Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Procedural Content Generation with Unreal Engine 5

You're reading from   Procedural Content Generation with Unreal Engine 5 Harness the PCG framework to take your environment design and art skills to the next level

Arrow left icon
Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781801074469
Length 488 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Paul Martin Eliasz Paul Martin Eliasz
Author Profile Icon Paul Martin Eliasz
Paul Martin Eliasz
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Preface 1. Part 1: The Fundamentals of Procedural Content Generation
2. Chapter 1: Introducing Procedural Content Generation FREE CHAPTER 3. Chapter 2: Let’s Create Our First Forest! 4. Chapter 3: Building Blueprints with PCG Component 5. Chapter 4: Developing and Optimizing the Procedural Content Generation Tool 6. Part 2: Harnessing the Power of PCG in Unreal Engine 5
7. Chapter 5: Building Spline Controllers with PCG Graph 8. Chapter 6: Building a PCG Graph with Landscape Materials 9. Chapter 7: Let’s Build a Building Using the PCG Spline Controller 10. Chapter 8: Building Biomes: Mastering PCG for Rich Environments 11. Chapter 9: Creating Dynamic Animated Crowds with PCG 12. Part 3: Mastering Optimization and Elevating Your PCG Environments
13. Chapter 10: Exploring Optimization, Debugging, and Performance Tools 14. Chapter 11: Cheat Sheets, Extra Tips, and Shortcuts 15. Index 16. Other Books You May Enjoy

Mud layer

This time, we will use the Mud layer material to procedurally spawn the plants. For this, we need to prepare the condition that will enable the content to be generated on this section of the landscape. Follow these steps:

  1. Inside the PCG Graph editor, right-click and search for the Attribute Filter node:
Figure 6.36 – Adding the Attribute Filter node to the graph

Figure 6.36 – Adding the Attribute Filter node to the graph

  1. Let’s connect the Projection node directly to the In input of the Attribute Filter node. For now, we will only focus on the top of the graph with the Spline Sampler node together with the Projection node. In this case, we will use the Attribute Filter node to create a condition that will determine whether the static meshes will be spawned on this section of the material or the other. The node will work similarly to the if statement and it will decide between both outputs coming from the Attribute Filter node: Inside Filter and Outside Filter.
...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image