Henry Yamin showcased an impressive procedural generator and shared a comprehensive guide on how it was made.
Senior Generalist Henry Yamin has recently blown the minds of hundreds of people by showcasing an impressive procedural cliff generator created using Houdini and Unreal Engine's new Procedural Content Generation (PCG) framework introduced back in May with the release of UE5.2.
For those unaware, the PCG framework in question includes both in-editor tools and a runtime component, allowing the user to define rules and parameters to populate large scenes with Unreal Engine assets and greatly accelerating the process of creating large worlds by making it more efficient and convenient.
Leveraging the toolset in combination with SideFX's flagship procedural 3D software, the creator set up a robust generator that can create a realistic 3D cliff in mere minutes using cliff shapes exported from Houdini. According to the author, the workflow is based on "baking PCG Graphs after locking the look/state of the cliff".
Additionally, the creator shared an insightful tutorial that thoroughly explains the ins and outs of the generator and shows how it works. You can purchase the tutorial by visiting Henry's Gumroad page.
Earlier, aspiring Programmer and Game Developer Renan Macedo also showcased the capabilities of the PCG framework, showing how it can be used to set up a highly-realistic and detailed 3D forest scene.
Elhoussine Mehnik, a Senior Gameplay Programmer widely known for his amazing experiments with Geometry Script, also tested out the toolset, showing how it can be used to create a lush forest and game level at runtime and generate points on the landscape.
If you would like to learn more about UE5.2's Procedural Content Generation framework, here are a couple of great tutorials that will help you get started:
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