zablas
(zablas)
February 15, 2021, 9:23pm
3
MostHost_LA:
Afaik the procedrual foliage tool uses QuadTree, to go vertically you would need Octree.
While I may be incorrect, I do believe this is a limitation of the tool.
Painting the foliage manually on walls does work (been doing it a while). The same instance used in the procedural tool does not.
Also, enable the quadtree debug view option. The debug shows that the rotation of the spawner isn’t taken into account when drawing the quad tree tiles.
Perhaps the code can easily be modified to generate the quads relative to the component rotation (should be very minimal editing involved).
However it is also true that the height is taken into account when spawning on a landscape, despite being quadtree based.
My guess is that It likely samples the height at the location.
Therefore on cliffs and overhang you don’t get a value of Z that allow for varied placement over a vertical surface.
What’s the answer hub tutorial you were following?
BTW, not sure this will work when packaging the game, but if you make a mesh/bsp and lay it flat. spawn instances on it, then rotate the BSP, the instances rotate along.
The pencils here were spawned on the surface at a 45deg angle, I then just rotated the surface.
Thanks. The only solution that worked was generating the foliage when the surface is rotated less than 90 degrees and then rotating it correctly. I’ll have to see if it stays that way in the packaged game.