Today, we start a new series of videos on using Unreal Engine's PCG to create environments. In this video, we talk about what PCG is and why you should use it. Then we use the system to place some simple assets in the environment.
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Posts by Ben Cloward
Last week, I showed how to add rain effects to terrain in Unity - so this week I'm showing how to add puddles to landscapes in Unreal.
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In this tutorial, I show how to add rain effects to a terrain shader including puddles with rain ripples and animated rain drops.
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In this tutorial, I show how to add the ability to manually paint layer materials on an existing terrain auto material. This allows you to make changes and corrections to the materials that have already been applied by the procedural system.
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In this tutorial, I show how to create an advanced terrain auto material for Unreal and Unity. It uses angle blend, height blending, and altitude blending together to blend between grass, dirt, rock and snow.
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In this tutorial, I show how to blend between two terrain layers based on the altitude of the terrain.
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In this tutorial, I show how to create a simple auto material that applies material layers based on the slope angle of the terrain in Unreal and Unity. youtu.be/CGTPW2mWeGQ
In this tutorial, I show how to use the Terrain Texture Node in Unity's Shader Graph to bring in parameters from the terrain system for adjusting material layer settings. This is a new feature in Unity 6.3, so I hope this is helpful in learning how to use it!
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In this tutorial, I show how to use the tools built into Unreal and Unity to quickly add foliage and other detail meshes to terrain and landscapes.
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In this tutorial, I go over creating terrain in Unity and Landscapes in Unreal. I show how to sculpt the shape of the landscape and how to apply and paint material layers.
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Happy New Year! Several people asked me how to paint holes in terrain, so that's what today's video is about - updating the terrain shader to enable terrain hole painting in Unreal and Unity.
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You’re welcome!
Really appreciate that!
I enjoyed using this tool today to reduce texture memory. Thanks for making it! Seems like the next logical step would be a variation that scans a directory tree and returns an ordered list of all of the textures, ranked by their mip0 score. Would make it easier to quickly find low-hanging fruit.