Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Procedural Content Generation with Unreal Engine 5

You're reading from   Procedural Content Generation with Unreal Engine 5 Harness the PCG framework to take your environment design and art skills to the next level

Arrow left icon
Product type Paperback
Published in Nov 2024
Publisher Packt
ISBN-13 9781801074469
Length 488 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Paul Martin Eliasz Paul Martin Eliasz
Author Profile Icon Paul Martin Eliasz
Paul Martin Eliasz
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Preface 1. Part 1: The Fundamentals of Procedural Content Generation
2. Chapter 1: Introducing Procedural Content Generation FREE CHAPTER 3. Chapter 2: Let’s Create Our First Forest! 4. Chapter 3: Building Blueprints with PCG Component 5. Chapter 4: Developing and Optimizing the Procedural Content Generation Tool 6. Part 2: Harnessing the Power of PCG in Unreal Engine 5
7. Chapter 5: Building Spline Controllers with PCG Graph 8. Chapter 6: Building a PCG Graph with Landscape Materials 9. Chapter 7: Let’s Build a Building Using the PCG Spline Controller 10. Chapter 8: Building Biomes: Mastering PCG for Rich Environments 11. Chapter 9: Creating Dynamic Animated Crowds with PCG 12. Part 3: Mastering Optimization and Elevating Your PCG Environments
13. Chapter 10: Exploring Optimization, Debugging, and Performance Tools 14. Chapter 11: Cheat Sheets, Extra Tips, and Shortcuts 15. Index 16. Other Books You May Enjoy

Making adjustments for better outcomes

In this section, we’ll begin by altering the PCG graphs. This time, we will take a look at the PCG_Foliage graph. Within this graph, the crucial part involves randomizing the transformation of the spawned foliage models on the surface. This step is key to achieving a more realistic appearance, as it helps to diminish the uniformity in the placement of grass and trees, thereby enhancing the natural diversification and realism of the scene:

  1. Open your PCG_Foliage graph inside the Content folder. In the graph, select the Transform Points node that connects with the Trees output node.
Figure 5.76 – Adding the Transform Points node to adjust the transformation of the trees

Figure 5.76 – Adding the Transform Points node to adjust the transformation of the trees

  1. With this Transform Points node selected, under the Settings panel on the right-hand side, change the values for the Offset, Rotation, and Scale values you can find the Transform Points table with all the values in Table...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime