Week 6: Environment Optimization + Improvements

This week I dedicated more time the environment for this project, I did some improving and optimizing of the landscape and the PCG graph.

The landscape is now have the size with a different sculpt job which has small mountains surrounding a flat area. This way there doesn’t have to be as many trees but the forest still appears dark and somewhat dense.

I also incorporated the use of splines into my PCG graph to control the area where the forest spawns more accurately and also to add the ability of creating a path or any empty area really easily. Now the forest is completely procedural including the path.

My goals for the coming week are: create copies of this level that can use this improved procedural landscape to be organized by scene.

New Environment Landscape ( now 31 × 31, previously 62 × 62 )

Forest Area Spline

New Main PCG Graph

New Initial Data:

Projects forest area spline onto the landscape’s height data

Forest Path Spline ( Only removes points spawning trees or large rocks)

PCG Subgraph for the Path Spline

I am doing some research on how to add snow onto objects in Unreal, these two videos have pretty realistic results, especially the one on the left. What I am not sure about is how to apply the snow onto every static mesh in my PCG graph, there aren’t many videos with good results working specifically with PCG.

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Week 5: Environment Optimization + Improvements