Announcement

Collapse
No announcement yet.

[FREE] Procedurally instanced meshes

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [ASSETS] [FREE] Procedurally instanced meshes

    Hello!
    Just want to share few blueprints with you.



    Link to the project (UE4.19.2)
    https://drive.google.com/open?id=1xy...nDk2hr-DuPPilL

    This project uses Hierarchical Instanced Static Meshes with various math algorithms, to make "procedurally generated environment".
    You already saw few of this things in ContentExamples and Blueprints projects.

    If you heard something about instancing, you know it allows you to create a lot of copies of static mesh with the same properties - material, lightning, collision, etc. The only thing you can change is mesh transform.

    First of all - provided examples uses static mobility of HierarchicalInstancedStaticMeshComponent. Be very careful with changing it's mobility, because it may switch relative/absolute instances transform.

    Next, blueprints in this project can be splitted on few groups:

    1. Manually transformed instances.
    It contains only one blueprint - BP_Proc_TransformsArray, which uses simple editable array of Transforms, and process it to place instances.
    Use it to instance meshes when you need to place them manually.

    ‚Äč Click image for larger version  Name:	 Views:	2 Size:	76.8 KB ID:	1491687

    2. Mathematically transformed instances.
    This is various circles and grids + some randomization.

    Click image for larger version  Name:	 Views:	2 Size:	95.9 KB ID:	1491688Click image for larger version  Name:	 Views:	2 Size:	91.6 KB ID:	1491691

    Also, here you can find one example of how to transform instances during runtime.

    Click image for larger version  Name:	 Views:	2 Size:	99.7 KB ID:	1491690

    3. Instances transformed by shape.
    This means bunch of instanced randomly placed in sphere or box shape, or on their surface.

    Click image for larger version  Name:	 Views:	2 Size:	107.7 KB ID:	1491692

    4. Ray-tracing transformed instances.
    Instances that placed using ray tracing results.

    Click image for larger version  Name:	 Views:	2 Size:	110.4 KB ID:	1491689

    5. Spline-transformed instances.
    Instanced placed along spline with some additional manipulations.

    Click image for larger version  Name:	 Views:	2 Size:	91.0 KB ID:	1491693
    ________________________________________________________________

    Update 07/07/2018
    https://forums.unrealengine.com/comm...83#post1498683

    ________________________________________________________________

    Update 12/07/2018
    https://forums.unrealengine.com/comm...23#post1500623
    ________________________________________________________________
    Last edited by redbox; 07-20-2018, 11:04 AM.
    Rocketeer

    my portfolio
    my youtube

    Camera Volumes
    Procedurally Instanced Meshes
    Simple Portals
    Water Flow For UDK
    Setup Swarm

    #2
    Very Nice!
    ________________
    Fabiano Friedrich

    LinkedIn | fabianofriedrich
    RevEngLab | www.revenglab.com
    TZERO Architecture | www.tzero.org

    Comment


      #3
      Update 07/07/2018

      - Added ability to rotate instances on fixed rotator with random number of steps. Here is a small example of this thing:

      Click image for larger version  Name:	 Views:	2 Size:	249.0 KB ID:	1498680

      - Added Spiral actor, which can generate simple helix, or archimedes spiral shape.

      Click image for larger version  Name:	 Views:	2 Size:	161.6 KB ID:	1498679

      - Added example of using random seed (RandomStream) in randomizations, to make it more static by seed value. So, randomization remains the same for specific seed value, and not breaks static lightning results. This setup is a little bit complex, and maybe not really accurate, but I hope someone will find it usefull.

      Click image for larger version  Name:	 Views:	2 Size:	47.3 KB ID:	1498682
      Last edited by redbox; 07-07-2018, 03:29 PM.
      Rocketeer

      my portfolio
      my youtube

      Camera Volumes
      Procedurally Instanced Meshes
      Simple Portals
      Water Flow For UDK
      Setup Swarm

      Comment


        #4
        Update 12/07/2018
        Few fixes and improvements for RandomStream usage.
        For now, all randomization features included in BaseRandomActor, so it's child actors can use RandomStream feature.

        No screenshots ))
        Rocketeer

        my portfolio
        my youtube

        Camera Volumes
        Procedurally Instanced Meshes
        Simple Portals
        Water Flow For UDK
        Setup Swarm

        Comment


          #5
          Groovie.... I think I did notice this one on GitHub before it was here

          Comment


            #6
            Originally posted by Thunder_Owl View Post
            Groovie.... I think I did notice this one on GitHub before it was here
            No, this project is not uploaded to GitHub.
            For now only on GoogleDrive.
            Rocketeer

            my portfolio
            my youtube

            Camera Volumes
            Procedurally Instanced Meshes
            Simple Portals
            Water Flow For UDK
            Setup Swarm

            Comment


              #7
              Originally posted by redbox View Post

              No, this project is not uploaded to GitHub.
              For now only on GoogleDrive.
              Ah, yes, sorry, I rushed into conclusions. What I had in mind at that moment was this, "Mesh Deformation Toolkit":
              https://github.com/normalvector/ue4_...mation_toolkit

              Comment

              Working...
              X