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.