Tech Art just keeps getting cooler and cooler. It's basically like being a wizard at this point. Follow along with this brief tutorial on how I created on old fence that comes with overgrown bushes at the ease of a PCG spline drag.
The Last of Us vibes all the way. Overgrown aesthestics are awesome and why not mix in some PCG to help build an environment three times as fast.
Old, rusted and greenery makes the overgrown look come together in my opinion.
Source: https://www.pushsquare.com/guides/the-last-of-us-1-the-woods-walkthrough-all-collectibles-artefacts-firefly-pendants-shiv-doors-safes-optional-conversations
Source: https://www.sj-r.com/story/news/2010/06/27/fix-it-ag-spokesman-says/41776774007/
Initially I wasn't sure how to create a second mesh spawn along with the fence but also keep variation to itself. I discovered adding two separate samplers allowed me to have the fence at a distance value and give the bushes a sampler value, respectively. There wasn't much change I wanted to give the end user so I opted to provide custom variables for the bushes, which seemed to make a bit more sense.
I had a few hiccups trying to find the best way to arrange the fences, to make it seem as if they were connected. I oriented their pivot points to the center of the fence so when they populated onto the spline point, they matched more evenly and would "go with the flow" the user had determined, including curves and sharp turns. This is also where I added the variables for the bush settings, seen below.
I think the procedurally generated fence looks pretty good for having made all of it in only a few seconds and without much thought for connecting pieces and arranging the bushes.
Bush Prop: Unreal start bundle
Fence Prop: https://www.fab.com/listings/bd43abe2-889a-4e8e-9ff0-a141dd0bf489
Environment - https://www.fab.com/listings/1e9f098e-5157-4cbf-b8a0-803eda37474b