Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6 @BenCloward
Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6  @BenCloward
Uploaded May 2026 | Updated September 2026, 2 weeks ago
In this tutorial, I show how to automatically add a dirt and roots material to the landscape under your PCG trees. I also show how to make the trees deform the landscape just slightly so they feel more connected to the ground.

Here's the Fab link to the tree roots material I'm using:
fab.com/listings/2182cc12-a276-4e86-8b03-75a75d8ec6a9

Here's the playlist for the whole series:
youtube.com/playlist?list=PL78XDi0TS4lF7o4-COsQkltYxV1Zt7nUj

Shader Book Recommendations
bencloward.com/resources_books.shtml

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Theme Music
Peace in the Circuitry - Glitch Hop
teknoaxe.com/Link_Code_3.php?q=1526

Background Music
Speo - The Little Things
youtube.com/watch?v=aoc9v_TRBqc

#UnrealEngine #PCG
Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6Gradient Progress Bar - Procedural Shapes and Patterns - Episode 13What is Ray Tracing? - UE4 Materials 101 - Episode 38Understanding Texture Maps - Shader Graph Basics - Episode 5Spawn Objects Along Splines - Procedural Content Generation (PCG) - Episode 8Using Textures In The Vertex Shader - Advanced Materials - Episode 34Post Process Cartoon Outlines - Shader Graph Basics - Episode 57Colorization Custom Lighting - Custom Lighting Models - Episode 16Post Process VHS Filter Part 2 - Shader Graph Basics - Episode 60Advanced Loading Indicator - Procedural Shapes and Patterns - Episode 12Analyze First, Then Optimize  - Game Optimization - Episode 4Circle Button Part 2 - Procedural Shapes and Patterns - Episode 25
Ben Cloward |

Automatic Landscape Tree Blending - Procedural Content Generation (PCG) - Episode 6

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