After finally using the procedural foliage generator for a few days I have some suggestions:
- Allow foliage types to parent to existing foliage types, like how material instances work. Allow options to be checked to override. This will save a TON of time editing, even compared to the bulk editor. Or…
- This is a big one: allow us to load in an array of meshes for a piece of foliage. It makes no sense that every tree in a cluster looks exactly the same. Make it a random selection. What works for painted foliage does not always work for procedural foliage.
- Let us define a different set of meshes for trees that have reached max age and died. This could be super cool.
- Stats. Give us somewhere to see how many of each entry in the foliage type array have been used. I just want to know at a glance if something is spawning in the right amount or not.