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Coin 5.6 BP ‌‌‍‍‎ PCG Geometry Decals 5.6+

PCG Geometry Decals

Features​

✅ Drag & Drop — add actors to your scene that auto-generate PCG-driven geometry on placement.

✅ Terrain-Conforming Geometry — decals snap to the underlying landscape.

✅ High-Resolution Displacement — sculpt layered surface detail using real heightmap-driven geometry.

✅ Full Artistic Control — customize material, displacement, falloff, radius, UVs, and resolution—directly from the Details panel.

✅ Nanite Baking — convert decals to optimized Nanite-ready static meshes for runtime use.

✅ Lightweight & Fast — async PCG means instant feedback and non-blocking edits.

✅ Ready-to-Use Examples — includes master material and preconfigured child blueprints for fast iteration.



Use Cases​

Photoreal terrain stamping — add cliffs, soil, or gravel with full geometric depth.

Stylized environments — create layered terrain elements with clean artistic direction.

Lookdev and kitbashing — iterate terrain compositions quickly and visually.

Games and cinematics — add micro-terrain variation without touching the landscape material.



Quickstart​

  1. Make sure to go to Edit->Plugins and enable:
    • GeometryScripting
    • PCG
    • PCGGeometryScriptInterop
    • ModelingToolsEditorMode
  2. Restart your project
  3. Drag a BP_GeometryDecal_* actor from /Game/PCGGeometryDecals/Demo/Examples/ into your level (these are ready-made variants with materials and textures preassigned) -or- Subclass BP_GeometryDecal and assign your own material + height texture.
  4. Adjust radius, height intensity, falloff, UV tiling, resolution, etc.
  5. Select one or more decals and right-click → Scripted Actor Actions → Bake to Static Meshes.
  6. Enable Nanite on the resulting mesh if needed in the popup window settings.
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