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Unreal Engine

Week 4:Programmed Generation of Vegetation

Procedural Generation Process

  • Created a PCG Graph to define the procedural generation logic for the landscape.
  • Sampled surface data from the Landscape using landscape data and surface sampler nodes.
  • Defined a Bounding Shape to control and limit the area where procedural assets are generated.
  • Generated sample points based on the landscape surface to determine the placement and density of assets.
  • Instanced vegetation and rock assets as Static Meshes at the generated sample points.
  • Adjusted parameters such as density, scale, rotation, and randomness to create more natural variations.
  • Continuously refreshed and tested the generated results while refining parameters to optimize the overall visual quality.

However, the procedural generation results were too random and did not achieve the visual outcome I was aiming for. As a result, I ultimately chose to use the vegetation system to manually paint and place the vegetation.

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