I took a step back from doing the asset manager because it was repetitive, and instead moved towards a more procedural direction. Using Unreal's PCG system, I have been working on creating a procedural environment for our scene. I used multiple different techniques to achieve the environment including self-pruning, spline sampling, normal to density conversions, spatial noise, and a lot of difference calculations.
For the meshes I used a single conifer tree mesh, three large fern meshes, and three small fern meshes.
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| This is the base I was working with. |
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| Surface Sample (for Trees) |
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| Post-filter and upper/lower bounds (for Trees) |
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Normal-to-density calculations (keep only flat surface)
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| Trees rendered (from above) |
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| Large Fern Density Sample |
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| Fern + Tree Difference Calculation |
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| Large Fern Render |
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| Small Fern Density Sample |
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| Small Fern Render |
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| Tree, Large Fern, and Small Fern Render Combined (from above) |
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| Tree, Large Fern, and Small Fern Debug Combined |
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| Spline added to create non-spawnable section |
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| Render + Spline |
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| Main Spawning Blueprint for Foliage |
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| Applying Spline Data for non-spawnable area |
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