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	<title>Procedural Vegetation - DIGITAL PRODUCTION</title>
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		<title>Topiary Generator grows procedural foliage in Blender</title>
		<link>https://digitalproduction.com/2026/02/09/topiary-generator-grows-procedural-foliage-in-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Mon, 09 Feb 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D modelling]]></category>
		<category><![CDATA[Blender Geometry Nodes]]></category>
		<category><![CDATA[multlabs]]></category>
		<category><![CDATA[Procedural Vegetation]]></category>
		<category><![CDATA[Superhive]]></category>
		<category><![CDATA[Topiary Generator]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=247336</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pics_page-19.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="A couch entirely covered in lush green vines and leaves, giving it a natural and organic appearance. The couch is set against a subtle gray background, highlighting its unique design." /></div><div><p>Topiary Generator converts any mesh into procedural topiary foliage in Blender using Geometry Nodes, available for $15.</p>
<p>The post <a href="https://digitalproduction.com/2026/02/09/topiary-generator-grows-procedural-foliage-in-blender/">Topiary Generator grows procedural foliage in Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/02/pics_page-19.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="A couch entirely covered in lush green vines and leaves, giving it a natural and organic appearance. The couch is set against a subtle gray background, highlighting its unique design." /></div><div><p class="wp-block-paragraph">Topiary Generator is a paid Geometry Nodes setup published by multlabs and distributed via Superhive. It is designed for artists creating stylised garden assets, architectural visualisation elements, and decorative greenery. The system uses <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a>’s native Geometry Nodes to scatter and instance foliage directly onto an input mesh while remaining fully procedural.</p>
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<p class="wp-block-paragraph">Because the foliage is driven by the source geometry, changes to the base mesh update the generated leaves and branches automatically. This keeps the workflow non destructive and suitable for iteration during layout or look development. Branch and trunk structures can be generated from a chosen vertex, edge, or object origin without the need for manual rigging.</p>



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<h3 id="pricing-and-availability" class="wp-block-heading">Pricing and availability</h3>



<p class="wp-block-paragraph">Topiary <a href="https://superhivemarket.com/products/topiary-generator" title="">Generator is sold on Superhive Marketplace for $15</a>. The listing specifies Blender version 5.0 as a requirement. The asset is marked as compatible with both Cycles and EEVEE. The purchase includes the Geometry Nodes asset and several presets demonstrating different topiary styles. Installation is handled through Blender’s Asset Browser using the supplied blend file.</p>



<h3 id="controls-and-workflow" class="wp-block-heading">Controls and workflow</h3>



<p class="wp-block-paragraph">The tool exposes parameters for foliage density, scale, variation, and distribution. Leaf geometry is instanced rather than duplicated, which helps keep scene memory usage lower compared to manual duplication workflows. Trunk and branch generation can be disabled if only surface foliage is required. Topiary Generator is not positioned as a physically accurate vegetation system. It does not simulate growth, wind, or species specific branching rules. Its stated purpose is fast, shape driven foliage generation for stylised or ornamental assets where speed and control are prioritised over realism.</p>



<h3 id="when-to-use" class="wp-block-heading">When to use</h3>



<p class="wp-block-paragraph">Topiary Generator is suited to projects that need decorative greenery directly inside Blender without relying on external tree generators or simulation-based tools. It is less appropriate for pipelines requiring botanical accuracy, animation-ready rigs, or physically based plant behaviour. As with any new tool, testing in a controlled environment is recommended before use in active production.</p>



<p class="wp-block-paragraph">// Superhive product page for Topiary Generator<br />// <a href="https://superhivemarket.com/products/topiary-generator?utm_source=chatgpt.com">https://superhivemarket.com/products/topiary-generator</a></p><p>The post <a href="https://digitalproduction.com/2026/02/09/topiary-generator-grows-procedural-foliage-in-blender/">Topiary Generator grows procedural foliage in Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Unreal 5.7 Preview: PCG Grows Up, Foliage Gets Fancy</title>
		<link>https://digitalproduction.com/2025/10/17/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 17 Oct 2025 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[MetaHuman Creator]]></category>
		<category><![CDATA[Nanite foliage]]></category>
		<category><![CDATA[pcg]]></category>
		<category><![CDATA[Procedural Vegetation]]></category>
		<category><![CDATA[realtime rendering]]></category>
		<category><![CDATA[Substrate materials]]></category>
		<category><![CDATA[VFX]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=214248</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/unreal-engine-5-7-preview-16-9.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="The image features a stylized representation of the number 5.7 in a vibrant purple design, overlaying a dark background. Below the number, the text "UNREAL ENGINE" is displayed prominently, with the word "Preview" positioned underneath it in white." /></div><div><p>Unreal Engine 5.7 Preview is out. PCG hits production-ready, foliage goes Nanite, and MetaHumans get smarter, all free via Epic’s launcher.</p>
<p>The post <a href="https://digitalproduction.com/2025/10/17/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy/">Unreal 5.7 Preview: PCG Grows Up, Foliage Gets Fancy</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/unreal-engine-5-7-preview-16-9.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="" alt="The image features a stylized representation of the number 5.7 in a vibrant purple design, overlaying a dark background. Below the number, the text "UNREAL ENGINE" is displayed prominently, with the word "Preview" positioned underneath it in white." /></div><div><h3 id="pcg-hits-production-readiness" class="wp-block-heading">PCG Hits Production Readiness</h3>
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<p class="wp-block-paragraph">Unreal Engine 5.7 Preview is now available <a href="https://www.unrealengine.com/en-US/download" title="">free via the Epic Games Launcher, GitHub, and Linux.</a><br />The headline feature: the <strong>Procedural Content Generation Framework (PCG)</strong> is now officially marked <em>Production-Ready</em>. Epic reports that GPU and game-thread optimizations have pushed PCG to nearly <strong>twice the performance</strong> vs UE 5.5. Parameter overrides for GPU nodes allow dynamic tuning; scaling and improvements make the GPU Compute path (including FastGeo use) more viable across platforms.<br />A new PCG editor mode adds spline drawing, paint, and volume tools. PCG Graphs may now run as standalone flows. Epic emphasises, however, that PCG is still under active development (i.e. not final in every respect).</p>



<h3 id="procedural-vegetation-grow-inside-the-editor" class="wp-block-heading">Procedural Vegetation: Grow Inside the Editor</h3>



<p class="wp-block-paragraph">An <strong>Experimental Procedural Vegetation Editor</strong> plugin arrives, built on PCG nodes. It lets users grow, sculpt, and vary Nanite-ready foliage in real time inside Unreal, without hopping to external tools. You can adjust tree structure under gravity, scale branches/leaves, swap models, and export as static or skeletal meshes.<br />Epic plans new <em>Quixel Megaplants</em> assets timed to the full 5.7 launch to support this workflow.</p>



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<h3 id="nanite-foliage-dense-animated-and-experimental" class="wp-block-heading">Nanite Foliage: Dense, Animated, and Experimental</h3>



<p class="wp-block-paragraph"><strong>Nanite Foliage</strong> is shipping as <em>Experimental</em>. It’s composed of three linked systems: Nanite Assemblies (for variation/instancing), Nanite Skinning (for animation like wind), and Nanite Voxel (for preserving detail at all distances).</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/pb-production-portal-card-covers.s3.amazonaws.com/64209/jbi2cloy5gyy4hl6s1up8c72fns5/Foliage_01.gif?w=1200&ssl=1"  alt="https://pb-production-portal-card-covers.s3.amazonaws.com/64209/jbi2cloy5gyy4hl6s1up8c72fns5/Foliage_01.gif?response-content-disposition=inline%3B%20filename%3D%22Foliage_01.gif%22%3B%20filename%2A%3DUTF-8%27%27Foliage_01.gif&response-content-type=image%2Fgif&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=ASIAZRTHQ3DWFHUG6I53%2F20251016%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20251016T164944Z&X-Amz-Expires=300&X-Amz-Security-Token=IQoJb3JpZ2luX2VjEOj%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIBIimn0p%2FzDK5h80Fhquc%2BPb%2FmKfI%2FyZW1KK3gdNQiewAiEA9PyLQbgJB6zlI5MDdFkVadnvYvVOL9Daz2ecXlT9IsIqpwUIkP%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAEGgw2NTYyNzMzNjUyMjgiDO%2FmA37nX1ZDGvtM%2Byr7BCQ76rXepJxhHlw4esffkd8628wRfIKOP8aGm8sXb75mO7c14g0d%2BFTeYpqmw5F3RQeSUSmWQaxXZZ9i0wCfxULW0pj3AJliviKNurztCyfUb6UiVpe8VLRAOeSprXq7zcdjo20SMgo7%2BUNUhPACmH4NNm8OxrYqZsSQQuHE%2BsOC33NaGAPiq%2FFL7xWYo3wt7H8wOJzvDL1qSBSkbuk8Rhfd7xqZJ0SPAVPcCHrUS7S9VVvoRyUZxjzM3wkeOBSZZrb0A8SCk3yBCTC40BsEo9Q22HHHiWjI0Tn82mvnkBVK2e%2FonexzaIBawGjkk%2FbXEmItsdrjVIJBt6jsvSSoxI%2FEGeLOrENuRgMZF%2Fl%2BEgcPMfQ8CNK%2B6mtxVbXth8se17kpzk8ZWIToId1R3tq1PHd1t4vEBAqNHtojouOmordacy7o3TNnZf%2BQIrGLgoEK4A5OCZ4vJiO0n5BV44r24gijvGVfEsHFZUhmaM7%2FUtxBa%2BlpfBmi1CJi%2Bj4IRnFrwTXZCZXgR8hZAlsWpYXPTsrtpjql3QCyHLuC%2BVg6ea5sekmNRVi1mTFQgH%2BIO7ezYc2I3ImJ5MXyEpRQJNV3oZBmRqQc%2B1RtheA361KcPBS9oaUwPS7z3aXVTrZ8HY4OfOgQRJo0UQOqalrgzAH5nxlRenh76857KOMIDe2I9h7PrGb1n7GsSbNOicAZ4xZHhoYQGYAdcTrwH9s%2BvvYNAUSswZ9Wd0BZsxy0RsE%2FMu2%2Bnpw7Z3LmIbfhQy8Dd1KAK4EQTGXzccS2HAAK9hUtcuErgnEqtLmtVE8RWfTa2po%2F54Nnn8vY2D9HyFM9ev%2FJet8rMHmNRsxv9BBOMLqaxMcGOpMBoU8PN92vKNlJbBr0W3qi8GKn%2B14qHmXckt2clomro61CFb9YZ7lPqbfA69Kg4wByaZ1mtSzFaLMgriNNLkB9d0%2BlexDPaxssqHxvkxyExqj9wBJ77MaksxCcjEeJviKRsiaX9B7k4UdswP%2Fo%2BcdvfNi3WZKrdX%2Ftmt%2FWwcfTGFv15Z%2F4vbtzLHKT2lFyACDwCDrq&X-Amz-SignedHeaders=host&X-Amz-Signature=b15626789fc1de6a6ebb4271a8bc43f7f9907dac085aa041f302689b792836bf" ></figure>



<p class="wp-block-paragraph">Epic claims these allow rendering and animating dense foliage at 60 fps on current gen hardware, while managing memory, variation cost, and visual fidelity.</p>



<h3 id="lighting-revamp-via-megalights" class="wp-block-heading">Lighting Revamp via MegaLights</h3>



<p class="wp-block-paragraph"><strong>MegaLights</strong> advances to <em>Beta</em>. It now supports directional lights, Niagara particle lighting, translucency lighting, and hair grooms.<br />New controls let devs tune resolution scale and update rates. Noise reduction is improved to reduce visual artifacts while keeping performance manageable.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/pb-production-portal-card-covers.s3.amazonaws.com/64209/e2nj2wq6opfqu17bkzuhnof4x2ib/Megalights_ProductBoard_01.png?w=1200&ssl=1"  alt="https://pb-production-portal-card-covers.s3.amazonaws.com/64209/e2nj2wq6opfqu17bkzuhnof4x2ib/Megalights_ProductBoard_01.png?response-content-disposition=inline%3B%20filename%3D%22Megalights_ProductBoard_01.png%22%3B%20filename%2A%3DUTF-8%27%27Megalights_ProductBoard_01.png&response-content-type=image%2Fpng&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=ASIAZRTHQ3DWL6CK7HTB%2F20251016%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20251016T165051Z&X-Amz-Expires=300&X-Amz-Security-Token=IQoJb3JpZ2luX2VjEOn%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIGBSRbSdReZtFAM5T5%2B0rama41XIuk35a6CGabW1WDYXAiEAiaqMSwaoE2M%2BGSWMgvRPRAUz3Jc6CZYVgSvZ5Pn1IDIqpwUIkv%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAEGgw2NTYyNzMzNjUyMjgiDNoU0gRRF3pK42wxTSr7BIa035kQGqtI%2B32SnocXeN8Ckjkn5D%2BSL3npWOLQUn1ryeUHh96KdAoWf7uCm9lF40PoV%2BfwxPmt8paHi%2BP0FturR0BJUJnd%2Fqur%2B5g8i9gDiPESyi0AyjlDfuN6yb6bFRz0ASKEtUHBcjcAapNXeixcxRnWuM1ZkrTP2xOY3Hxl%2BC6i%2F6Pvd8brH%2FxLIJHW03LmjH0%2FoxK%2BzSS%2FnDkMlUGgX6Gtn1LOFu%2FCcLUZOeJKHGKiTlAN4QRiy2wktC%2Ftk3nAXDe7a%2FjBuTk3I5YjnKy%2FjpvWlj6hcXhjjxvo2Hf6IAM%2FZRugbhmdIcTUZs1QZMTDoS6G%2Bb5H4He6f%2FQfQ%2BN8zZo7MG%2F9YOziRTDbmagYphY7NTOwasjb50mtsOGoCWFFYFMzDwbNY%2BC4BGiNXAmF%2FIsH%2BOoxty8L44oYvttwjqLG7kRI9RLeLtrG7eb6oVXwRpY5gSv4cLpulBbXOu5sgV3dzKtKJZ%2BKzmuYP1cB%2BpLiV1R2sh330PfeXRiwbBIhads%2F5n6fZzunAG9vmvg06z6BUMJGfmeOblTfzTwINhWXjOI%2FwM4CLn608R32RCviF%2FtpbuG8pbP7GX0cB3mUkc7mQuQBmFRSzHVjYAj1MV6DBtnsp00ggDn5a5huYl1SINZIPhf321%2FKkhBgTuVpwdm0xqqu8zbC0KXrT6EMM2sdTz7UngVj1%2FbBfHX5kFGXPl9N1fyf%2B%2BfKBdB%2Bx7I5bLne2fSZ3HPUguBkZQYxYsbeQ7b38OASDZRYYOxtKVZy3mpg9Xo%2F7xB1ENq46AwQ%2FEoIUlfckheQpVNmIwKCCnYEqufnMetS84B%2F2tCUXI%2B%2B5YEZlJ3tfFYMMPq%2FxMcGOpMBU%2BODNt7GyZsDxsJJxfm%2FT4tIPhD%2FZvWfOW5JGo7N%2Bnz7cbwFNsf8H0tihXBGp6rvZpxIV0h5977qzsc9RM6%2FuNZipaPJ2tyiPDdJzJ1HnpWdsstr5v4cRa0Pu%2Fe2LMHp0eQ0MBcxoHbBJHRLYZOeTw4Z9FU23RSxFBE4OULt37cyrOBr6gvtpi5nAow7IruK8ptQ&X-Amz-SignedHeaders=host&X-Amz-Signature=db0975c4a7acbb67f5f430330443fb87853b612aa589233d77b013f87fc0c6e8" ></figure>



<h3 id="substrate-materials-graduate-to-production" class="wp-block-heading">Substrate Materials Graduate to Production</h3>



<p class="wp-block-paragraph"><strong>Substrate</strong> materials exit beta and enter full production-readiness. This modular system replaces legacy fixed shading models with layered, flexible materials.<br />Unreal now supports both <strong>Adaptive GBuffer</strong> (for complex, per-pixel topology and layered closures) and <strong>Blendable GBuffer</strong> (for broader platform coverage). Developers can combine layers like metal, cloth, clear coat, and skin with physically accurate blending under the same framework.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/pb-production-portal-card-covers.s3.amazonaws.com/64209/d4xppz5esz8cms79a4d7u6dhx0py/Substrate_OniMask_01_Final.gif?w=1200&ssl=1"  alt="https://pb-production-portal-card-covers.s3.amazonaws.com/64209/d4xppz5esz8cms79a4d7u6dhx0py/Substrate_OniMask_01_Final.gif?response-content-disposition=inline%3B%20filename%3D%22Substrate_OniMask_01_Final.gif%22%3B%20filename%2A%3DUTF-8%27%27Substrate_OniMask_01_Final.gif&response-content-type=image%2Fgif&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=ASIAZRTHQ3DWOSQUCH5T%2F20251016%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20251016T165130Z&X-Amz-Expires=300&X-Amz-Security-Token=IQoJb3JpZ2luX2VjEOf%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIFo%2FyrfgB0mpLDPRcBXtTrKWvjqRR%2Fbi7Krz8lyNCqboAiEAz0H%2B5Sqw3ReQ6MXEQ6I%2FqVZep6830ngHWNnmCWuHI6AqpwUIkP%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAEGgw2NTYyNzMzNjUyMjgiDDpJ1fRSHZEBykFX1Cr7BBVIc%2FhFB6wrSXUWijvFNSUgGUdM10LQ4%2FWd5wli4RzhIUufEX1suFLMMd7O8fwVqz%2B9Bie6vFPXKufL3kI310pVSHP0NckyD38wR0nuGyikhmBEoL%2Bzw7Qy1pWCrNOLNccMozQmPDkZMrBbyyjK5c2n0P%2FHVqyJDlnUUZz92zQ1gY%2FI5KJl5BStB%2FbuejnT%2BPBcU9Dz0%2Fo63SB5o89Ht2YR%2FZWMoljpFCgFFCSocAbQBQEPQdR5sng8fCZVbcK5Eec1GZFZSVlpEFXKn23zUkzuMQIjP%2FbaqzVEDv8jOSNmgvVf1ACnUE9bXFQi64csIDLTB%2BX0Ire3ho6XLCXG8oKd8m61qlPWqh9sFXDEn2ClMTaCsWfyqpYaJ%2BuljilbhBduX9v%2BUWsPFQP09gy5GsjPE%2F4hjJ4XMyaM0%2FIbcCaatpRH12LqaydUZafuL1rXgKCDpZEms%2BbPu2%2BDgIfu1CzOp3kD3Di42vCIZa%2BSNOr3gFKFWK3Yt6EaJXOE8RxQKpACDMHWuoLCWMqAhVQkS5biVh9ou3GS%2BjTIDC8Ml0k0a5XVdC1VxFZ0PeHQNTvCYx%2BjV9fMozHrZ3DchzwSdv%2Beay9n7nP%2FGCc9Rc9E%2F%2BKg1u%2B9K433epE3%2FlJOeUUyEYRd75Z2OsiK%2Bb78J%2FXTdGXFsFj8k6NBQD6ae%2FcTVH6gnnXctuljUUpz25BE4M4pZtXuxvsTYjlrts0OjS1VbersFSTdn2FTSlzbuocqIFrsG6%2BtnaYbC8thXzAdA2Ic1Aqe%2BVjINHEJk4Il0rXEeFONsfkQqiDq0c9%2FQEMt%2Fg8BT2DNE5Nb7bkUsTRXVJtEIxGVJ9e0pwDBQIvtMLqMxMcGOpMBfm73kNSFkcOmucqWu4tiBaWS2Wyjy2KJr%2Fi0ghYY56c%2ByFHND5JkkuUatr0UgxH2f35SEfWJ0jNMqZAAZa067D4qqarjwM8aVbkdnufNhyW20MLlnzEc3BYwR3LXqSNkzdefrG95EbIs2UTBJvvDf9sXKsSZlyEKNNfl%2F8JTreimSZXVAsJej81XF4Yk2NUH8zxF&X-Amz-SignedHeaders=host&X-Amz-Signature=a02f72a4e035f6b3bdf793b5292e6b2ab86afb8ef59860cdcd1201370b57d003" ></figure>



<h3 id="animation-rigging-enhancements" class="wp-block-heading">Animation & Rigging Enhancements</h3>



<p class="wp-block-paragraph">UE 5.7 continues and extends 5.6’s trajectory. New <strong>Selection Sets</strong> allow animators to define groups of controls easily and share them across teams—reducing dependence on bespoke GUI Pickers.<br />The Animation Mode UI has been refactored: tools may be minimized to free up viewport space. The <em>Constraint UX</em> window merges Space, Constraints, and Snapper tools under one symbol for unified access.</p>



<p class="wp-block-paragraph">On the rigging side (Experimental), Unreal adds sculpting and blend shape editing in-engine. You can create or adjust morph targets, bones, and skin weights without leaving Unreal. Physics World Collisions strengthen real-world interactions, and a new Dependency View visualises how rig data flows, aiding debugging and optimization.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/pb-production-portal-card-covers.s3.amazonaws.com/64209/n5gbze8n0jd0c6snkeb2evgu8k6o/sculptRoadMapImage.png?w=1200&ssl=1"  alt="https://pb-production-portal-card-covers.s3.amazonaws.com/64209/n5gbze8n0jd0c6snkeb2evgu8k6o/sculptRoadMapImage.png?response-content-disposition=inline%3B%20filename%3D%22sculptRoadMapImage.png%22%3B%20filename%2A%3DUTF-8%27%27sculptRoadMapImage.png&response-content-type=image%2Fpng&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=ASIAZRTHQ3DWFHUG6I53%2F20251016%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20251016T164932Z&X-Amz-Expires=300&X-Amz-Security-Token=IQoJb3JpZ2luX2VjEOj%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIBIimn0p%2FzDK5h80Fhquc%2BPb%2FmKfI%2FyZW1KK3gdNQiewAiEA9PyLQbgJB6zlI5MDdFkVadnvYvVOL9Daz2ecXlT9IsIqpwUIkP%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAEGgw2NTYyNzMzNjUyMjgiDO%2FmA37nX1ZDGvtM%2Byr7BCQ76rXepJxhHlw4esffkd8628wRfIKOP8aGm8sXb75mO7c14g0d%2BFTeYpqmw5F3RQeSUSmWQaxXZZ9i0wCfxULW0pj3AJliviKNurztCyfUb6UiVpe8VLRAOeSprXq7zcdjo20SMgo7%2BUNUhPACmH4NNm8OxrYqZsSQQuHE%2BsOC33NaGAPiq%2FFL7xWYo3wt7H8wOJzvDL1qSBSkbuk8Rhfd7xqZJ0SPAVPcCHrUS7S9VVvoRyUZxjzM3wkeOBSZZrb0A8SCk3yBCTC40BsEo9Q22HHHiWjI0Tn82mvnkBVK2e%2FonexzaIBawGjkk%2FbXEmItsdrjVIJBt6jsvSSoxI%2FEGeLOrENuRgMZF%2Fl%2BEgcPMfQ8CNK%2B6mtxVbXth8se17kpzk8ZWIToId1R3tq1PHd1t4vEBAqNHtojouOmordacy7o3TNnZf%2BQIrGLgoEK4A5OCZ4vJiO0n5BV44r24gijvGVfEsHFZUhmaM7%2FUtxBa%2BlpfBmi1CJi%2Bj4IRnFrwTXZCZXgR8hZAlsWpYXPTsrtpjql3QCyHLuC%2BVg6ea5sekmNRVi1mTFQgH%2BIO7ezYc2I3ImJ5MXyEpRQJNV3oZBmRqQc%2B1RtheA361KcPBS9oaUwPS7z3aXVTrZ8HY4OfOgQRJo0UQOqalrgzAH5nxlRenh76857KOMIDe2I9h7PrGb1n7GsSbNOicAZ4xZHhoYQGYAdcTrwH9s%2BvvYNAUSswZ9Wd0BZsxy0RsE%2FMu2%2Bnpw7Z3LmIbfhQy8Dd1KAK4EQTGXzccS2HAAK9hUtcuErgnEqtLmtVE8RWfTa2po%2F54Nnn8vY2D9HyFM9ev%2FJet8rMHmNRsxv9BBOMLqaxMcGOpMBoU8PN92vKNlJbBr0W3qi8GKn%2B14qHmXckt2clomro61CFb9YZ7lPqbfA69Kg4wByaZ1mtSzFaLMgriNNLkB9d0%2BlexDPaxssqHxvkxyExqj9wBJ77MaksxCcjEeJviKRsiaX9B7k4UdswP%2Fo%2BcdvfNi3WZKrdX%2Ftmt%2FWwcfTGFv15Z%2F4vbtzLHKT2lFyACDwCDrq&X-Amz-SignedHeaders=host&X-Amz-Signature=a0587790cc3020d6cb82c8500f07e2e15d11825ccc024511d58c9d9f3652cac9" ></figure>



<h3 id="epic-developer-assistant-ui-but-not-yet-active" class="wp-block-heading">Epic Developer Assistant: UI, But Not Yet Active</h3>



<p class="wp-block-paragraph">The UI for the forthcoming <strong>Epic Developer Assistant</strong> is included in the preview, but functionality will only activate with the full 5.7 release. The planned assistant aims to deliver context-aware help, code generation (C++) and guidance within the editor.<br />While it’s not fully in the preview, the tool is operational on the Epic Developer Community for Unreal Engine 5.6 users.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/e/d2e1b5f5dcf1b7fc8e70599ec7a7185cb1d09cb1.jpeg?w=1200&quality=80&ssl=1"  alt="https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/e/d2e1b5f5dcf1b7fc8e70599ec7a7185cb1d09cb1.jpeg" ></figure>



<h3 id="metahuman-5-7-cross-os-smarter-fancier-hair" class="wp-block-heading">MetaHuman 5.7: Cross-OS, Smarter, Fancier Hair</h3>



<p class="wp-block-paragraph">In 5.7 Preview, MetaHuman gains important upgrades. The <strong>MetaHuman Creator plugin</strong> now supports <strong>Linux and macOS</strong>, and almost all editing/assembly operations are exposed via Python and Blueprint APIs.<br />Body conforming becomes pose-agnostic, using UV-space vertex correspondence for consistent rig deformation. Improvements include better calibration for stereo-camera capture data and more expressive hair control (joint-based deformation, paint-based guide control). Additional mood overrides enhance audio-driven animations.<br />Epic cautions that some issues remain in Preview — crashes on reassembly, texture blackouts with Substrate, blending errors in body presets, and limitations in UEFN export support. Developers are encouraged to test in separate project copies.</p>



<h3 id="when-will-full-5-7-arrive" class="wp-block-heading">When Will Full 5.7 Arrive?</h3>



<p class="wp-block-paragraph">Epic maintains a <strong>public Unreal Engine roadmap</strong> via ProductBoard. <a href="https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/?utm_source=chatgpt.com" target="_blank" rel="noreferrer noopener">portal.productboard.com</a> The roadmap includes a “Forward-Looking” section marked for UE 5.7 However, Epic has not publicly committed to a firm release date for 5.7 (or its full stability). The roadmap items transition to concrete features only as the version approaches launch. Until Epic issues a formal release schedule, we only know that 5.7 remains in active development.</p>



<h3 id="early-access-means-early-risk" class="wp-block-heading">Early Access Means Early Risk</h3>



<p class="wp-block-paragraph">Epic reminds users that <strong>Preview builds are not fully quality-tested</strong> and remain unstable. Projects should be duplicated before testing. Avoid converting production assets or codebases until the final release.</p>



<p class="wp-block-paragraph"><strong>Availability:</strong> Unreal Engine 5.7 Preview is free. Download via the Epic Games Launcher, GitHub, or build for Linux.</p>



<p class="wp-block-paragraph"><strong>Reminder:</strong> Always validate preview features in controlled tests before integrating into production pipelines.</p>



<p class="wp-block-paragraph"><a href="https://forums.unrealengine.com/t/unreal-engine-5-7-preview/2658958">Unreal Engine Forums – Unreal Engine 5.7 Preview</a><br /><a href="https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/?utm_source=chatgpt.com">Unreal Engine Public Roadmap</a></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/10/17/unreal-5-7-preview-pcg-grows-up-foliage-gets-fancy/">Unreal 5.7 Preview: PCG Grows Up, Foliage Gets Fancy</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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