Procedural Content Generation in UE5 |  GDC 2023

Procedural Content Generation in UE5 | GDC 2023

Unreal Engine

1 год назад

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@joantonio6331
@joantonio6331 - 17.11.2023 17:53

most of those are already deprecated....

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@andreiblackfish1185
@andreiblackfish1185 - 14.11.2023 18:27

How do you control the scale of different mesh entries in the Static Mesh Spawner node?

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@jimhudson6505
@jimhudson6505 - 03.11.2023 23:57

This is all worthless until they get some updated documentation that explains how to use it.

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@dracullbo
@dracullbo - 30.10.2023 05:15

Congrats, it's so thrilling to see procedural stuff being developed!

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@archcast5550
@archcast5550 - 23.08.2023 11:32

absolute 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

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@anasab0lic
@anasab0lic - 18.07.2023 17:06

Great tutorial thanks, the most useful one for PCG I found.

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@PaulFidika
@PaulFidika - 16.06.2023 22:34

Epic Games had the best booth at GDC 2023, hands down.

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@GES1985
@GES1985 - 13.06.2023 02:05

Can 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?

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@simonelombardo158
@simonelombardo158 - 07.06.2023 03:56

Arran is so awesome at presenting. Love him!

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@cheynepatterson7025
@cheynepatterson7025 - 06.06.2023 00:35

Compared 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.

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@doom_films
@doom_films - 04.06.2023 16:49

Hey Guys, Chapters would be nice next time

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@plasictree
@plasictree - 26.05.2023 12:13

Great presenter.. It wa overwhelming and not it's not.. Great Job!

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@nomad7317
@nomad7317 - 23.05.2023 10:12

A 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.

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@Unknown-wb1bf
@Unknown-wb1bf - 19.05.2023 09:52

Imagine PCG body animations, actually why not PCG everything!

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@kaleygoode1681
@kaleygoode1681 - 18.05.2023 13:53

MidJourney to PCG pipeline? 😁

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@boobiebird
@boobiebird - 17.05.2023 18:45

amazing

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@chelssiemers1639
@chelssiemers1639 - 14.05.2023 06:11

Awesome 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!

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@shmuelisrl
@shmuelisrl - 10.05.2023 05:32

is 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.

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@gsingh22ify
@gsingh22ify - 30.04.2023 20:10

This is what MASH does in Maya. Nice to see it in Unreal, it has been in Maya since a long time.

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@ValerianAndStuff
@ValerianAndStuff - 29.04.2023 14:32

so, unreal have added geo nodes from blender to the environment

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@aveyclub
@aveyclub - 28.04.2023 07:16

ok girlie.... he was giving UNREAL

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@MR_GFX
@MR_GFX - 25.04.2023 23:02

i hope you can make it for skeletal mesh to make it for crowd simulation and characters with bones

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@slothsarecool
@slothsarecool - 24.04.2023 16:36

I 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.

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@bennicus4901
@bennicus4901 - 24.04.2023 13:04

Instead 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?

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@istealpixel7371
@istealpixel7371 - 23.04.2023 14:04

The only thing I really need is a PCG Cliff Placement on Slopes Tutorial^^

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@wewantmoreparty
@wewantmoreparty - 23.04.2023 09:25

Can PCG be animated ? Could be cool if it then could be use with niagara and geo cache

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@markelishaev617
@markelishaev617 - 23.04.2023 06:39

Really good presentation. Very clear and hands on. Hope this guys has more unreal teaching content

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@Jsfilmz
@Jsfilmz - 21.04.2023 17:55

PCG ROCKS! Pun Intended

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@heikohesse4666
@heikohesse4666 - 21.04.2023 11:28

great stuff - where are the downloadable demo files?

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@arctech2010
@arctech2010 - 20.04.2023 09:10

A very well prepared and fantastic presentation!

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@literallyjeff
@literallyjeff - 19.04.2023 20:52

This 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.

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@GAMarine137
@GAMarine137 - 19.04.2023 09:22

Nice video

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@shikhermyv
@shikhermyv - 19.04.2023 09:12

Can you share project?

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@ToadieBog
@ToadieBog - 19.04.2023 03:11

What 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.

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@JamesKellyWickerman123
@JamesKellyWickerman123 - 18.04.2023 18:16

Great presentation from Aaron. Thank you!

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@kamitekeiichi2376
@kamitekeiichi2376 - 18.04.2023 17:47

is this in 5.2? or in 5.1?

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@thearchitect6512
@thearchitect6512 - 18.04.2023 17:11

This is awesome!

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@YanVerde
@YanVerde - 18.04.2023 16:42

Any way to have exposed variables in this instead of having all the values hard-coded on the nodes?

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@funkyphotons6953
@funkyphotons6953 - 18.04.2023 16:00

Yeey Houdini in unreal! I was waiting for this

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@aberkae
@aberkae - 18.04.2023 15:50

When is an ai assistant developer tool coming to help lamen development? Hmm?

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@Evigmae
@Evigmae - 18.04.2023 14:25

Love this stuff !

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@DistructiveElements
@DistructiveElements - 18.04.2023 13:59

The Power

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@0805slawek
@0805slawek - 18.04.2023 13:20

Why 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

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@mossberg8817
@mossberg8817 - 18.04.2023 13:08

This guy is a pro at presentin', very clear and snappy.

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@guilloisvincent2286
@guilloisvincent2286 - 18.04.2023 11:47

Would be very cool to have those PCG graphs to put hands on 🙏

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@Shodan-0101
@Shodan-0101 - 18.04.2023 11:41

<3

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@sanyi9667
@sanyi9667 - 18.04.2023 11:08

not only the speaker is good but this new feature is amazing. this is peak human development

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