Community Tutorial: Hide landscape grass for campfires & placeables

I’ll show you how to hide grass on a landscape wherever certain objects are placed, such as campfires or house foundations. Which for me was one of the more elusive things to figure out. We’ll do this using Runtime Virtual Textures.

https://dev.epicgames.com/community/learning/tutorials/aqyD/hide-landscape-grass-for-campfires-placeables

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Hi, I followed your tutorial and put in the same numbers for the brushify M_Grass_Master material. It worked and the grass is gone where the mesh is, but the rest of the grass outside looks squished and deformed? Do you know what I did wrong?

Nice tutorial. Thanks!
I’m using PLE. I got it to work but the grass appear above ground. Screenshot - daa12134cbc91366eb906ae078e90d1d - Gyazo

If you share a screenshot, I might…

Does it float in game as well? There’s an annoying thing that happens in editor where it floats until you toggle visibility on and off. If in game too, you’ll have to play with the numbers to get the right Z position.
Brushify is also using world position for wind, so it’s just trying to add to that properly. You might find a better way of doing that.

I am getting some odd issues as well. I copied what you had for Brushify and now the grass flickers up and down (presumably from trying to go to the -100 Z offset). However, it does this everywhere - not just where I assigned the VT to a mesh.


A bit hard to show via screenshot

Nodes:

Hmmmm, that sounds familiar, but it’s been a while. Brushify may change a well.

I would see if I can get it to work without Brushify’s World Position Offset connected. Or try adding some Z without the RVT part. Just to narrow down where the problem is.

Brushify adjusts World Position Offset for wind and player interaction, and then this Adds to that. I don’t remember what the multiply divide subtract do :laughing:

Hey @Astaraa , I implemented it step by step and I have some random behavior with brushify

Case A, it doesn’t seems to work at all

Case B, I moved the cube to some other random position, I partially works, you can definitively see less grass around the object, some instances remain thought.

Any idea?

Edit, it seems like if there is some kind of grid, it works in certain coords every N units, the “cells” apparently match the size of the cleared area, check the image below, the grass is also hided if I move the cube to any of the places with an X, but nowhere in the middle.

You probably know more than me about it at this point. I haven’t touched that or Brushify in a long time.

A thought… maybe it has something to do with cell size? Similar to the way vertex painting works, where if a mesh has only big polygons it can’t be painted very well, but if it has a lot of small polygons it can paint details, since it’s painting the vertices (?) Maybe this works in a similar way.

I don’t think it can have something to do with that because I’m working with a 100% flat landscape.

Flat doesn’t matter if it’s based on the polygons. If you go into wireframe view it might show that the square matches the polys. Just a theory.

Ahh I see.

Anyway, I figured it out, it was the VT itself

It’s still a bit random but playing with those values I got something usable.

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