PCG

A PCG system that reproduces a real tree distribution, using a texture-projected mask and tagged splines to place and cut out foliage across a landscape.

My roleBuilt the PCG system end-to-end — projected a reference texture onto the landscape as a foliage mask, drove placement and cutouts with tagged splines, and exposed scale, density and cutout parameters for the rest of the team to tune.

  • Procedural
  • Technical Environment
  • Foliage
  • Unreal Engine 5

The System

PCG Demo

The whole landscape sampled, then masked by a projected reference texture — tagged splines add further cutouts, like roads and clearings, for a distribution that matches the real photo reference.

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PCG Graph

Full Graph — Full Graph

Density, scale and cutouts split into their own regions of one graph. New foliage entries are added straight in the final spawner node, with scale and density exposed as parameters for the rest of the team.

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Material Layer Cutouts

Texture Projection — Texture Projection

The landscape's layer weights are sampled alongside a projected reference texture, then differenced — so a cutout only lands where the paint layer and the projected mask agree.

Cutouts — Material Layer Cutouts

Cutouts read straight from the landscape's paint-layer weights (asphalt, sand, water...) — any weight above zero flags a cutout, smoothed outward by a clear-radius parameter so it covers more than just the painted pixels.

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