Alex González Ferrer's profile

Procedural Landscapes in Unreal Engine

Procedural Landscapes in Unreal Engine
This personal project was undertaken to learn and delve into the Procedural Content Generation (PCG) tool of Unreal Engine.


First Part:
In a controlled and small-scale environment, I designed a Blueprint along with its corresponding PCG based on a single spline. This approach made it easy to efficiently and simply obtain resources and configurations.

Second Part:
I then applied this Blueprint to a larger scene that included a landscape. Here, I adapted the PCG to work with Landscape Splines in a non-destructive manner. To diversify the staging of different areas, I used derivatives of the initial PCG and created new ones using volumes instead of splines.

The animation of characters inside the vehicles and the terrace of the building is made and imported from Anima Pro. For the high clouds, I used VDB Clouds, while for the lower clouds, I combined Unreal's exponential height fog with William Fauscher's awesome Easy Fog plugin. The terrain itself was generated using GAEA and applying an automatic unreal landscape material.
Final video. (2nd Part)
Speed-up Blueprint resource configuration. (1st Part)
Graphs resulting from the original Blueprints and PCGs. (1st Part)
Blueprint with Landscape Spline based PCG interacting with Volume PCG, Test. (2nd Part)
Gaea terrain. (2nd Part)
Gaea graph. (2nd Part)
Through this project, I've gained a deeper understanding of Unreal Engine’s setup in terms of lighting, shadows, and commands. Sometimes, you feel like you're beginning to grasp part of the complexity of this powerful software... until the next project comes along! Ha ha!

I am aware that the video still has some little bugs and there's a lot of room for improvement, but I'm "zipping" this project feeling happy and proud, having achieved the intended goal.

What’s next? On to more challenges!
Procedural Landscapes in Unreal Engine
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Procedural Landscapes in Unreal Engine

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