Paint PCG! Using Textures and Landscape Layers with PCG in Unreal Engine 5
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- Опубликовано: 8 сен 2024
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🎮 Drive Procedural Content Generation with Texture Maps
🌍 Utilize Gaea and World Machine Output Maps for Complex PCG Graphs
🖌️ Master the Combination of PCG and Landscape Layers for Powerful Creative Direction
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PCG TUTORIALS
⚡ ZELDA LANDSCAPE - (coming soon)
⚡ INTRO TO PCG VIDEO - • Save Days! Procedural ...
⚡OPTIMIZING PCG - • Unreal Engine Procedur...
⚡15 MINUTE PHOTOREAL WARZONE - • 15 Minute Photoreal Wa...
⚡ 7 MINUTE PHOTOREAL FOREST - • 7 Minute Photoreal For...
⚡ PCG LIVESTREAM - ruclips.net/user/li...
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The last section of this video saved me so much time in fixing a dilemma. The PCG i was using based off physical material. But my landscape was using straight painted materials.
Another thing I noticed is the material function did not work with AutoMaterial. It registered all “1” for AutoMaterial and no other layers recognized. No big deal for my project. This just helped considerably.
Ooh yeah, that makes sense. I am glad it was helpful. You the physical material set up is for connecting auto materials to PCG cus the don't actually have a material layer to sample. So you have to pass that data a different way.
@@azielarts Yup. and for now I'll stick to this method. The Physical Material Layers are nice for footstep sounds and other things so eventually i'll migrate to that, once I understand how to include that to my material.
23:50 Yeah. That's what I want is to be able to paint pcg. Awesome tutorial.
I want to learn gaea in depth, it will be great if you make a series on it for beginner .By the way you explained the PCG concepts very clearly in multiple short videos.
Thanks for the great video. This incredibly helpful and we cannot thank you enough to share all that knowledge with us. If anyone else does have the issue where the mask do not subtract: 1/ in the difference node, set density function to "binary", 2/ in the Get Texture Data in transform, location, z-axis move the point (personally -15 fit for me), you can also check in the surface sampler node point extents and increase the z value. It seems if the point generate by the Get Texture Data do not overlap the point generate by the surface sampler, te point are not subtracted.
EDIT: all the problem could be solve by using a "ToPoint" node out the GetTextureData and the "projection" node out of the GetTextureNode solve the problem of the "floating point".
A gaea to unreal workflow would be amazing!!!
gaea 2 is coming out in a month, unreal bridge will be included in it :)
🥳🎉🎉🎉
@@azielartsI could really use a in depth tutorial like this! The other ones I’ve found didn’t go over how to add the heights with textures, foliage water and everything else that my Gaea map showed
Another brilliant job teaching Thaddaeus! @azielarts To your question about desired tutorials, I'd personally welcome one where you walk through the process of exporting real world height maps and, crucially, the method to establish and preserve scale and accuracy.
By scale I mean, both the boundaries of that map and the relative elevations of features like hills, mountains, depressions, etc.
My use case is related to building animations of various flying machines depicted in real places.
After importing a quality height map, I've found the process of tweaking the Z scale very imprecise as I tried to get hills and mountains to look remotely realistic. I follow the resolution and ratio guidelines in the documentation but my results typically deliver unrealistic peak shapes and lower elevations with poorly defined contours - as if there was very large amounts of down sampling (or low resolution to start).
The other scale issue is how to end up with a world (map/level, etc.,) that looks remotely to scale with most of the models and characters one might place in them. I know there is generally going to be adjustments to scale of such items but it seems like I start not just on another planet, but from outside the solar system (a joke but you get my point).
I'm going for cinematic quality realism but not engineering-level accuracy.
Because things need to have room to fly and the camera needs room for wide shots, the map sizes need to be pretty big.
As ever, thanks for what you do here. I've said it before, you are a gifted teacher. 🌟
Thank you so much!! I really appreciate the encouragement as always. You rock 💪 Also thank you for this very detailed question. This is 100% something I will do a video on since I have run onto the exact same issue.
@@azielarts My pleasure! You earn the praise every time you upload. If you'd ever like to discuss the landscape and map stuff I'm working on to inform that video I'm happy to chat offline. As an aside for one of the scale references, I've licensed the aircraft collection from VideoCopilot as I also have their Element 3D plugin for AE. Trying to migrate my workflow to UE for... reasons. ;)
Such a great video. All your tutorials have been great, I love learning from someone who worked in games and film. This tutorial is packed I'll have to watch it a few times. 😊 I'd love to see a tutorial on using Gaea to produce the different landscape masks and height maps.
Sorry I Like & Comment so much, I like your tutorials the most. They’re clean cut. Can you make one for 5.4 showing us how to make Procedurally Generated NPCs? Not like Monsters & stuff- more like… Your Prospector Character. That would be wild. Spawn the procedural world with procedural NPCs to give procedural quests. 🤯
so glad you worked this out excellent work thank you
you are the best! thank you again
Excellent, very excited about this.
🤙 Happy to help!
Thanks man!Really good content!
Absolutely!
Great video!
Thanks! Rock on🤙
Very helpful, Thank you!
You got it 🤙
Thank you for you great knowledge!🤜🤛
You are welcome. Glad it was helpful 👍
Hey, great video, i 'm using landscape layers with assigned foliage myself instead of foliage painting, now with your help i can also use pcg for the layers, thanx! one request though, you mentioned about a video for optimization, which I cannot see in the links
Awesome! Oops, sorry forgot to link that. Here it is. ruclips.net/video/_t55i17_7qE/видео.htmlsi=A0pY_yXw3FD5QgV4
thanx! @@azielarts
Im looking for a way to use textures, but randomly choose the texture used at runtime/begin play. Think No Man's Sky with different biomes which wuold require different noise textures for the landscape/foliage separation. Any ideas? Can you set the Texture Data dynamically via blueprint and then refresh?
Yes I help you can set it up to be dynamic( though I have not done anything this myself) you can crew variables inside a pcg graph, then drive those variables from outside the graph. This could be a random number that chooses from an array of texture options
Around 25:00 -- why not use the inside-filter and outside-filter of the one Point filter as both inputs of the distance function?
Far as I see it, that would allow us to do grass-notgrass as opposed to grass-sand - then it would automagically work for areas of grass near cliffs as well.
I suppose it depends on what your intent is with the PCG foliage, but with the proposed implementation, we'd have the issues this tried to fix in cases of grass touching any layer other than sand.
Hells yeah my man!
I did not know pcg can do this i will try it later although my landscape has layers i cannot paint them due to it being a substrate but maybe it will work by just using the layers
Make step by step tut from gaea to unreal engine if possible with all sorts of different masks.
Will do 👍
Do you have any advice on how to stop texture tiling? I have some really nice textures that I have done but they have tiling that I haven’t fully figured out how to fix that!
@azielarts I couldn't get the points to only apply to the grass layer. @24:43 Also I could not get the points to show up at all unless I set the Float Value to a negative number like - 0.2 or lower. As a result my trees are still growing in the adjacent Landscape Layer. Any idea how to fix this?
Very thorough and solid info in a really watchable and understandable format. Great video, it’s appreciated
One of the best tutorials. You got natural talent for teaching!
thank you
No problem!
So I Wanted To do the same thing you did (2nd Part Of Video Where You painted layer and spawn meshes on the basis of painted material(Actually texture)) but with blueprint.. is That Possible ... If yes Kindly make video on that or if anyone knows the way let me know
nice but how do I do the opposite?? how do I have PCG paint landscape?
Hi Aziel. Any way of excluding two or more layers to spawn foliage? Say, i do not want to spawn foliage on both grass and sand. I can do one but i cannot find the right syntax to exclude both. Thank you for your amazing tutorials!
If i understand correctly what you are saying, I think I would just use two subtract nodes one after the other, or I would use the node (I believe it is called merge) to add the Data from the two layers together and then subtract them as a mask. Hope that helps
I did not get it to work Aziel. Any chance of you doing a tutorial on this? Thank you for al your great tutorials!
@@willembuiting gotcha, I will do my best
Could unreal5 handle remaking ps2/xbox era type games
yes absolutely, might be a lot of work though upgrading all the assets.
Very good and pleasant tutorial. Thank you
Is there a way to have PCG paint landscape layers themselves? masking out growths in a 3d app is tiresome
LogPCG: Error: PCGTextureData unable to get bulk data from 'SydneyClosedForest'
LogPCG: Error: [PCGVolume_1 - GetTextureData_1]: Texture data failed to initialize, check log for more information
[1:40 PM]
What does this mean?
[1:40 PM]
Unable to get bulk data from my splat map when I try and use it within the GetTextureData node inside my PCG graph
Nvm disabled mip maps in compression settings and its working now.
Right on, good work. Sorry just saw this
btw do somebody know, what velocityparallel means that thing consumes a lot of gpu and my fps get down
Ooh, I am actually not sure about that. Does anyone else know the answer to this?
Is a laptop with RTX 4060 8GB VRAM 35GB enough for Unreal Engine?
Yes you should be good. You might run in to slowness on beefier rendering workflows.
Thank You for Your videos! Are you on Twitter?
You are welcome 👍 not really, I have an account but I don't really use it.
By texture maps do you mean splat maps?
Yep basically both sample color data from an image.
UE 5.3 does not give me the same helpful error message. so i had to carefully read : no mipmap no srgb in your video !!!
thanks for your insight!
When I put the node in, Insert the texture asset and debug nothing is showing on the map