with my own assets and got it all working. I wonder if you also know how to deal with PCG Stamping. If I clear the PCG Link in the final step, it creates a PCG stamp with 128 children, but unlike the landscape these don't seem to be streaming but are rather turned on and off. how do I associate each stamp with each landscape tile? (I was expecting this to happen automatically)
hi i have an issue so when i imported the map it didnt import the whole map just one section which has caused massive upscaling walls around it and im very confused other than taht everything worked like a charm
hey :P loved your video, followed it and my made an amazing map. got a question i hope you can help with. ive made a terrain using gaea and got the mesh in but other than the height map, all other masks.maps fail to work because i either get its not a grayscale alert or when i use .raw files like every site says either my pc wont open the pic or ue5 wont accept it. can you make a guide on how to export maps like you did for rivers and cliffs please because ive checked over 30 videos/webistes now and nothings working
Hi, first, thanks a lot for your work, it's been a great learning experience. I'm facing an issue now when i try to apply the topic of this video to a project. Every time i create an open world level and import a gaea height map and add ultra dynamic sky (no material) , it looks greats in edit mode but does not show up in the render (with mrq). It's the same when i simulate, i've got only the near landscape tiles and i don't have any idea how to change this. Any advice or recommended tutorial for this ? I'm new to world partition stuff, so there's that (i'm on UE 5.3.2).
Looking great, how is the performance of the detail if you compare it with the details in the materials?
For me performance is great, however the asset pack is very we'll optimized to begin with, and that is most of what contributes to the performance. The partitioning system is the other.
Gaia tutorial please! That’d be awesome. Thank you for the great tutorial! :) #subscribed
Thank you, welcome to the channel🎉🎉🎉 Yes will do, thanks for the feedback 👍
Hi, when you import your heightmap the resolution is 2048x2048 but when I use the downloaded file it is only 2017x2017
The reason this is taking minutes is because each partition is generating points for each other partition, and then you are rendering the foliage ontop of each other N times. You can test if this is accurately the case by clicking a single partition, and hiding it. Plug a 'get actor data' with settings 'self' and 'merge single point' and then also call 'cull points outside actor' after the sampler to address the issue of mass creation and spawning on points.
Great Video!!! Is there way to spawn automatic and random landmasses + heightmaps or bioms based on a seed?
Great question. hight maps yes, not sure about landmasses. Bioms would be simple. Just create either on PCG graph with parameters for the different bioms or just have different graphics spawn. I think either works, though honestly I have not tested it at runtime
TY My World Looks Amazing i like the first grass better i think so i switched back and it gave me more coverage which i liked. might tweak it later to get even more coverage ill go through your channel to see if you did the river video for this . but will check notifications also for a reply great content ty ty ty very concise easy to follow hard to get on youtube. alot of ums and uhhhs and back tracking mistakes, like they edit the video why include the mistakes as an ADHD i follow every step and get messed up when they go off on huge tangents and make a tonne of mistakes lol ty this was refreshing 100
Do you know the workflow for creating Gaea landscape which also generates cliff and embankment meshes, and how you get all those meshes into unreal along with the landscape? That would be gold.
Would love to see a Gaea tutorial aimed at making a openworld map for Unreal!
Gotcha, haha looks like that is what I am doing, a lot of people requested it as well.
If using a different aspect pack MI_LND_01 folder so I can create a ground over my gaea map? Everything I try to import creates these black lines going upwards.
nicely done
🤙 you got it
Should i use landscape grass and PCG for the larger stuff that needs collision? my computer can't spawn enough points to get dense grass :(
Do you already have a video on how you created the layers with Gaea? Ive been watching other tutorials but they dont give me the layers you have.
i got the pack lol you convinced me bruh
How can I incorporate this into generating different biomes? I have a game I've been working on and the idea for my map is that you traverse between a forest, grasslands, and desert.
I'm not getting values in the graph for the landscape. Do I need to import textures like you did to make this work? Working with a landscape from the market place. Reimported made project to a new project where grasses ect already applied to landscape.
Thanks for a great tutorial. You dont mention nanite. Is this something we should use for the meshes and landscape? And I have one problem. The mountains almost disapear when im far away and it pops back when i get closer. I also get a wierd big square edge on two of the sides of my landscape. Would also love to see how to add a river to the river layer :)
I wasn't able to get this to work. I followed all the steps correctly and even restarted twice to make sure but every time I go to import the landscape the landscape disappears and 4 large red squares appear. Idk what I could be doing wrong any help would be awesome. Thanks!
I am very new to UE and design in general, but I've had some ideas I wanted to start working on as a complete newbie, and one question I've had so far is
I know games with a ToD cycle can obviously keep track of days passed, but can you build different biomes to have a passing seasonal cycle?
I'd like to try and build a heavy woodland area to eventually lose leaves and have snow accumulate and then go back to a lush season, where on the side of the map it'd go from a plains to a mountainy area and have each of those go from tall grass to more barren and light to heavier snow, respectively, as time passes. Would it just be a matter of coding? any plugins or additional tools that can help lean me towards those goals?
Nice. I'll try to finish watching soon but I was trying to follow one of the recent videos that UnrealEngine put out where they do some stylized post processing.
It was based off of one of their 4.27 projects but amazingly just came right over to 5.x. The problem came when we are supposed to have some simple stylized grass that uses virtual textures to sample the ground and change their color accordingly. Can this do that?
This is more about modeling and basic material, but you could absolutely hook it up to runtime virtual textures in the material
So, I'm having a weird issue. I'm using a different grass mesh than you are. So, when I scale up or actually even leave it at the same scale in the "Transform Points" My foliage in some areas, predominantly in the areas leading up the mountains are floating above the landscape. I have a feeling that it's due to the z axis. I cannot seem to figure out what the issue is.
UE5.4.1 crashes while attempting to create landscape from provided height map. Any hints?
Hi amazing tutorial...do you know a way to spawn tree/object using the height of the map ? Would be really helpful in some situation. THX
Ooh yes good question. I need to make a video on that. You use the attribute filter node to filter a z hight value, but it is a little confusing to set up.
@@azielartsthx you for the reply. if you do a video about this in the future. it will be amazing.
Hey! I really enjoyed this video and I followed the link for the masterclass, I see that its a Crystal cavern masterclass and I was just wondering if you had a course for creating a multi biome landscape?
Hey! Thanks so much, I am so happy to hear you found the video helpful. No I don't currently have a course on that topic yet, but it is high on my list.
@@azielarts Ah, okay. I hope you are able to release one soon! Paid or free here on youtube!
HI.
In 25:54 You said we have to add the Special Noise Node, But i cant find it in Unreal Engine 5.2.1.
AnyOne Can help Please.
Hey I ran into a problem where every time i debug the point filter or transform points on the PCG_Zelda it only shows up on a small area and doesn't cover the whole map. do you know how to fix this?
If you have not checked on unbound, it will only show me in the area of your landscape that overlaps with the PCG volume. This is not necessarily a bad thing though since you can work faster, and then expand volume when you are ready to turn on partitioning (I cover this towards the end of the video)
@@azielarts oh okay, thanks a lot I appreciate it. Keep up the good work your videos are great!
Thanks so much!@@j.g.l0563 Will do
Yo, great tutorial!
I was wondering if making an open-world game using world partition is that easy or not, as I remember someone saying the textures break suddenly or something complicated happen, do you have an idea?
Great question, to my understanding world partitioning is the way to go, unless you want to build your own loader, I have not run into those bugs myself yet, but I will be sure to make a video if I do 👍
UE5 seems to be crashing every time I try to import the heightmap. Any idea why?
Anyone know how to fix the map rendering when i am in the free camera mode i can see the whole map but the moment i press play i can only see the chunk i am in how can i fix this
How do I get the grass off the cliff if I have no cliff map and am using the standard landscape? it is off the sand and other painted layers but the cliff and grass are auto and its on both.
You can use a normal to density node to mask out the steaper sections that have the cliff material. Check out my most recent video, I cover how to mask by surface angle. It works on meshes or landscapes.
Nice Video, one question does anyone know how to paint landscape layers with the splines in pcg, for example I have a grass base layer on the landscape then I generate a forest with A spline and where that forest is it will automatically paint the ground with the fallen leaves layer
Does this work ?
Hmm, tot sure I know the answer to this one. Can anyone else in the comments help with this?
Great tutorial. I am having a bit of an issue with the inpect feature (pressing "a" on a node) not returning any information. It reports "no data available" on all nodes. I am not able to change from $Density to Grass since Grass doesn't seem to be detected with the Surface Sampler. (also, the Input node has apparently been deprecated so I used Get Landscape Data instead in UE5.4.1) Any suggestions? (everything else works great, I just get spawning everywhere instead of only on the grass)
This appears to be an issue in any project I open or create as of 5.4.1. When I figure it out I'll report back. It's pretty tough to discover what material is being sampled without inspection working 🤯
i wonder if you could give me an advice, so i linked my pcg to a landscape layer but spawns have different location on landscape with the lanscape layer its bound with =(
Hmm that should not be happening, if you points are being spawned somewhere else it might be referencing the wrong layer.
Try checking that the name is exactly the same. Also try checking that you getting actual data from the layer by checking the data box at the bottom PCG window.
How do I use auto-landscaping while still maintaining the ability to detect the landscape material in a given area? I only detect the auto landscape material and not if it's grass, cliff, shoreline, etc.
Is there maybe a better way to finding the landscape material than by taking from the layerinfo? Maybe I shouldn't be generating my PCGs based on material at all..?
Another YTber is telling me to use a mask layer for each material or area I want to run my PCG on, but I'm looking to automatically generate the terrain itself, not import it from Gaea or other program.
That is a great question. I think there are multiple ways to approach it. The problem I ran into with auto materials, is that, depending on how they are built, they might not actually story any data in a landscape layer. If the data is only based on Hight or Slope or other things, as some auto materials are, then have not really come up with a good way to reference the data. Maybe this other YTber has a solution?
Just starting out with UE and watching all kind of stuff to see what's possible. Quick question: is it a reasonable way to purchase such packs and modify their contents to create an own style? So changing/altering textures, exchanging assets like trees and rocks with own stuff? Do you have even access to all the content (like fbx/obj, pngs and such). Or is this a dumb idea? :D
Btw, really enjoying checking out your content. :)
Hey man! Awesome that is so cool! I am pumped for you. Yes absolutely, it is a good way to get started actually because you can learn how things are built. You get everything in these packs as Unreal Assets, but you can easily export the models as an fbx or the textures as well.
At 4:00, suddenly WorldDataLayers andWorldPartitionMiniMap disappear from the Outliner. Are they deleted before the landscape import? I cannot get the landscape to import and just get very tall empty boxes on import.
I'm having the same issue
Can you please show how to add the rivers and the walking path to this please?
Yes sure! Basically you can want to go to your material and make a landscapr layer. Then, using that layer, either paint a path/riverbed material or make a texture for where it should be placed (like the tutorial). In the case of a river you will then just need to add a plan with a water material on it( I think I have a RUclips Short on adding water). Hope that helps.
so when i added my chaacter and now when its hitting the flowers, bushes its actilng glitchy so how to i make it non colidable
Hey what's up! sorry I didn't see this before. Did you end up fixing it? Yes I would turn off collisions for the grass and other foliage.
we can make that to be procedural? (every time we press play, the PCG randomize)
Yep absolutely
everything was fine till min 5:51 when i push the "import" landscape button and appear the mountains in white, for me appaear 4 giant squares but no land around. Did i did something wrong?
go into window, world partition, right click then load the landscape. Disable the fog as it makes things too foggy or decrease the fog amount.
Could not even get past the heightfield import. I get no landscape, just very tall empty boxes. =(
You are not alone and this is 2nd comment with same issue since UE 5.4 came by. I have same problem. I did not pass the import part too. On my old tryI've passed but already stuck at missing some textures on hills so I've made new project and now i can't pass the Import part. Ehh such a waste of potential :( @azielarts any help/advice?
When i eliminated the intermediate, saved and derivedDataCache, i open the project and my map left.
wheres the link to the stylized pack? is it the same as the google drive zelda download lol i have to finish the video still lol cool content ty. just asking because if i can save $34 but still down to buy the pack anyways looks awesome
plz make gaea tutorial that will help us to make landscape
🎉🎉❤ best
Thank You! Hope it was helpful!
🤙 do my best.
Any way to stop the grass and trees from spawning halfway up the cliff? All of my grass PCG point data values are above 0.9
Yes you can filter it by z hight values using the attribute filter node. I will try to make a video on it.
how do you make everything spawn randomly every playthrough?
When this job is done, we don't need to execute it anymore, right? once the PCG area with grass, rocks, trees, and bushes are generated, the entire map is saved to be used on our game. Is this right?
Yes Once you are done you just hit the clean up button and then it disconnects the logic. You can go ahead and package it like you normally would.