Building a PCG Graph with Landscape Materials
This chapter stands out as an exhilarating one to engage with. Following Chapter 5, where you delved deeper into define PCG graph and its flexible integration with other PCG tools, you achieved significant advancements by mastering the intricate functionalities of the PCG framework itself. This chapter presents a unique opportunity for you to create your own tool, capable of randomly placing cabin houses and procedurally generating foliage around architectural structures, including bodies of water such as rivers!
This chapter introduces a novel aspect of PCG (Procedural Content Generation) by leveraging Landscape Materials to control the placement of static meshes throughout the landscape. This approach presents a unique method for guiding the PCG system, concentrating specifically on regions painted with designated material setups. Building on the knowledge from Chapter 5, where we explored the use of a Spline component, this chapter...