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  • #91
    LOVE the curve stuff

    EVERYONE should buy this!

    Sweet mother of God those voxel landscapes make it hard to stay focused on non voxel based stuff

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    • #92
      This looks REALLY good!
      Any idea on release date/cost?
      I'm a poor man but holy **** this is worth it!
      Thanks!
      -Josh Steinhauer ~ HERO ~ My Blog ~ My Twitter

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      • #93
        Originally posted by sylvain_l View Post
        hello Ali Akbar,


        the radial node make me think about a simple feature, I don't know how you handle the height map, if they are texture or material or a specific format that fit better your needs: but would be great if it was possible (or in the future) to have a nodes that allow to went in/out to epic mat. Would allow to use all the power of the already existing material editor.


        question:
        what are the map size limit of your generator ?
        [MENTION=180001]sylvain_l[/MENTION] That's actually a very good idea. I'll add a Material Input node that builds a heightmap generated by a material.

        I'll also be working on the coloring framework soon and will dive into the engines C++ material system to get a better understanding
        Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

        Get in touch with me on Discord

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        • #94
          Originally posted by sylvain_l View Post
          question:
          what are the map size limit of your generator ?
          Originally posted by hippowombat View Post
          Quick question, is it possible to create a seamlessly tileable piece or series of pieces?

          There are no restrictions on the map size. The node based graph eventually turns out to be a big math formula with the xy coordinates as input. So it can be as big as you want and placed anywhere. It can also have infinite scroll / streaming. However, I need to confirm if the engine lets me modify the landscape data during runtime
          Last edited by Ali Akbar; 08-19-2016, 12:26 AM. Reason: typo
          Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

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          • #95
            [MENTION=887]ioFlow Studios[/MENTION], [MENTION=37949]joshcamas[/MENTION] Thanks!

            I haven't decided on the price yet but it should be affordable
            Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

            Get in touch with me on Discord

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            • #96
              Added a texture input node so you can provide your own height maps if needed

              Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

              Get in touch with me on Discord

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              • #97
                Forums finally back. It's been a busy week

                Erosion Algorithm Improvements
                I fixed a silly bug in the erosion algorithm which was causing lots of eroded sand to be lost. When a water drop was destroyed, it was taking the sand it was carrying with it. I drop it back into the landscape when the water evaporates and the result looks much better. These images are also using the new color framework with flow and deposition maps from the erosion node












                The erosion node takes in a curve so you can adjust the intensity of the flow and deposit colors for different range of values


                Color Framework
                Nodes can emit weight maps which you can assign to different layers in the landscape.




                Material framework Integration

                The theme editor is fully integrated with the material editor. It automatically manages a material for you. The master material will have a blend layer node with layers automatically assigned to it (whenever you create a corresponding node in the theme editor). It will also take care of creating a landscape layer asset file and saving it on the disk. In the material node, each layer will call a function, which is mapped to the theme editor's node. Double clicking the theme editor's node opens up the material editor for that function so you can define you own complex functions. I'll create a video demoing this later


                Voronoi Curvature
                You can control the curvature of the Voronoi node



                Some more screens:







                Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                Get in touch with me on Discord

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                • #98
                  Hi Ali,

                  Amazing work on this plugin so far! I'm really interested in buying this when it comes out and I had a few questions:

                  In the description above, you mention that LA will be able to "automatically takes care of setting up the materials, foliage, world composition etc." Does this mean that you will automatically texture the landscape similarly to Landscape Auto Material from VEA Games? If so, will the material be able to automatically populate terrain with grass, bushes, and other specified meshes based on slope, height, etc?? I'm currently considering buying LAM when it goes on sale, but if you have this functionality planned, then I rather wait for LA to be released

                  For the Heightmap generator - Will we be able to generate the procedural landscape, then manually modify it with the UE4 landscape tools, and then somehow reapply your material so it takes into account the new landscape geometry (Say I make a new mountain - will your material then auto-texture the landscape again to take this into account?)

                  Will it be possible to add new layers to your material (weighted and un-weighted)?

                  For the Voxel terrain - How far after the initial release do you think you can add it to LA? Will the Voxel landscape also have the auto-texturing and foliage placement?

                  As far as updates - if we buy the plugin directly from you - how do you handle updates? Do we get all future updates for free?

                  As far as pricing, I saw DA for $99. Is this the price range you are considering for LA as well?

                  And most importantly - can you give us a general idea of when you think the first release of LA will be available for purchase? I want to make sure I can get it as soon as it comes out!

                  Thanks a lot!

                  -Jorge
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                  • #99
                    Originally posted by CoquiGames View Post
                    Hi Ali,

                    Amazing work on this plugin so far! I'm really interested in buying this when it comes out and I had a few questions:

                    In the description above, you mention that LA will be able to "automatically takes care of setting up the materials, foliage, world composition etc." Does this mean that you will automatically texture the landscape similarly to Landscape Auto Material from VEA Games? If so, will the material be able to automatically populate terrain with grass, bushes, and other specified meshes based on slope, height, etc??
                    [MENTION=49600]CoquiGames[/MENTION] Thank you. The texturing is done automatically. LA doesn't work with texturing. Instead it creates weight maps on layers and lets you assign any effect you like from a material function (that works on that layer). The material, and the material functions are automatically created and managed for you. The default material function has a basic texture (white grid) and a color multiplied to it. You can change it to anything you like. So, automatic texturing is working right now

                    I'm currently considering buying LAM when it goes on sale, but if you have this functionality planned, then I rather wait for LA to be released
                    I haven't gotten to foliage yet, but procedural foliage would be supported. I haven't used LAM yet so I'm not sure.

                    I'll contact the author to see if our tools can work together. I've also contacted the awesome Road Plugin's author to see if we can have seamless interoperability between the plugins.

                    For the Heightmap generator - Will we be able to generate the procedural landscape, then manually modify it with the UE4 landscape tools, and then somehow reapply your material so it takes into account the new landscape geometry (Say I make a new mountain - will your material then auto-texture the landscape again to take this into account?)
                    That's a useful use case. I'll think of a way to implement it.

                    Will it be possible to add new layers to your material (weighted and un-weighted)?
                    You can add new layers by opening the auto-generated material. It needs some work (I wipe out the unused layers if not used, in the development build)


                    For the Voxel terrain - How far after the initial release do you think you can add it to LA? Will the Voxel landscape also have the auto-texturing and foliage placement?
                    I need to add tooling on the voxel terrain. It will support auto material management and procedural foliage placement

                    As far as updates - if we buy the plugin directly from you - how do you handle updates? Do we get all future updates for free?
                    All future updates are free and will be supported for the lifetime of UE4

                    As far as pricing, I saw DA for $99. Is this the price range you are considering for LA as well?

                    And most importantly - can you give us a general idea of when you think the first release of LA will be available for purchase? I want to make sure I can get it as soon as it comes out!
                    It should be around that price, although I haven't decided yet. It depends on how much value I think the plugin can create for you, so I'm focusing on the features
                    Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                    Get in touch with me on Discord

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                    • Added Spline rasterization support. You use the existing UE4 editor's spline tools. But you control the rasterization in the graph



                      Here the spline is added to the height map before the erosion node







                      Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                      Get in touch with me on Discord

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                      • Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                        Get in touch with me on Discord

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                        • Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                          Get in touch with me on Discord

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                          • Dungeon Architect | Landscape Architect | City Architect | Tree Architect | Haste

                            Get in touch with me on Discord

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                            • Hi Ali,

                              Thank you so much for the answers! Great to hear you will be able to assign materials to each layer. For reference, I would recommend you check out this showcase of LAM so you can see how it works - https://www.youtube.com/watch?v=wkypCxc2Mzg.

                              Basically, you assign a master material to the landscape. This material has 5-6 layers that include grass, sand, mountain side, rocks, etc. And as you sculpt the terrain, the material updates in real time (blending and painting the landscape). The biggest benefit of LAM for folks like me is that the blending of layers is seamless and the materials all work well together.

                              However, the two biggest downsides of LAM are:
                              -Its very heavy on performance - many people complain that they cant really use LAM "out of the box" with anything outside of very highend cards.
                              -Since its realtime, the material compiles every time you make a change - The constant shader compilation can be disruptive as you cant do quick landscaping

                              If I were to have my wishlist, I would imagine the workflow to be something like this:

                              - Create base landscape with your node interface (heightmap or voxel)
                              - Do manual edits to the landscape (for me this is a necessary step 90% of the time to make landscape game-ready)
                              - Once I'm done with an initial edit - I press a button or run a function that "re-textures" the map based on slope, height, etc and populates the terrain with the foliage

                              This would be ideal because you don't have the constant compiling of shaders (since its not "realtime" like LAM), yet it keeps almost all the benefits since you can just press a button to have the whole map compile at any time.

                              If you could somehow make your material run well on mid-range cards, then I truly believe you would have the best landscape solution for Indies and Hobbyist out there


                              Another project that might be worth checking out is this - https://www.artstation.com/artwork/QoA48. I really think LA could benefit from a road tool similar to the one in this project. I especially like how the road adjusts to changes in the terrain (if you lower the terrain, the road becomes a bridge, etc).

                              Sorry if I'm making too many suggestions, but I want to make sure LA is the best landscape plugin it can be - its going to be my preferred solution afterall
                              [FREE] Action Platformer Template - Parkour, Swimming, Traps, Puzzles, and more!
                              [SUBMITTED] Space Shooter Template inspired by the Starfox games!
                              [FREE] Radar BP - Easily track your enemies, friends, pick ups, and more!
                              [FREE] Full Game Jam game available for the community!

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                              • Do manual edits to the landscape (for me this is a necessary step 90% of the time to make landscape game-ready)
                                IIRC Ali is adding in a brush tool or set of brush tools. Not sure which to be honest. I will need to go back and read up.
                                It would be great if the brush textures were just alpha textures (similar to Zbrush) as those are really easy to make.

                                [MENTION=28980]Ali Akbar[/MENTION] - Got two questions

                                1. Will this work seamlessly with your other plugins such as Dungeon Architect, City Architect and the like?
                                2. Would It be possible to have Landscape Architect import and render NASA SRTM data? You can find more details > here < Just a fair warning the whole dataset is massive and covers all of the Earth.

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