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    #16
    Just picked this up, one of the best assets I've seen on the marketplace. Will be using it everyday from now on.

    Is the smart spline generator included with this somehow or another? If not, how does smart spline compare with VEA game's new spline asset? Thanks!

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      #17
      Originally posted by Krenade View Post
      Just picked this up, one of the best assets I've seen on the marketplace. Will be using it everyday from now on.
      Thank you, that's very nice to hear! I hope it'll be useful for you. If you make any new asset with it, I'd be grateful if you could send me some screenshots of it - I'm just curious

      Originally posted by Krenade View Post
      Is the smart spline generator included with this somehow or another? If not, how does smart spline compare with VEA game's new spline asset? Thanks!
      Smart Spline Generator is a separate product not included in PAC, but it's interesting that you ask about this - I've thought about adding it (integrating with PAC) but it was too much.
      PAC has some very similar logic for surface aligning decals (similar surface-align algorithm to the one in SSG, but a bit different, tailored for decal placement), but that's the only thing that 'left' from my initial idea about SSG integration.
      I'm not familiar with this VEA Games asset, but it looks like a different product - SSG is for surface-aligning asset generation like vines, cables, ropes, fences, etc., I don't see any surface align feature in the Spline Mesh Solutions, but maybe I'm missing something. As far as I can see, both these tools are designed for something different - it's hard for me to do a proper comparison though, since I don't own this asset.
      Last edited by Slavq; 05-11-2019, 06:34 PM. Reason: typo

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        #18
        Originally posted by Slavq View Post

        Thank you, that's very nice to hear! I hope it'll be useful for you. If you make any new asset with it, I'd be grateful if you could send me some screenshots of it - I'm just curious
        Sure, I'd love to send some screenshots/movies of the stuff I'm doing, especially if it helps you promote PAC! I'll try to do that for my AAA quality assets I woke up this morning really excited to use this, I'm really enjoying it so far. So many possibilities, I need to check in detail how things such as the potion label generation works.

        I'd also say performance is really good for what it's doing - I added two highly detailed armchair static meshes (25k triangles each - for reference, some of the character models I have from the marketplace are like 13k) to various points of the potion generator just to see what happened - it worked pretty well (took around eight seconds to randomize). So you can get away with using two or three high poly meshes with materials, while also generating all the other random meshes, nodes and stuff, which is really good. Of course, when I added eight of those armchairs to the fence generator I got freezing at intermittent intervals for long periods - so I wouldn't recommend that :P Also when it was frozen, it only reached 35% of CPU usage for some reason - maybe some room for optimisation there?

        By the way, sometimes FinalAsset_BP just disappears from the viewport if its moved accidentally - is there a way to get it back without reopening the level? Can the FinalAsset_BP be used directly somehow or must we always click "Create Static Mesh" for placement in other projects? I'm guessing its better to keep the generator levels in this project (which is really nicely setup by the way). Now I'm suddenly very curious about "procedural placement" haha.

        Thanks for the info on the spline generator too, I'm really interested in trying the surface decal stuff next. Only scratched the surface so far!

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          #19
          Originally posted by Krenade View Post
          I'd also say performance is really good for what it's doing - I added two highly detailed armchair static meshes (25k triangles each - for reference, some of the character models I have from the marketplace are like 13k) to various points of the potion generator just to see what happened - it worked pretty well (took around eight seconds to randomize). So you can get away with using two or three high poly meshes with materials, while also generating all the other random meshes, nodes and stuff, which is really good. Of course, when I added eight of those armchairs to the fence generator I got freezing at intermittent intervals for long periods - so I wouldn't recommend that :P Also when it was frozen, it only reached 35% of CPU usage for some reason - maybe some room for optimisation there?
          Thank you for the info! It's good to know that it can handle it, even if it's not designed for such heavy asset parts. Please keep in mind that vertex-heavy static mesh nodes can take a while to process, because it needs to iterate over each vert at one point. This might be improved in future if Epic provides a BP node for filling arrays with X amount of objects at once, I'll probably make a request for that soon.

          Originally posted by Krenade View Post
          By the way, sometimes FinalAsset_BP just disappears from the viewport if its moved accidentally - is there a way to get it back without reopening the level? Can the FinalAsset_BP be used directly somehow or must we always click "Create Static Mesh" for placement in other projects? I'm guessing its better to keep the generator levels in this project (which is really nicely setup by the way). Now I'm suddenly very curious about "procedural placement" haha.
          I've tried to lock the main FinalAsset actor from moving (you can see that it displays the red icon when hovering over the transform gizmo) but even if it's not moved, it still disappears for some reason if user tries to move it anyway. The best way to avoid that is to click on it only when converting to static mesh (that's the only reason to click) and try to not touch the transform gizmo.
          If this will keep happening to you, I'll try to figure out some fix or workaround again.

          Yes, it's better to export the generated meshes e.g. as .FBX or migrate them to your goal project as Static Mesh. Technically, the final mesh before converting could be used in game (it's a Procedural Mesh Component) and that's one way to implement in-game asset generation in future, by the way... But saving it is a regular static mesh is more convenient, since you can save it to your project folder independently, or even export it to your 3D app for edits. Regular Static Meshes are also easier to integrate with other UE features.

          Yes, procedural placement can be very powerful and time saving. To learn more about the PAC methods, it's worth to check the included "Maps/Simple Examples" maps, along with the documentation. In case of any questions, feel free to ask here or on the support email and I'll try to help.

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            #20
            Originally posted by Slavq View Post
            Thank you for the info! It's good to know that it can handle it, even if it's not designed for such heavy asset parts. Please keep in mind that vertex-heavy static mesh nodes can take a while to process, because it needs to iterate over each vert at one point. This might be improved in future if Epic provides a BP node for filling arrays with X amount of objects at once, I'll probably make a request for that soon.
            Ah, understood. While it works fine as is, being able to process heavier assets even faster would always be welcome.

            Originally posted by Slavq View Post
            I've tried to lock the main FinalAsset actor from moving (you can see that it displays the red icon when hovering over the transform gizmo) but even if it's not moved, it still disappears for some reason if user tries to move it anyway. The best way to avoid that is to click on it only when converting to static mesh (that's the only reason to click) and try to not touch the transform gizmo.
            If this will keep happening to you, I'll try to figure out some fix or workaround again.
            Yeah, it seems to happen semi-often :P Usually when I least suspect it.

            I'll let you know if I have any further questions, but there's enough in the (very thorough) documentation/generators to keep me occupied for a long, long time I think!

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              #21
              Hi great asset,

              I've been playing with it and really see the benefits.


              One nice feature that you maybe want to add is:

              - the ability to export all the generated meshes automatically to a folder.

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                #22
                Originally posted by Zorak4Now View Post
                Hi great asset,

                I've been playing with it and really see the benefits.


                One nice feature that you maybe want to add is:

                - the ability to export all the generated meshes automatically to a folder.
                Hi, I'm really glad that you find it useful.
                I'll see if that's possible with current blueprint editor scripting utilities. P.A.C. is a pure Blueprint project, so I'm limited to that for now.

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                  #23
                  Update: New discount! 33% off for all my tools, including the Procedural Asset Creator:
                  https://unrealengine.com/marketplace...file/S.+Krezel

                  Zorak4Now There is an Export Scene function that can export whole scene or selected actors only as .FBX to selected folder. It opens a system window to select folder & mesh name. This could be fired every time a new asset version is generated, but it needs to have the asset selected in the editor first, which would require selecting it and then clicking a button anyway. So it would not be faster than the current workflow (Save as Static Mesh ---> Export as .obj/.fbx from the Content Browser).

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