Landscape Architect

Didn read the whole thread. If the question was asked I am sorry, but having little time on my hands forces me to just ask.
What are your intentions with this, are you planning to release it as a plugin on Unreal Marketplace? Or is this a modified engine version? What version does it support now, and - is there a way to get a “Pre Alpha” purchase from you, like, right now? Cause, this is sweet and personally a must have, must buy tool.
More, is there a possibility of that thing to work on mobile phones (of course a lighter version)?

Hi Ali,

You mentioned that the voxel terrain took some time to build, what sort of time frame are you finding for this? (5 seconds, 10, 50?)

p.s. glad my tute helped :slight_smile:

@Z-enzyme It’s designed as a plugin intended to be released on the Marketplace. The engine code wasn’t modified and it should support earlier versions too. I’m building it on 4.11. It should work on mobile devices too. I’ll test that and let you know

Thanks for your interest! I’ll need to get a few more things done (like voxel terrain editing, more basic features on the heightmap graph node editing etc) before I can release an early access version. I’ll keep you posted

[MENTION=887]ioFlow Studios[/MENTION] For the above frost scene, it takes the following time

Multi-Threaded:
With collision: 7.0 sec
Without collision: 5.1 sec

Single-Threaded
With collision: 12.8 sec
Without collision: 6.0 sec

This is for calculating 16x16x2 patches of voxels data, each having 32x32x32 cells within a patch. Each patch is sent to a thread to be calculated

The bottleneck now seems to be in the rendering (once the threads calculate the voxel data and all the vertex/index data) it queues it in the render thread to actually create the meshes. I didn’t get time to profile this further. I’m sure there’s more room for improvement

Procedural Frost scene created using Landscape Architect

Implemented support for LODs

http://i.imgur.com/9D5rpOhh.jpg

I really like how this is coming along :slight_smile:

Applied tri-planar texturing based on the vertex world coordinate. This is done within the material and UE4 provides a function for it

http://i.imgur.com/SiMjDmdh.jpg
http://i.imgur.com/wfqKojph.jpg
http://i.imgur.com/zGAu4zUh.jpg
http://i.imgur.com/B0DDCkKh.jpg
http://i.imgur.com/cfP0LbPh.jpg

http://i.imgur.com/PMb4cmvh.jpg
http://i.imgur.com/pCSqZsWh.jpg

http://i.imgur.com/kmAW4NSm.jpg http://i.imgur.com/60Jmwium.jpg http://i.imgur.com/RmF1OZtm.jpg http://i.imgur.com/02ZErASm.jpg http://i.imgur.com/jl96O1pm.jpg

Awesome work, Ali!

Sensational stuff Ali!

Looks amazing, can’t wait to get my hands on this, as usual.

Hey Ali,
Got a few questions -

  1. With the voxel terrain how good is the performance?
  2. Will this plugin be compatible with City Architect?
  3. With the height mapped terrain and voxel terrain how much artistic control will we have over the generation?

Thank you for your time,

HeadClot

Hi Ali, this looks really amazing. I only found the City and Dungeon threads recently and it’s so inspiring to see these kinds of tools being developed.

This does remind me of the best elements of World Machine. Personally I find WM great for generating landscapes but not so great for manipulating the results on a human scale, which I attempt to do in UE4 with inconsistent results. So if you can get the editing tools useful I’ll be purchasing this I think.

Hello ali,
about workflow : what I imagine is that, for a Voxel based WF.

  • blocking out level in BSP brushes (or any brushes-like thingy) in UE4. It’s grey boxing, with appropriate metrics for gameplay draft. At this step, we can even imagine using a Dungeon Architect “node-based” generation.
  • using the brushes in a voxel-based tool, ether in-engine, or out of the engine (external editor). In this “tool” or editor, adding details to the basic structure, specifying biome (ie. material or at least some tags to be used in UE4 as material ID), if possible with the help of procedural generation. Adding non-gameplay essential part, repeat some gameplay zone by procedural generation, add some random dungeons or caves now and then, for variety (if exploration is game feature).
  • back in UE4, placing props, hazards, interactiv environment, instanced-based foliage and such, basic lighting.

Test, and repeat, till gameplay validation is acquired, then go on with the lighting and polish phase.

The point here is that for now, gameplay need a human based-tweaking (at least, til Deepmind learned the trick).

Before seeing your post about landscape architect, I planned to use VoxelFarm, which I tested. Its simply incredible. The L-system base generation for structure is absolutely fantastic (and reminds me of your own node-based generator, the principle being basically the same). The next iteration of this tools is planned in august, and it will include a plugin-based UE4 integration (which is not the case for now, it’s using some remoting). They now have a “mesh-based” generator that can take any mesh to use as a basis of a voxel world. Yet, is a tool outside of UE4, and yet another editor to master in the workflow, and costly licence…

regards,

Is it only generating landscape in Editor mode? Can it do in runtime game?

I don’t know how this is handling things presently, but could you add support for baking voxel terrains and manually sculpting them?

Random generation is great, but has its limited uses on its own.

Voxels can be generated at runtime. I haven’t investigated heightmap based terrains. From what I saw a while ago, the engine leaves out the landscape editing interface on the shipping build

@Fabsterpal It’ll have a brush, volume and blueprint interface. I haven’t gone much far into this yet

Hey there [MENTION=28980][/MENTION], any news on this system? Looks incredible :)))