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WIP: Mesoamerican Structure Modular Kit

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Running along side Stan Brown's Ancient Stone Wall demonstration to knock off the Substance Designer rust, and generate  modular wall and floor assets to be used in future PCG projects, was a great excuse to touch-up on workflows as well as play with some of Ben Wilson's custom substance nodes.

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Resources:
Substance Designer
Photoshop
Autodesk Maya
UE5: Electric Dreams - Sample Project

[variety of] Ben Wilson's Substance Nodes

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*Landscape and foliage actors utilized throughout via the UE5 PCG Sample Project: Electric Dreams.

wip_stoneWall_02.png
Substance Designer Graph
Stone Wall Textures & Realtime Mesh
wip_prefabs_01.png
wip_stoneFloor_materialDev_01.png
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Step Pyramid [structural kit: PCG assembly]

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In progress, experimenting with structural/architectural population graphs utilizing custom kit proxies... 

 

wip_pcg_stepPyramid_01.png
WIP: UE5 PCG - Propping/Set Dressing

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Learning and experimenting with the Procedural Content Generation experimental plug-in being developed in UE5.

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Resources:
UE5: PCG Feature
UE5: Electric Dreams - Sample Project

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*Landscape and foliage actors utilized throughout via the UE5 PCG Sample Project: Electric Dreams.

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Clustering Populations:

Graph parameters to BluePrint variables integration, spline defined content population area, distance based manipulation [primary actor location to spline location... to density, to scale, to ratio, etc], density ranged isolation & manipulation controls.

wip_pcg_splinedCluster_01.png
wip_pcg_clusterGraph_01.png
wip_clusterPopulationExample.gif
wip_clusterResultsExample.gif
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Density Remapping: Gradiant by Asset Bounds

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If I had a nickel for every time I plugged in this equation (I'd prolly have learned what the equation is called by now);
sample asset by max and min bounds (Z in this example):

this minus that, divided by them minus that, times those minus these, added back by those minus these set to the min clamp (as 0/blk), vs those set to the max clamp (1/wht)

wip_densityRemap_gradateExample.gif
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Relative Point Generation: Overhangs

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By populating this big rock slab asset at an angle in the landscape, we create an area on the landscape under the rock slab, but above the terrain.

 

Manipulating mesh and projected landscape points along with their relative bounding information against themselves in a few different ways, we can isolate the 'overhung' area on the landscape and discreetly populate narrative content isolated throughout that area.

wip_overhangPopulation_01.png
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Point of Interest: Western Camp

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Example of populating a contextual point of interest utilizing the following features and workflow's within the PCG framework:

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  • Spline driven diorama area definition

  • BP integration customization controls

  • Sub-graph populations

  • Custom attributes and parameters

  • Custom sampling workflows (ie. gradient & overhang as described above)

  • Height-map manipulation (via populated Landscape Patches)

wip_campStucture_01.gif
wip_campGraph_01.png
wip_campVariations_01.gif
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