{"id":546,"date":"2025-01-18T13:22:44","date_gmt":"2025-01-18T18:22:44","guid":{"rendered":"https:\/\/willkolb.com\/?p=546"},"modified":"2025-01-18T13:22:44","modified_gmt":"2025-01-18T18:22:44","slug":"more-tree-for-thee","status":"publish","type":"post","link":"https:\/\/willkolb.com\/?p=546","title":{"rendered":"More Tree For Thee"},"content":{"rendered":"\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"593\" height=\"491\" src=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-43.png\" alt=\"\" class=\"wp-image-547\" srcset=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-43.png 593w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-43-300x248.png 300w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-43-362x300.png 362w\" sizes=\"auto, (max-width: 593px) 100vw, 593px\" \/><\/figure>\n\n\n\n<p>I made a better tree, not perfect (it still has the weird branch in the upper left) but its more passable than the other tree I made.<\/p>\n\n\n\n<p>I also found in unreal the &#8220;Foliage&#8221; system ( see <a href=\"https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/procedural-foliage-tool-in-unreal-engine\">https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/procedural-foliage-tool-in-unreal-engine<\/a> ) which is the opposite of the &#8220;Landscape&#8221; system used for grass. Essentially it lets you spawn hundreds of a single actor and handles it externally from the normal actors.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"896\" height=\"406\" src=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-44.png\" alt=\"\" class=\"wp-image-548\" srcset=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-44.png 896w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-44-300x136.png 300w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-44-768x348.png 768w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/image-44-500x227.png 500w\" sizes=\"auto, (max-width: 896px) 100vw, 896px\" \/><\/figure>\n\n\n\n<p>The trees now have collisions!<\/p>\n\n\n\n<p>The first thing I wanted to try getting working was having bits break off of the tree.<\/p>\n\n\n\n<p>This can be done using unreal&#8217;s chaos destruction but I&#8217;m still messing around with the parameters. I tried the current tree and it just kinda falls apart really quick:<\/p>\n\n\n\n<figure class=\"wp-block-video\"><video height=\"410\" style=\"aspect-ratio: 898 \/ 410;\" width=\"898\" controls src=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/20250118-1815-18.3826374.mp4\"><\/video><\/figure>\n\n\n\n<p>My hope is that when your running through the woods getting shot at a bunch of splinters will be flying through the air as bullets hit trees.<\/p>\n\n\n\n<p>When applied to the whole forest you get a cool view of all of the tree&#8217;s falling apart slowly.<\/p>\n\n\n\n<figure class=\"wp-block-video\"><video height=\"396\" style=\"aspect-ratio: 892 \/ 396;\" width=\"892\" controls src=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/01\/20250118-1817-38.2967281.mp4\"><\/video><\/figure>\n\n\n\n<p>Maybe that would be cool for a menu or something, but really I need to make the chunks smaller and fix the split apart trigger so it doesnt just magically explode.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I made a better tree, not perfect (it still has the weird branch in the upper left) but its more passable than the other tree I made. I also found in unreal the &#8220;Foliage&#8221; system ( see https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/procedural-foliage-tool-in-unreal-engine ) which is the opposite of the &#8220;Landscape&#8221; system used for grass. Essentially it lets you spawn [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":548,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8,7,9],"tags":[],"class_list":["post-546","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-gamedev","category-unreal"],"_links":{"self":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts\/546","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=546"}],"version-history":[{"count":1,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts\/546\/revisions"}],"predecessor-version":[{"id":551,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts\/546\/revisions\/551"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/media\/548"}],"wp:attachment":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=546"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=546"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=546"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}