I have multiple areas on my map and need different concentrations and desnities of various foliage and it takes forever to set up a bunch of foliage to paint. Then change the settings to do a new area.
It would be way better if I could save setting like you have classes in FPS games with your loadouts. Then it’s just a task of being on the right tab or setting for that area.
I understand what you’re saying, you might be able to get something close to this workflow with the landscape “grass” system (grass in quotes because it could be used with many different types of meshes)
But in 5.2 the Procedural Content Generation tools will be released, which looks to be a bit of a ‘gamechanger’ in the context of foliage placement.
Each icon in the foliage area has the option to save it as a foliage type. You can have the same tree loaded 3 times, for instance, with different settings, and can save those settings in the foliage type, with a name that makes sense to you ‘area 6…’.
I’ve had a plugin planned to do exactly this for a while, just haven’t had the time to implement it. If you’re reading this and would find it helpful, please like this post - the more likes, the higher on the priority list I’ll make it…
It’s not individual pieces. I have whole groups of foliage that need to be individually reselected. it’s pretty slow. I get you can add multiples of the same asset. I need to have groups of multiple assets under one folder.
Even when saving foliage types (as suggested) it is even more troublesome to select the foliage you want to use if you cannot organize the assets. Allow creation and population of groups of foliage, enable (or disable) all content as it were one asset, or show content to selectively en/disable assets in that group. It will cleanup the foilage window.
I just want to click one button to select my “Lawn” grass and another to pick my “wild” grass selections.
Currently I need to remember what foliage is where in a list of 50-70 (Currently while I’m just prototyping) in one biome. I’m planning on having at least 5 major biomes and each biome will have it’s own individual foliage types.
I’ll probable have 20-30 different grass types alone with various grasses and weeds in them. Then there is various undergrowth’s, floor scatter (Foliage tool is great for placing rubbish, rocks and debris as well), entire woodlands and brush…
Not a great solution, but I’ve started renaming the foliage actors to something like F_PF_T_blah - the “F_” is “Foliage”, the “PF” is “PineForest” and the “T” is “Tree” (also have P=Plant, S=scatter etc).
This way at least I can type something like “PF_T” into the search bar and only get the PineForest Trees…
Not sufficient. What I ‘need’ is the ability to create groups of foilage, containing ANY type of foilage, where some assets could occur in multiple groups, with the same asset and possibly different parameters (foilage type). For instance: I could use some type of grass to be painted in a park with one density with small amount of weeds, the same asset in a meadow with other weeds in a much higher density. The first set would be in group ‘park’, the second in ‘meadow’. Selecting ‘park’ would cause all assets in that group, opening ‘meadow’ the ones in that one. Result would be a field of grass within a park, or a meadow, depending on the group selected. Or select the assets within that group , that would use the details set in that group: dense if in ‘park’ and less dens in ‘meadow’.