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Using Landscape Grass Masks With PCG - Procedural Content Generation (PCG) - Episode 3

Ben Cloward Apr 30, 2026 15:00
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In this tutorial, I show how to use grass masks from a landscape material to control where PCG grass is placed. Using this technique you can use any of the features of a material to control PCG placement. If you don't have a Terrain Angle Mask material function, here's the video where I show how to make it: https://youtu.be/CGTPW2mWeGQ?si=BNttASibzUWuThZ_&t=1036 Here's the command that is required to make the grass mask update for PCG: grass.GrassMap.AlwaysBuildRuntimeGenerationResources 1 I recommend that you put this command into your project's ini file so you don't have to enter it every time you run the editor. Here's the code to copy and paste into the HLSL Source of your Point Generator node: https://www.bencloward.com/youtube/grasscode.txt Here's the playlist for the whole series: https://www.youtube.com/playlist?list=PL78XDi0TS4lF7o4-COsQkltYxV1Zt7nUj Shader Book Recommendations https://www.bencloward.com/resources_books.shtml ------------------------------ Theme Music Peace in the Circuitry - Glitch Hop http://teknoaxe.com/Link_Code_3.php?q=1526 Background Music Speo - The Little Things https://www.youtube.com/watch?v=aoc9v_TRBqc #UnrealEngine #PCG
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#UE5 #Unreal #Unreal Engine #game development #real-time #tutorial #training #graphics #3d #GPU #tech art #computer graphics #fundamentals #environment #procedural #PCG #grass #lawn #field #compute shader #grass mask #grass map