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Master PCG (Procedural Content Generation) in Unreal Engine 5.7 for automotive visualization and environment art. Learn the exact workflow used by Remedy Entertainment (Alan Wake II) and Kojima Productions (Death Stranding 2). In this tutorial you'll learn: ✓ Complete PCG workflow from scratch ✓ Surface Sampler + Transform Points setup ✓ Spline-based area control (closed loops & roads) ✓ Density filtering and slope control ✓ Multi-layer generation (trees, grass, rocks) ✓ Difference nodes for layer exclusion ✓ Spatial Noise for natural distribution ✓ Bounds Modifier + collision prevention Why PCG over manual foliage painting? Generate 50,000+ meshes in seconds vs days of manual work Instant iteration - change one parameter, regenerate in 10 seconds Rule-based control - "trees only on flat terrain below 500m height" Non-destructive workflow - always go back and change Production-ready in UE 5.7 (2x faster than 5.5) Assets used: MAE Oak Forest Gaea-generated terrain from previous tutorial • I Stopped Painting Terrain - This FREE Too... Automotive setup from Cinematic Car Rig series • Real-Time Client Previews Changed My Workf... Perfect for: Automotive visualization artists Environment artists working on large terrains Anyone tired of manual foliage painting Studios needing fast client iterations Part 5 of Automotive Visualization Series in Unreal Engine 5.7 Previous episodes: Part 1: Cinematic Car Rig Setup • Real-Time Client Previews Changed My Workf... Part 3: Automotive car paint • From Rig to Photorealism: Automotive Mater... Part 4: Gaea Terrain Generation • From NASA to Your Project: Gaea 2.0 Terrai... Part 5: MW Landscape Auto Material • I Stopped Painting Terrain - This FREE Too... #UnrealEngine5 #PCG #AutomotiveVisualization #ProceduralGeneration #EnvironmentArt #UE5Tutorial #3DArt #GameDev #ArchViz