Stated Goal
The goal was to create a procedural framework that efficiently populates landscapes with assets based on terrain characteristics, allowing for easy customization and fast iteration.
Description
This project has three primary parts to it, each of which have their own dedicated breakdowns:
1.) Two PCG systems that populates a landscape based on a ID map and user created Data Assets. Two available levels of generation: Main-Gen & Sub-Gen
2.) A Houdini based layer and pathfinding system for generating ID maps and carving out trails
3.) A collection of shaders that interlink with the PCG system, as well as some handy material functions
4.) A whole host of optimizations that allow the scene to run smoothly on older hardware
Asset Zoo
References
These are the people and tutorials that have made this project possible so far:
– George Hulm & the team at SideFX who produced an amazing video series on Project Pegasus
– Adrien Logut and Roman K in the Unreal Source Discord. They’ve made some really great tutorials and answered a ton of my questions about the PCG system
– ExitSimulation on Youtube. He’s done some very helpful tutorials
– All assets are either Quixel Megascans or Project Nature