Landscape Architect

1 here. Just decided to play with the free basic edition; waiting for LA.

woaw, a few click and the terrain is here with material O.o
That’s impressive.

hello [MENTION=28980][/MENTION]
was watching a vid on youtube how to make a volcano with world-machine ( https://www.youtube.com/watch?v=2r46GsaHpmo )

and I thought would be great if we have some real “volcano node” to generate landscape. I mean an active volcano through lava flowing down the slopes (when cold that mean a lot of new material added in the landscape).

In the same way of idea, I thought of some specific erosion node like coastal erosion, glacier or even sand erosion in desert.

Hello,
I tried voxel farm indie edition. It’s a very promising tool, but it’s not production ready in Unreal Engine for now. The voxel edition tool (voxel studio) is beginning to be stable, but some operation are not very easy, and the learning curve is steep (at least for me).
With tutos, I was able to get some descent terrain in World Machine in a few hour.

The current version (voxel farm 3) doesn’t provide a robust UE4 integration. It’s working, but you won’t be able to add much item (meshes or else) in UE4. I get a crash in simulate mode.
It’s moving fast, so we can except some huge improvment soon.
I’ll definitely follow this tool : when it’s stable and more fluently integrated in UE4, it will be hard to match.

regards,

Hey Ali any news on Landscape architect?

Does your heightmap approach use the standard UE4 landscape actors or have you made custom classes for it?

And is this working with current engine versions?

Hey @HeadClot, I’ll have a look

Sorry not much updates. I’ve resumed working on this. I’ll have a lot more updates in the coming days

@FreemanCIT Thanks for the update

It uses the standard landscape actor for heightmap landscapes. I’ve just upgraded it to 4.13

@sylvain_l you can use the curve node to do something similar. Here’s something I made quickly


I used this curve on the curve node to invert the higher areas of the mountain

Optimized the data structures for multiple landscapes. This way the graph runs over all the landscapes in the world and seamlessly connects them. It also takes care of transferring data from a landscape to adjacent ones (erosion drops, Voronoi etc)

Another major change is the main level window has the landscape graph. This way you directly work your level’s landscape, rather than working on another theme window

Awesome job so far Ali, can’t wait for it to come out so I can start playing with it! I really like the Dungeon Architect and am waiting on creating my landscapes until this is released.

I absolutely cannot wait to support you when this comes out!

I’m also looking forward to this. Looks great.

I’ve upgraded the Voxel engine to render huge worlds. Voxel chunks are processed in a separate thread and streamed in. I’m also working on memory paging system to save / load chunk data from disk on the fly so there is no memory restrictions on how big the data can be

Here’s an example of rendering a planet. The chunks get more detailed as the player moves closer (in a background thread)

In this example, the vertices are distorted to give a low-poly art style

Good grief dude that is absolutely gorgeous.

Lol, Ali, you sir are the dude :slight_smile:

Ok, so how big can you go?

And how much can vary the texturing around the world?

Also curious about this - spherical terrains are awesome.

Can it do regular non-voxel spherical terrains too, [MENTION=28980][/MENTION]?

Absolutely amazing! Your voxel engine and runtime terrain modification are the main reasons I can’t wait to get my hands on LA.

BTW, any ideas on when you will have a initial release?

Keep up the good work Ali!

@hippowombat Thank you!

[MENTION=887]ioFlow Studios[/MENTION] The new update can render pretty large landscapes without issues (100+ km) and generate them within a 1-2 seconds with infinite scrolling. That’s twice as big as the default skybox. I need to investigate the world offset issues when I take the player too far away. Physics starts to get a bit weird

Sure, you should be able to use the landscape graph to create realistic looking landscapes on a spherical terrain. I’m also working on abstracting the data structures, so each builder can define and use their own data while having a common framework. This will allow a builder, for e.g., to create minecraft like blocky worlds with a custom data structure that utilizes a lot less memory