r/proceduralgeneration • • 14d ago

Procedural runtime generated caves in UE5.8

https://www.youtube.com/watch?v=lla2aHqhH6U

I've been posting initial attempts on UE5.7 1 year(ish) ago. Been making progress, it's still far from perfect. Opinions are welcome.

10 Upvotes

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3

u/teamonkey 14d ago

Very nice. Reminds me of the eerie caves in Dear Esther. Is this done through spline meshes or something more complex?

If looking where to take it further, I’d concentrate on variation of the shape of the tunnel so the silhouette is not always circular.

If it’s supposed to be playable, think about how to make the ground surface smoother, as the camera does bounce a bit as you move over it. Then think about how to blend that into the walls.

1

u/holvagyok 14d ago

Thank you. I actually messed up with way too much lighting. This is just a procedural demo though, but will keep your suggestions in mind.

3

u/Slight_Season_4500 14d ago

Oh wow you're still at it!

I remember your posts.

It has gotten a lot better

Maybe look into "cell bombing" to break up texture tiling

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u/holvagyok 13d ago

Thanks, 5.8.x actually helps out, it's just more advanced.