How to Filter Points in PCG | Smarter Spawning in Unreal Engine
Автор: DK 3D
Загружено: 2025-08-06
Просмотров: 4161
In this episode, we focus on one of the most important PCG techniques: Point Filtering.
Once you’ve generated a cloud of points, how do you decide which ones should stay?
We’ll show you how to use filters to:
Build logic-driven placement systems that scale
Chain multiple filters to fine-tune your world’s design
💡 Point filtering helps reduce noise, improve performance, and create more intentional procedural content — whether you're placing trees, buildings, or gameplay elements.
Chapters:
00:00 Filtering explanation and prerequisites
13:38 Cull Points Outside Actor Bounds
15:52 Self Pruning
23:19 Difference
25:45 Intersection
28:03 Attribute filter
32:22 Attribute filter by range
37:27 Density Filter
39:58 Filter Data by Attribute
42:47 Filter Data by Index
44:20 Remove Empty Data
44:44 Filter data by type
45:32 Random Choice
47:44 Filter Element by Index
49:43 Select Points
51:25 Discard points on irregular surface
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