When I paint foliage onto a very large Quixel mesh the plants often appear above or below the actual mesh. The placement aligns with the Z values of the backup mesh / fallback mesh. It isn’t really noticeable on smaller meshes. But on meshes like the S_Gigantic_Tundra_Terrain_vi3hcjw_high it becomes really noticeable. How can I tell UE to use the actual mesh surface to derive Z values for proper paint placement?
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