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Epic Evangelist Chris Murphy returns to share his latest adventures with shaders, procedural landscapes, and fully scaleable buildings. Follow him on twitter for a preview of these projects and tune in on Twitch or YouTube for a full live walkthrough!
Could you guys please touch on what’s possible out-of-the-box (using existing tools and Blueprints; no C++) and what’s not when looking into building a procedural open world with UE4 (by “procedural” I mean having a heighmap based terrain predetermined, but generating/populating “biomes” over the terrain and adjusting material on the terrain according to “biomes”) ?
Also wondering what’s coming to UE4 in the nearest future (4.24 - 4.26) to improve procedural open world workflow.
Motorsep, I’ve got a handle on all of that stuff, feel free to drop by my channel any time when I’m live and I’ll walk you through the grass node for procedural foliage, procedural forest generators, slope based landscape materials, biomes, and performance with large open world stuff
I’m excited to hear about procedural landscape generation! If you can show us how we can make procedurally generated heightmaps and create landscapes dynamically at runtime, I’d uh… I’d like that very much, yes.
Thanks! What channel would that be ? Also, I am at day job most of the time, so it’s highly unlikely I’ll be able to catch you live and ask questions then Do you happen to have a Discord chat ?