So for my final year of Uni I decided upon writing my dissertation on the merits of procedural generation, with the practical side being that I generate a fairly basic solar system with orbital paths and procedurally generated textures. However, I’ve hit a snag as I have absolutely no idea what I’m doing. The noise function in the UE4 Material Editor is depressingly basic, with no real levels of customisation or fine tuning that could allow me to generate reasonably earth-like looking planets. I know I’ll probably have to delve into C++ using libnoise, but is it possible to do the following using purely blueprints:
Generate and texture earth-like planets, rocky moons, and reasonable looking star surfaces?
I’ve maybe about 10 hours experience using the engine now, looking up reference guides for blueprints, but there is still a lot I don’t understand. I understand the blueprint system is very powerful, but I imagine it does have limitations, and I notice that there aren’t other noise functions that might be useful (like Voronoi noise for rocky planets)