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Extend Foliage Spawner Density Control

Open Mr4Goosey opened this issue 4 years ago • 4 comments

It'd be incredibly useful if foliage had their own "layer" system, like non-weightmapped layers on Landscapes; they don't contribute to the material in any meaningful way, they're simply there to control foliage densities.

By extension it'd also be neat to have a proper Voxel Graph integration, where you can specify a graph to control spawning, making it easier to have complex equations and conditions to control foliage spawning. Not your WORLD's graph, it's own graph.

Mr4Goosey avatar Jul 27 '20 10:07 Mr4Goosey

The actor cutoff at a certain level in voxel spawner actors is great. But what would be amazing is if we could set alternate actors to use instead at certain heights. So for example, while sculpting underground caves, all the data used to place regular actors could be utilized for the placement of underground actors, without having to calculate new stuff for new actors

Notion7 avatar Aug 13 '20 22:08 Notion7

when removing foliage via UV, about 5% of it persists no matter the distance or angle I paint at. For trees, I sometimes have to 'paint up the trunk' closer to the center of mass to get it to remove (even though their pivots are on the ground). So I am thinking maybe some of the actors are too low or high to be affected by the paint. Just an example here, I can never remove these:

image

Notion7 avatar Aug 14 '20 23:08 Notion7

looks like this debug arrow is staying even after unchecking debug

image

Notion7 avatar Aug 14 '20 23:08 Notion7

Adding a comment that I likewise find this'd an exciting addition to the foliage system.

deanvaessen avatar Nov 25 '20 11:11 deanvaessen