Media Project Week - 8
Limitless Landscape with PCG
This week was mainly solving the problem I was having with Landscape Texture and accomplishing PCG with the Terrains.
Landscape Material working with two textures: One for Base and the Other for Slope
Slope Texture
Base Texture
The problem was trying to improve line problems in triangles and vertices because that which was causing an issue with how the texture was being represented and that was the reason why it was showing black patches all over individual chunks. Then the other issue I tackled was how I need to implement Procedural Content Generation last week I learned how to implement it on Landscape but here it was totally different as the terrain I am generation it's not considered as Landscape in Unreal Engine. That's why I need to search a way how we can use PCG queries on this type of terrain.
Searching through Discord forums which was created by Fetis, who I followed to learn about this Infinite Terrain Generation. After some searching, I came across a solution where someone used World Hit Query to find the points on the terrains to place the Static meshes where I can change the values to create randomness all across the terrain.
In the end for Water I just took a plugin in Unreal Engine where I would be able to create a water ocean already on the mesh and the terrain will generate all around that area.
PCG Graph with World Hit Query
The video explains how to achieve infinite terrain generation using a world ray hit query. This technique allows for seamless, procedurally generated landscapes that extend infinitely. By using ray tracing, the system dynamically creates terrain as the player moves, ensuring that new areas are generated based on the player's location and view direction. This method ensures efficient and continuous terrain creation, providing an expansive and immersive environment for the user.
For more details, you can watch the full video on YouTube: World Ray Hit Query for Infinite Terrain Generation.






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