Комментарии:
most of those are already deprecated....
ОтветитьHow do you control the scale of different mesh entries in the Static Mesh Spawner node?
ОтветитьThis is all worthless until they get some updated documentation that explains how to use it.
ОтветитьCongrats, it's so thrilling to see procedural stuff being developed!
Ответитьabsolute rotation is basically useless if you make pcg homes along spline please add a node that allows houses to face the road but ignores the landscape deformation
ОтветитьGreat tutorial thanks, the most useful one for PCG I found.
ОтветитьEpic Games had the best booth at GDC 2023, hands down.
ОтветитьCan we use the PCG Splines to do housing instead of landscape? Like: provide rules/give it a pool of actors/meshes/etc to draw from and let it create cities with explorable interiors?
ОтветитьArran is so awesome at presenting. Love him!
ОтветитьCompared with the previous PFS (Procedural Foliage Spawner) this is a vast improvement! Thank you!!
As an experienced UX architect with 20 years experience and now a 3D artist I'd like to offer some feedback. Like the PFS before it, the labeling of the controls is very confusing. For instance, is it a good idea to use the words "Point Extents" as a major section control label? As a 3D artist this means nothing to me. Always label controls based on anticipated behavior, not on internal technical jargon (please stop doing this). The next control label "Looseness" should be called something closer to Randomization. Again, label controls based on anticipated behavior. Proper labeling of these controls would solve half the usability problems this tool currently has.
Hey Guys, Chapters would be nice next time
ОтветитьGreat presenter.. It wa overwhelming and not it's not.. Great Job!
ОтветитьA silly question. Is it possible for a game to build such a level at run time by changing values, such as location/ rotation of rocks, replacing grass with trees etc.
ОтветитьImagine PCG body animations, actually why not PCG everything!
ОтветитьMidJourney to PCG pipeline? 😁
Ответитьamazing
ОтветитьAwesome new tools that I'm so excited to dive into especially for a project I'm working on that really needs procedual generation, but I have to say this guy was so entertaining! I actually laughed out loud quite a bit and still found the video super informative. Great work!
Ответитьis this all completely points based? because everything I've seen involves generating points. can I manipulate geometry itself like deformation (to another surface, or something like shader displacement), or topology, etc.? How can I send data from pcg to shaders (or the opposite) or other actors, or get data from then? also how do i access the data from the spreadsheet.
most importantly, how dose it work internally? like ate the points generated, then I deleted them, or am I affecting the *original* distribution of points going backwards (which would be more preforment)?
I know I have a lot of questions, and any information will be much appreciated.
This is what MASH does in Maya. Nice to see it in Unreal, it has been in Maya since a long time.
Ответитьso, unreal have added geo nodes from blender to the environment
Ответитьok girlie.... he was giving UNREAL
Ответитьi hope you can make it for skeletal mesh to make it for crowd simulation and characters with bones
ОтветитьI hope some basic engine stuff gets love soon. Bridge is insanely slow/laggy, the engine and Bridge always make you sign in, lots of basic UI/UX love needed.
ОтветитьInstead of generating a ton of points and filtering out half of them based on the (random) density value, why not generate half the number of points to begin with? Is it just an artificial exercise to demonstrate filtering, or is there some other benefit to doing it that way?
ОтветитьThe only thing I really need is a PCG Cliff Placement on Slopes Tutorial^^
ОтветитьCan PCG be animated ? Could be cool if it then could be use with niagara and geo cache
ОтветитьReally good presentation. Very clear and hands on. Hope this guys has more unreal teaching content
ОтветитьPCG ROCKS! Pun Intended
Ответитьgreat stuff - where are the downloadable demo files?
ОтветитьA very well prepared and fantastic presentation!
ОтветитьThis is so cool. I've had an artistic vision for a generative open world game in my head for decades and the technology I need is finally coming around.
ОтветитьNice video
ОтветитьCan you share project?
ОтветитьWhat a great presentation, love the procedural stuff. May I suggest using a better color scheme in the future, to be able to distinguish landscape and rocks/etc? In some scenes, it all just blends together.
ОтветитьGreat presentation from Aaron. Thank you!
Ответитьis this in 5.2? or in 5.1?
ОтветитьThis is awesome!
ОтветитьAny way to have exposed variables in this instead of having all the values hard-coded on the nodes?
ОтветитьYeey Houdini in unreal! I was waiting for this
ОтветитьWhen is an ai assistant developer tool coming to help lamen development? Hmm?
ОтветитьLove this stuff !
ОтветитьThe Power
ОтветитьWhy you just not take lesson and make similar system like in Blender called "geometry nodes" is much more universal and super intuitive, one system work like geometry script, PCG, Procedural Mesh
ОтветитьThis guy is a pro at presentin', very clear and snappy.
ОтветитьWould be very cool to have those PCG graphs to put hands on 🙏
Ответить<3
Ответитьnot only the speaker is good but this new feature is amazing. this is peak human development
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