Page cover image

Foliage & PCG

Generating foliage onto an existing surface.

An example is available on this topic!

A large world with PCG-based procedural foliage, masked by a voxel stamp (writing metadata which is then used to filter in PCG).

The previous Voxel Plugin foliage system has been replaced with a PCG integration. This gives full control over scattering behavior, and allows for spawning actors (including voxel brushes) as well as the usual static meshes.

PCG updates from the Voxel World can be paused using the voxel.DisablePCGRegen 1 console command.

With PCG comes the ability to analyze points and do contextual operations on them. This opens the door to things like combining multiple smaller cliff points into a single larger cliff mesh. The logic that would be used for that kind of behavior is generic to any PCG-based system.

Was this helpful?