In order to increase the level of detail of the scene, the method of constructing content vertically and hierarchically can be used in PCG, that is, first construct a more eye-catching target (called the target anchor point in this paper), and then build the details around the target anchor point. Take placing stones in the scene as an example: first place some eye-catching large stones (even mountains) in the scene, and then scatter some small gravel around the mountains.
A typical example is the construction of the ForestExample scene in "Electric Dreams". In this scene, two kinds of nodes are used to construct the secondary details, namely Import Data Table
andCreate Points Grid
Import Data Table
Import Data Table
A predefined one can be imported DataTable
in the following format:
DataTable
Correspondence between data and Point
in :Property
Import Data Table
The node comes with a predefined Data Table, which can be found in the following directory:
"/Engine/Plugins/Experimental/PCG/Content/BP_Elements/Resources/UnitDiscPointData.uasset"
This Data Table defines a disc (saucer) shape:
This dish has its own radial Density gradient, which is very convenient for us to use Density Filter
for filtering
Import Data Table
Example of using build secondary details in the ForestExample scene
Create Points Grid
Create Points Grid
A two-dimensional (three-dimensional) matrix composed of Points can be created according to the given parameters such as position size:
This matrix does not carry the Density that marks the position (distance) information:
But we can use the following logic to Distance To Density
calculate the positional relationship between the matrix and the target anchor point
Create Points Grid
Example of using Build Secondary Details in the ForestExample scene :