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wiki/concepts/ProceduralContentGeneration.md
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wiki/concepts/ProceduralContentGeneration.md
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title: "ProceduralContentGeneration"
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type: concept
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tags: ["unreal-engine", "procedural", "environment", "pcg"]
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sources: ["unreal-technical-artist", "unreal-world-builder"]
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last_updated: 2026-04-30
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---
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## Aliases
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- PCG
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- Procedural Content Generation
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- UE5 PCG
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- Procedural Foliage Tool
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## Definition
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PCG(Procedural Content Generation,程序化内容生成)是 UE5 中通过图形化节点系统自动生成大规模环境资产(植被、岩石、碎片等)的系统。通过采样表面、随机化和几何约束,在运行时或预烘焙模式下批量放置资产。
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## PCG vs Foliage Tool 选型原则
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| 场景 | 工具选择 |
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|------|---------|
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| 手绘英雄资产放置 | Foliage Tool(传统) |
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| 大规模植被(1000+ 实例) | PCG + Nanite 预烘焙 |
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| Runtime 生成(小区域 < 1km²) | PCG Runtime |
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| 大面积开放世界(> 1km²) | PCG 预烘焙(流式兼容) |
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## PCG Graph 标准结构(以 Forest Population 为例)
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1. **Surface Sampler**:在 World Partition 表面采样点
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2. **Attribute Filter**:按 biome mask 密度纹理过滤
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3. **Exclusion**:道路(8m buffer)、路径(4m)、水体(2m)、建筑(15m sphere)
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4. **Poisson Disk Distribution**:最小间距防止聚集
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5. **Randomization**:旋转(Yaw 0-360°)和缩放(0.85-1.25x)
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6. **Weighted Mesh Assignment**:按权重分配网格类型(如 40% Oak, 30% Pine, 20% Birch)
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7. **Culling**:Nanite 资产 cull 80,000cm,非 Nanite cull 30,000cm
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## PCG Exposed Parameters(设计师调优旋钮)
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- `GlobalDensityMultiplier`: 0.0–2.0
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- `MinForestSeparation`: 1.0–8.0m
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- `RoadExclusionEnabled`: bool
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## Performance Constraints
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- 所有 PCG 放置资产应在条件允许时启用 Nanite
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- 大面积(> 1km²)使用预烘焙输出以兼容流式加载
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- Runtime PCG 仅限小区域,生成须在 3 秒内完成
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## Connections
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- [[UnrealWorldBuilder]] ← 植被放置 ← ProceduralContentGeneration
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- [[UnrealEngine5]] ← 运行环境 ← ProceduralContentGeneration
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- [[Nanite]] ← 几何支持 ← ProceduralContentGeneration
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- [[WorldPartition]] ← 空间管理 ← ProceduralContentGeneration
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## Sources
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- [[unreal-technical-artist]]
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- [[unreal-world-builder]]
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