28:09 For snapping a random number to discrete values, I usually like to round them. You can take the 0-1 range, multiply it by 4, round it, then multiply it by 90 to get all the multiples of 90 degrees. This is usually faster to set up compared to having a bunch of range checks if you have more options. For instance, if you wanted to snap to every 20 degrees, that would be a pain to set up manually
Brother, I gotta tell you this. You have always been a great teacher and always uploaded beautiful content. Love your work brother. Thank you very much.
I swear clint you are a jump scare. In a great way. Ever single time I see a rare video about something I can immediately know is going to be awesome, so much so that I save it in my resources collection so that I can keep this video, I then finally play the video and its you LOL. The goat as usual!
Generally, I don't comment too much on videos, but after whatching this masterclass, I could not help it and had to chime in and say "congrats for such and awesome work and thanks for sharing!" 🍻
Dude, thank you very much for this tutorial, I have been searching for cluster alternative in PCG and now I finally found it! Great tutorial and really well explained! Def a deserve a subscribe :)
unreal is so good that i actually didn't realize that i was seeing real footage until the kitty cat was there. incredible technology, and a great video man.
Great combination of knowledge I need right now. I'm currently getting into photoscanning and UE has been on my to-do list for a while now, but surely this inspires me to get started on my UE adventure right away! Another great video, keep it up Clint!
Man, I was SUPER stoked for Procedural landscapes with biomes based on the title but this is fantastic too! Thanks for all your work and perhaps what I was excited about can be a future video idea :P
Im still learning, so when you say w/ biomes, you mean like, this is the desert area, the forest area, the beach area, the mountain area. And they're all procedural? I saw ONE tutorial on this and it looked really interesting. It would essentially be like this video, but x3 for the other biomes, then a final section where they're all pieced together?
@@pwnisher I guess each biome could essentially be its own PCG which in theory should work but then you still have to place them. My excitement was for the possibility of having that (plus the stitching) on top of generating the landscape procedurally but I haven't been able to have much luck hunting that info down either. A Procedural terrain tutorial would be bomb though!
It is so great that you made time to build this video. I was missing your tutorials a lot. It looks amazing and can't wait to try this process. PCG looks to be really powerful.
Thank you so much for what you're doing. One little thing I was missing in the tutorial as absolute UE beginner, was that I didn't have a PCG folder nor the plugin. I feel like you skipped a few steps there. If anyone else has the same issue, go to "edit -> plugins" and search for PCG. Then after restarting, right click your content drawer, create a PCG folder and in there, right click and create a PCG graph.
I don't what or who causes this but every single damn time I go to sleep accidently with youtube on I always end up on these videos that go on for 3 entire hours straight and it keeps going to this exact channel
I have a suggestion for your next 3D Animation Challenge: There are 2 characters that appear on opposite sides of the screen, they run towards each other, they jump & high five each other in the middle of the screen, & then they land & run to the other end of of the screen.
Loved this!, yes also found Aziel's channel incredible, especially using stylized assets.. Would love to see your version of a spline based tutorial for PCG.
No idea why yt recommend me this, no idea why I watch this, I don't even know what PCG is, but I watched the whole think Very cool and interesting (idk when I use this but I'm sure someday)
thank you a ton for this tutorial! Im complete noob at UE5 and beginner at using C4D. This will help a lot for my unreal projects when I will need to make couple cover arts for some of my songs.
@pwnisher 15:30 It´s giving me headaches already, how did you change your view with the PCG Graph below the Viewport and the Details on the right side?!
13:30 for the actual content described in the video title, for those interested. :-) I've been wondering how PCG works in Unreal after seeing the bridges over the streams in the demo reel. This looks pretty handy. Can you bake it down, so the actual meshes get instantiated once you're done building it?
Ohh great video! But what about the performance? At the beginning we saw 15 FPS for just a small batch of grass compared to the end where there is a whole field.
I feel like some steps were glossed over in both the project creation, and the landscape creation. You start with just a basic floor, mine opens up with that whole giant scene with all the mountains around the perimeter. Also when in the landscape creation, there seemed to be a jumpcut from the creation to an already textured landscape and the original floor is gone.
This is really cool but is it possible to make a procidually generated landscape (platform) with rivers, biomes and all that stuff with the help of this?
This is great and worked well until I had to expand the PCG box. I seem to have an issue where I expand the PCG bounding box, it won't fully populate the landscape. Like there is an invisible border where nothing gets planted.
Make sure its tall enough as well! There also might be a memory issue. Go to Aziel Arts’s channel and look at his hr long zelda tutorial, he shows u how to set up partitioned volumes for better optimization.
Great video! I did get a little lost when you added the mesh to the mesh entries. I added the mesh but my field still has the debug cubes rather than the grass. Am I missing something?
Nice, nanite isn't supposed to be availaible for landscape and foliage right now ? So if we used nanite, we could have a lot better performance on a scene like yours, right ? (i'm new to unreal)
Has anyone got any idea how to rotate the point grids so they aren't all facing the same direction? I haven't been able to solve this and all of my grids are aligned in the same direction so it looks a bit weird
I think there's a bug in 5.5 with the Attribute Noise node. If you search for Attribute Noise and add that node, it does nothing. But if you search for the old version, which is Density Noise, it will actually add a working Attribute Noise node. If anyone is having an issue getting Attribute Noise to work, just search for Density Noise instead and use that.
Great video! I'm following... But I don't quite understand why the you unwrap the mesh, then reproject.... Reprojecting to a lower poly mesh gives better results? How?
Ill break this down into two answers, as I understand it from the peeps over at Capturing Reality Unwrapping: Is something you have to do if you want clean UV's on your model. When we simplify to a lower-poly mesh, it's not unwrapped. So we gotta unwrap it before you apply textures. Reprojecting: When I say it yields "better results" I'm really saying "it runs way smoother since the poly count is alot lower, while still maintaining the high-detailed look." It appears to be high poly, when in reality, its low poly, with "high-poly" normal and diffuse materials.
Its very similar to windows on your desktop, if you click and drag the top left of the window you should be able to break it out and move it around the screen.
When you create a new level, make sure you do so via the top left, file, create new level. Then it’ll give you a choice between four options. I think the one i was using was a blank level preset.
I’ve been experimenting just a bit with moving vegetation (using Polygoniq’s Botaniq addon) and I just feel that wobbling is not physically accurate. For me, what I see here is also like a big plane wobbling around, is there any more accurate way of doing this? Great vid, by the way! Cheers
Hi ,I used the Phoenix plugin from chaos for 3Ds Max. I want to buy a new computer with a processor that speeds up the Phoenix Simulating faster . What category should I choose, Intel or AMD? thank you
I mean its a huge bummer. Sad to see Epic moving to the paid side of things. Hopefully they keep most things free though? It's a huge reason why I love their stuff so much.
28:09 For snapping a random number to discrete values, I usually like to round them. You can take the 0-1 range, multiply it by 4, round it, then multiply it by 90 to get all the multiples of 90 degrees. This is usually faster to set up compared to having a bunch of range checks if you have more options. For instance, if you wanted to snap to every 20 degrees, that would be a pain to set up manually
Okay yeah imma definitely try this! Thanks for the headsup!
Contents and channels like yours are proof that youtube can be an awesome place for learning. Masterpiece!
Brother, I gotta tell you this. You have always been a great teacher and always uploaded beautiful content. Love your work brother. Thank you very much.
🙏🏼🙏🏼🙏🏼
I’m currently studying games design in Uni (UK) and unreal will the game engine that we will be learning, your channel is going to be a life saver!
Glad to help!!
Similarly im a vfx student at uni , his channel helped me out alot in my first year
Same here, these videos are really helpful since my uni focus more on teaching Unity instead of Unreal Engine!
wow which UNI ?
@@bollywoodkol783 University of Staffordshire
Awesome video Clint! There aren't much PCG tutorials this chill and this detailed at the same time.
Glad you like it my friend! Definitely check out Aziel Arts channel as well. Hes got alot of chill ones.
@@pwnisher I definetly will! Looking forward for your next video!
I swear clint you are a jump scare. In a great way. Ever single time I see a rare video about something I can immediately know is going to be awesome, so much so that I save it in my resources collection so that I can keep this video, I then finally play the video and its you LOL. The goat as usual!
Hahahha I love the sweet surprise! glad you enjoyed this one my friend.
Generally, I don't comment too much on videos, but after whatching this masterclass, I could not help it and had to chime in and say "congrats for such and awesome work and thanks for sharing!" 🍻
I followed this as my starting point with PCG. In just a couple of a hours I was feeling very comfortable in the graph. Thanks!
Here from the short :) I think that format works for inviting people over. Very nice! Looking forward to going through the tutorial!!
Dude, thank you very much for this tutorial, I have been searching for cluster alternative in PCG and now I finally found it! Great tutorial and really well explained! Def a deserve a subscribe :)
as a 3d env artist, right when I get artblocks Clint comes to the rescue with once again amazing ideas
Glad I can help my friend
unreal is so good that i actually didn't realize that i was seeing real footage until the kitty cat was there. incredible technology, and a great video man.
34:26 I love this shot
one of the best tutorials ive ever watched. please make more!
Thanks for the kind words!!
@@pwnisher I’m an editor and know the work you put into this. You made the art of watching a tutorial actually enjoyable haha
@@dilfillthat means so much!! Shoutouts to @l0fitherobot on the edit! Dude’s a beast!
Great combination of knowledge I need right now. I'm currently getting into photoscanning and UE has been on my to-do list for a while now, but surely this inspires me to get started on my UE adventure right away!
Another great video, keep it up Clint!
So glad you enjoyed it! Definitely check out my other photogrammetry videos. William Faucher has some great ones too!
Fantastic, as usual, Clint. Thanks for sharing. Your education content always feels a step ahead in its accessibility. Good looks, have a great week.
Many many thanks! I try to keep this stuff as clear and packed full as possible.
Man, I was SUPER stoked for Procedural landscapes with biomes based on the title but this is fantastic too! Thanks for all your work and perhaps what I was excited about can be a future video idea :P
Im still learning, so when you say w/ biomes, you mean like, this is the desert area, the forest area, the beach area, the mountain area. And they're all procedural? I saw ONE tutorial on this and it looked really interesting. It would essentially be like this video, but x3 for the other biomes, then a final section where they're all pieced together?
@@pwnisher I guess each biome could essentially be its own PCG which in theory should work but then you still have to place them. My excitement was for the possibility of having that (plus the stitching) on top of generating the landscape procedurally but I haven't been able to have much luck hunting that info down either. A Procedural terrain tutorial would be bomb though!
It is so great that you made time to build this video. I was missing your tutorials a lot. It looks amazing and can't wait to try this process. PCG looks to be really powerful.
Yes man!! I wanna do a PCG stream asap! It’s too fun!!
Hey pwnisher i love your UE5 Videos... Plzzz Make More Videos Like This... Love From India❤❤
Thank you so much for what you're doing. One little thing I was missing in the tutorial as absolute UE beginner, was that I didn't have a PCG folder nor the plugin. I feel like you skipped a few steps there. If anyone else has the same issue, go to "edit -> plugins" and search for PCG. Then after restarting, right click your content drawer, create a PCG folder and in there, right click and create a PCG graph.
I don't what or who causes this but every single damn time I go to sleep accidently with youtube on I always end up on these videos that go on for 3 entire hours straight and it keeps going to this exact channel
Amazing video! I just got into PCG tools and I’m loving them!
Wattup Scouty! yeah man it's so much fun!!
I have a suggestion for your next 3D Animation Challenge: There are 2 characters that appear on opposite sides of the screen, they run towards each other, they jump & high five each other in the middle of the screen, & then they land & run to the other end of of the screen.
You are great .i love your tutorials❤love from India 🇮🇳
spatial noise node for the win!! that was a great tip
stunning video Clint👏👏👏👏
Thanks dude!
I’ve wanted to get into unreal for animating, this video might be the catalyst for me. Thank you!
yay! Yeah dive in! It's a blast!
You need to make a turorial on how to make tutorials. You make complex topics feel approachable and fun!
Ahhh I really appreciate that! Seriously means alot, cause that's definitely my aim with these vids! Clear, concise and fun!
I am a student environment artist and this video Interested me, you deserve my sub and likes
That is incredible. So beautiful.
Thanks a bunch =]
This is great, thanks Clinton! 🙌
Waddup Neil! Thanks man glad you enjoyed it!
Loved this!, yes also found Aziel's channel incredible, especially using stylized assets.. Would love to see your version of a spline based tutorial for PCG.
No idea why yt recommend me this, no idea why I watch this, I don't even know what PCG is, but I watched the whole think
Very cool and interesting (idk when I use this but I'm sure someday)
Real nice! For more art directed ruins you can also scatter a few custom made level instances with differing arrangements of ruins too
Whoa this is next level! I love it!
Very nice! Keep up the good work!
Thanks Clint! Makes my transition from Cinema4D to Unreal even better.
Yay! Glad I can help!
@@pwnisher It actually sort of resembles Cinema4D's cloner object but on steroids and more customizable.
Thank you. I found this really, really helpful.
I'm glad my videos have been able to help you out! I think you made me look better than even I can. 😆
You’re a freakin wiz man! I have much to learn from ur vids!
This was so helpful thanks so much! When is the next blender Challenge?
thank you a ton for this tutorial!
Im complete noob at UE5 and beginner at using C4D. This will help a lot for my unreal projects when I will need to make couple cover arts for some of my songs.
Hello pwnisher miss your videos. hope you are doing great. looking forward to the next videos.
Next time, a clearer, longer look at your blueprints would be cool. Thanks again for this.
16:10 How did you manage to show up that "Graph" window at the bottom of the window?
im wondering the same thing been trying to figure out for 10 mins now💀
Can we request an in depth dissection of Electric Dreams? I noticed their custom nodes are really great
Understood%
Enjoyment100%❤ 😊
Amazing work!
this is amazing. thank you Clint
1:47 best part of the video
Wow 13:05 and we have exited the reality capture ad
Looking forward to seeing what this is about.
Amazing! 🙏🏼
Спасибо за отличный ролик по процедурной генерации.
awesome!
Great video, going to try this procedural stuff, seems like it is more flexible than foilage mode. 25:13
yeah its so much fun! Give it a shot!
bootiful
@pwnisher 15:30 It´s giving me headaches already, how did you change your view with the PCG Graph below the Viewport and the Details on the right side?!
There's no spatial noise node in the PCG graph :/
13:30 for the actual content described in the video title, for those interested. :-) I've been wondering how PCG works in Unreal after seeing the bridges over the streams in the demo reel. This looks pretty handy. Can you bake it down, so the actual meshes get instantiated once you're done building it?
Very nice video!
Thank you, great tutorial
You should look into Dash for Unreal Engine, you can "physics drop" pots and their rotations will feel more natural
I definitely will!! Thanks for the tip!
why is your grass moving ? mine's static lul ._.
Thank you for you content, its really one of the top 5 valuable ue5 yt channels fr fr 🙏
you are genious !!
Looks great but... Why do the meshes (particularly the Grass) look like they're floating on the surface of rippling water?
That's probably the Unreal Engine wind you're referring to? Yeah its their stock wind. Id love to figure out a more realistic one in the future.
@@pwnisher No doubt.. I guess it would "work" better if there was a influence gradient from top to bottom.
A way to taper the effect of the wind as it reaches the base stem of the grass would be great. I know how to do this in houdini, but not unreal.
Idea: 3D creative challenge named “Precipice of Love”, that depicts one person (or two people) on a cliff/ledge overlooking a background.
33:33 the best part
Glad you enjoy the art!
I'm new to UE, not sure I will ever use it on a job. Where did the trees come from?
How do you get the UI to have the graph on the bottom and the main view port at the same time?
Hey, genuinely thank you, this was so fun and helpful. I have one questions though, how do I add a path with a spline into the mix here?
Ohh great video! But what about the performance? At the beginning we saw 15 FPS for just a small batch of grass compared to the end where there is a whole field.
I feel like some steps were glossed over in both the project creation, and the landscape creation. You start with just a basic floor, mine opens up with that whole giant scene with all the mountains around the perimeter. Also when in the landscape creation, there seemed to be a jumpcut from the creation to an already textured landscape and the original floor is gone.
This is really cool but is it possible to make a procidually generated landscape (platform) with rivers, biomes and all that stuff with the help of this?
This is great and worked well until I had to expand the PCG box.
I seem to have an issue where I expand the PCG bounding box, it won't fully populate the landscape. Like there is an invisible border where nothing gets planted.
Make sure its tall enough as well! There also might be a memory issue. Go to Aziel Arts’s channel and look at his hr long zelda tutorial, he shows u how to set up partitioned volumes for better optimization.
Does this works for Unreal Engine 5.4 or are there any changes? Thanks for the video, it´s really great!
Great video! I did get a little lost when you added the mesh to the mesh entries. I added the mesh but my field still has the debug cubes rather than the grass. Am I missing something?
Thanks
Nice, nanite isn't supposed to be availaible for landscape and foliage right now ?
So if we used nanite, we could have a lot better performance on a scene like yours, right ? (i'm new to unreal)
15:07 PCG is not enabled by default, you have to go into plugins and enable PCG
How and where? I searched it in plugins and only found experimentald and beta plugins
@ pretty sure that’s it’s
Hello ... Can I add to my own game if I creat it ?
what do you think, does PCG can replace Houdini for procedural word building?
Has anyone got any idea how to rotate the point grids so they aren't all facing the same direction? I haven't been able to solve this and all of my grids are aligned in the same direction so it looks a bit weird
I think there's a bug in 5.5 with the Attribute Noise node. If you search for Attribute Noise and add that node, it does nothing. But if you search for the old version, which is Density Noise, it will actually add a working Attribute Noise node.
If anyone is having an issue getting Attribute Noise to work, just search for Density Noise instead and use that.
What spec PC would you say is an absolute minimum for UE? If I'm not mistaken the real-time rendering is more CPU intensive than GPU?
Reminds me of that one scene from Vinland Saga
With out dynamic sky how to create cinematic sky please make a video
Great video! I'm following... But I don't quite understand why the you unwrap the mesh, then reproject.... Reprojecting to a lower poly mesh gives better results? How?
Ill break this down into two answers, as I understand it from the peeps over at Capturing Reality
Unwrapping: Is something you have to do if you want clean UV's on your model. When we simplify to a lower-poly mesh, it's not unwrapped. So we gotta unwrap it before you apply textures.
Reprojecting: When I say it yields "better results" I'm really saying "it runs way smoother since the poly count is alot lower, while still maintaining the high-detailed look." It appears to be high poly, when in reality, its low poly, with "high-poly" normal and diffuse materials.
How to setup viewport like yours in unreal engine im beginner not able to do it any help
Its very similar to windows on your desktop, if you click and drag the top left of the window you should be able to break it out and move it around the screen.
what focal length did you use, specifically on that sunset shot? Looks beautiful
Ah I was all over the place with focal length. It was definitely on the longer side, 80-120? I'm not entirely sure. Glad you liked it though =]
Clint, are you related to Houston Jones?
I can't get my project to load with just a plain grey squared floor, but instead have a whole desert landscape, please help
When you create a new level, make sure you do so via the top left, file, create new level. Then it’ll give you a choice between four options. I think the one i was using was a blank level preset.
I’ve been experimenting just a bit with moving vegetation (using Polygoniq’s Botaniq addon) and I just feel that wobbling is not physically accurate. For me, what I see here is also like a big plane wobbling around, is there any more accurate way of doing this? Great vid, by the way! Cheers
I'm pretty sure @PrismaticaDev has a video on his custom wind system, so I think it's possible?
Hi ,I used the Phoenix plugin from chaos for 3Ds Max. I want to buy a new computer with a processor that speeds up the Phoenix Simulating faster . What category should I choose, Intel or AMD? thank you
is that method better than a procedural foliage spawner? why
clint, thoughts on megascans being paid starting next year?
I mean its a huge bummer. Sad to see Epic moving to the paid side of things. Hopefully they keep most things free though? It's a huge reason why I love their stuff so much.
is this gonna be affected when the fab update comes?
probably
the goat
🔥🔥🔥🔥
Why is your grass moving? Mine is just static. Even with a wind source
Can a billion droplets be made to act like prisms in Unreal engine in a meadow?
the droplets on the flowers and leaves?
Imagine going back to ancient pompeii to show the masons that made that flour mill how you're photoscanning it to make a 3d asset