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Runtime level creation using masked scattering.

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    Runtime level creation using masked scattering.

    Hey, guys. This is thread about a strange feature which was born while I was working on my VR Mage Sim)

    How many ways to create a runtime level you know? Well, terrain is not a problem at all. What about meshes? We can't use the built-in procedural foliage system because it's not working in runtime. We can improve random foliage_BP from BlueprintExamples and spawn it with particular methods, but I've been thinking about the simplest system.

    How designers usually distribute a lot of objects e.g. in 3Dmax? They use scattering, so I've created the same system (at least the basic part )

    This is level blueprint which you want to open:
    Click image for larger version

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    And this is how the magic works:
    Click image for larger version

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    You can mix different masks (100*100 for my ancient computer is more than enough) and your meshes will be allocated randomly according to the result.
    Click image for larger version

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    To create a brand new level all we need is draw a few masks and set parameters)
    Last edited by Two-faced; 05-15-2017, 12:50 PM.
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