Subsurface scattering material
I want to use PCG tool to create this a rugged, rocky mountain trail winds through a dense forest, surrounded by lush greenery and tall bushes. I will use the spline sampler to make this procedural. End user can customize the bush and the details like rock and pebbles on the dirt road.
Create empty Actor blueprint and PCG blue print in Content Drawer and rename them
Turn on PCG plugins
Create PCG blue print in content Drawer
Add spline tool and PCG tool into the components
select PCG graph and put the PCG blueprint in there
Spline BluePrint
PCG BluePrint
Set up the base for the dirt road in PCG graph
Spline Data > Spline Sampler > Transform point > Generating Mesh
Final Result
Main road Transform point set up
Bottom road Transform point set up
Spline Sampler set up
Put Random sized and shape rocks onto the road
Still the same work flow data > sampler > transform > mesh, but I added the Branch in front of the sampler to control the visibility of the rocks. Will talk about that later
Final Result
Mud Transform point set up
Small rocks point set up
Large rocks point set up
Adding Random sized and shape Bushes and wood branch onto the road
Still the same work flow data > sampler > transform > mesh, but I added the Branch in front of the sampler to control the visibility of the rocks. Will talk about that later
Final Result
To be efficient and randomize the result, I am spawning 10 different grass in one Static mesh spawner
Same thing, I am spawning 3 different bushes in one Static mesh spawner
Close up details
Go back into our blueprint, set up the parameters we need, make sure the parameter type is the same as the property you are connecting in PCG graph
For example, Distance increment is a float type data so I need a float type parameter to control that. Same as the branch, Boolean parameter to control Boolean data type
Make sure the naming is the same.
The SSS is now complete, thank you for watching :)
Final result