Demonstration of my PCG kit in use from a blank canvas.
The snow material function I created makes sure snow always falls on top of objects independent from their local rotation. This allows me more freedom when deciding how rocks should be generating.
Snow layer height can be changed dynamically through material function instances and/or through material instances.
Early block out generation.
This is a study I did of Unreal Engine's new Procedural Content Generation tools. I made a kit of assets to work with and an interactive procedural generation system for them. I imagined a tool where you could draw a spline around where you want some mountains, where you want certain forests, or even a pathway through it all and have the world shape interactively. I had a great time learning this new set of tools so I hope you like how it turned out. This post serves as a mirror for my blog post of the same topic where I go in further depth about its development. If you want some more information check it out here: https://samsonmarra.artstation.com/blog