How to use Unreal Engine 5's new procedural tools

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How to use Unreal Engine 5's new procedural tools
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Procedural modelling has been on the rise in recent years, with Houdini leading the charge as the go-to software for proceduralism and VFX. But other 3D content creation tools are catching up and offering their own solutions. During this year’s Game Developers Conference,PCG empowers artists to establish rules for generating environments procedurally in the Unreal Editor, allowing for real-time adjustments.

Right-click on an empty area, search for Surface Sampler and hit Enter to create it; a process that works for creating any node. Expand the Input node, drag the Landscape output pin, and drop it to the Surface input pin of the Surface Sampler node to connect them. Connect the Out output of the Surface Sampler node to the Out input of the Output node.Drag PCG_Forest to the centre of the world, and scale so its bound covers the entire landscape.

Set the Operation to Min so that we’re reading the minimum Z position of all points in the Surface Sampler. For the bottom Attribute Select node, we set the same Input Source with the Operation set to Max. The Operation of the Attribute Math OP node is set to Subtract. We’re simply saying that from the lowest point to the highest point, remap their Density from 0 to 1.Insert a Density Filter node between the HeightToDensity and Output nodes. Set its Lower Bound to 0.312, and Upper Bound to 1.0.

Create a Copy Points node, connect the output of the Create Points Grid node to its Source input, and connect the Transform Points node to its Target input. The Copy Points now copies the point grid to each point of the Transform Points node. To visualise the points, create a Bounds Modifier node, connect the output of the Copy Points node to its input, set the Bounds Min and Bounds Max values to 20, and toggle on its debugging.

Go back to PCG_Forest and add a Create Attribute node, set its Output Attribute Name to TreeGrassScatterDistance, its Type to Vector, and its Vector Values to 600. Connect the Out pin of the node to the Scatter Distance input pin of PCG_Scatter_Around. The Create Attribute node now controls the scatter distance of the grass.Select all the nodes after PCG_Height_Scatter, but don’t include the Output node.

Create a Spline Sampler, and connect the Get Actor Data node to its Spline input, set its Mode to Distance, and Distance Increment to 800. River actors use the $Scale.x attribute of the spline points to determine the river’s width, but the spline sampler reads $Scale.y for the width of the points. To fix this, add an Attribute Operation node, set the Input Source to $Scale.x, and Output Target to $Scale.y.

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