I Spent Days Painting Trees - Then I Learned This Method | Production-Ready PCG Workflow UE 5.7
Автор: Karol Michalik
Загружено: 2026-02-05
Просмотров: 133
Описание:
Master PCG (Procedural Content Generation) in Unreal Engine 5.7 for automotive visualization and environment art. Learn the exact workflow used by Remedy Entertainment (Alan Wake II) and Kojima Productions (Death Stranding 2).
In this tutorial you'll learn:
✓ Complete PCG workflow from scratch
✓ Surface Sampler + Transform Points setup
✓ Spline-based area control (closed loops & roads)
✓ Density filtering and slope control
✓ Multi-layer generation (trees, grass, rocks)
✓ Difference nodes for layer exclusion
✓ Spatial Noise for natural distribution
✓ Bounds Modifier + collision prevention
Why PCG over manual foliage painting?
Generate 50,000+ meshes in seconds vs days of manual work
Instant iteration - change one parameter, regenerate in 10 seconds
Rule-based control - "trees only on flat terrain below 500m height"
Non-destructive workflow - always go back and change
Production-ready in UE 5.7 (2x faster than 5.5)
Assets used:
MAE Oak Forest
Gaea-generated terrain from previous tutorial • I Stopped Painting Terrain - This FREE Too...
Automotive setup from Cinematic Car Rig series • Real-Time Client Previews Changed My Workf...
Perfect for:
Automotive visualization artists
Environment artists working on large terrains
Anyone tired of manual foliage painting
Studios needing fast client iterations
Part 5 of Automotive Visualization Series in Unreal Engine 5.7
Previous episodes:
Part 1: Cinematic Car Rig Setup • Real-Time Client Previews Changed My Workf...
Part 3: Automotive car paint • From Rig to Photorealism: Automotive Mater...
Part 4: Gaea Terrain Generation • From NASA to Your Project: Gaea 2.0 Terrai...
Part 5: MW Landscape Auto Material • I Stopped Painting Terrain - This FREE Too...
#UnrealEngine5 #PCG #AutomotiveVisualization #ProceduralGeneration #EnvironmentArt #UE5Tutorial #3DArt #GameDev #ArchViz
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