Getting Started With Procedural Mesh Generation Inside Unreal
>> YOUR LINK HERE: ___ http://youtube.com/watch?v=1ksgB6hYGrE
On this episode of Inside Unreal, our Technical Artist and UK Evangelist Arran Langmead will explore the procedural mesh component and how it can be used to build art tools in the engine. He'll demonstrate an example of this with a stylized tree generator that uses a mixture of splines and random mesh generation to create foliage elements. These elements can be snapped onto one another to create fully animated trees and foliage assets. • ANNOUNCEMENT POST • https://forums.unrealengine.com/unrea... • *TIMESTAMPS* • 00:00 Intro • 01:14 Demonstration breakdown • 02:00 Use cases • 03:00 Geometry blueprint • 17:00 Plugin • 18:13 Increasing max loop count • 18:43 Project component breakdown • 26:50 Component blueprints • 36:30 Benefits of use case • 40:31 Benefits of Procedural Mesh Component • 42:21 Performance impact • 44:13 LODs • 45:53 Duplicated Vertices • 48:30 Component to static mesh for large scale uses • 50:00 Base code concerning components • 51:08 Materials textures • 1:08:23 Export workflow • 1:06:34 Using Quixel Mixer in use case • 1:07:20 Evangelism Overview • 1:13:04 How to use the project file plugin • 1:18:57 Future use cases of this tool plugin • 1:20:10 Blockout use cases • 1:20:45 Stream wrap up • TRANSCRIPT • https://epicgames.box.com/s/e6are4flx...
#############################
