Stylised Landscape - Project Breakdown
The Set-Up
The first step as always is asset gathering. Job done. Since we are dealing with World Partition, enabling streaming via project settings was done and also enabling the PCG Framework plugin.
The next step is creating the landscape, I imported a landscape made in Gaea 2.0 and added a landscape material and pressed import.
With the landscape imported I noticed the scale was too big, with a reduction in scale and the landscape material applied...
We now a more playable space.
My Grass, Not Yours
-----------------------------------------------------------------------------------While the landscape material is great, I want more control over the spawning of the grass and what type spawns. I duplicated the material instance and landscape material, they have a lot of useful parameters, but for the duplicated version, I removed the grass logic.
I then created a PCG graph and set the surface sampler to Unbounded (Reducing the points per square meter for performance) and did a quick debug to make sure it is applied correctly.
I examined the map and felt it was missing something, a quick hop into Gaea and I added a river bed layer, saving time manually carving it out and allowing me to get a better grasp on how this world could be laid out in the future.
Another quick debug check is done to make sure the PCG graph is masking other layers such as cliffs.
And by adding the static mesh spawner, we now have MY grass.
And after adding a static mesh spawner for the rocks, adding a few variations and a quick adjustment of with density filter values, the rocks are spawned.
Applying rocks, trees, bushes and grass across the landscape fills the basic visual identity of the biome, but to give further weight to certain elements, I used a distance node to add specific plants around trees only.
Don't make this mistake! I partitioned the world as it was, when really I needed to reduce the points extents. A driver crash meant I had to restart!
This gives greater control to the zone itself, allowing the PCG to spawn in each partitioned area.
Would You Look At That!
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The final result is stunning.
It looks nice, but does it perform well? Absolutely! See for yourself below!
YouTube Video
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