- Does Foliage have an option to fill/ auto populate a terrain surface feature, where the foliage does not penetrate each other?
This is the fill option
If you don’t want them to overlap each other, just set the minimum radius
The fill tool does not seem to work. If I select the Fill tool, have a foliage selected, click on the terrain, nothing happens.
But if I use the brush icon, I can paint on the terrain.
Is there another step to get the Fill tool to work?
Nope, that’s it. Strange…
I just also read that the fill tool is disabled on landscape.
Can the FIll tool be used on a surface exported from Maya or Blender? If so, how would I hook up the Foliage tool to the imported Maya/Blender mesh?
I think if you can paint on it with the brush, you should be able to with the bucket.
I can only find tutorials that illustrate how to paint foliage on terrain. Would you happen to know of any tutorials teaching how to paint on imported assets like Maya/ Blender/ 3DsMax/etc?
Maybe the Fill bucket will work on imported meshes?
to achieve the outcome you want which i presume is Just filling the landscape with foilage thats looks well placed or as if you painted the entire landscape with foilage ? if this is the outcome you want to achieve then you most likely will want to procedurally generate the foilage on the landscape or using volumes in said parts of map where you want it procedurally generated.
this allows for more flexibility in how what and when is spawned on landscape .it also allows for only so much foliage to be within viewing distance or visibly to the camera /player also klnow as the Cull distance in the parameters.
if you really dont care and actually want the etnire landspcae painted one foilage real quick (NOT RECCOMENDED) you can take out the brush make the brush MASSIVE by cracking numbers up turn up camera speed up zoom to extents of entire landscape and PAINT it .
if your looking to paint on Import assets like what type of paint (Vertex paint , paint colors ,paint textures , paint foliage onto assets, paint landscape layers ) you need to clarify . if you are talking about texturing the asset and painting the mesh just do it that in Substance or any alternative and then import after .
if talking about painting layers on the landscape you use the layer blend Node in the materuial graph to create a multi layered paintable Landscape Material
i will try help you if you can clarify.
Hello Daenon, thank you.
- Ideally, I would like to apply 4 or 6 variations of 1x1 cubes on a terrain or imported mesh using Foliage. Fill the entire surface with 1x1 cubes.
- I would like to have the cubes edge to edge aligned on the surface.
- If possible, I would like to offset a type of cube. Maybe I’ll offset the pivot so the offset cube will sit on top of the first layer of cubes.
- If possible, place a few cubes by hand in desired spots.
okay this feels like its starting to get off topic for the original title of the thread and question .
something I want to make clear the FILL tool in the foliage editing mode is designed for FILLING the surface of one SM with the Foliage you have set active it IS NOT DESIGNED for filling the landscape . theres a difference between the Landscape Actor and Regular Static Mesh.
also the FILL tool will apply random rotations and locations of the Foliage on the SM you are FILLING . e.g you have 6 variations of Cubes set as your active foliage and you use the fill tool on a Static Mesh (not landscape as that wont wrok ) then it will apply random Variations of the active set cubes to random loctions/rotations on the static mesh.
1.if you use the paint tool and set all your variations of the cube you want active in the foliage window and then below it turn off RANDOM YAW and adjust your density etc to your desire. there will be no rotations of the painted cubes on the Lanscape and they will be aligned Edge to Edge but would not be linearly spaced out . so aligned but not spaced evenly.
- but when you talk about having all these variations aligned edge to edge i presume you mean linearly spaced and not varying distances aligned edge to edge ? you are most likely better off going a different way about this than the foliage editing mode.
i have never wanted to achieve such outcome before. but it can be done many ways.
one way would go about it would be making an Array Blueprint to set rotation Get static meshes and Place along grid the 1x1 cube variations then can align edge to edge using the grid . but you will need to make the blueprint.
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if you made the variation of the cube you want to offset in a sperate array and then off set the 2nd Array from the first that should allow that .
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yes of course you can always place things in desired spot by hand afterwards.
i hope some of this helps it is very hard to go in deeper into the subject via a Forum.
doesnt seem to work even in small landscapes. on 1x1 landscpaes engine freezes for a bit, nothing happens but on bigger landscapes completely ignored.