Get Landscape height in material applied to a static mesh

the workflow is different from anything that needs a different kind of masking of course.
nothing has to be flattened to terrain surface though. you can offset the entire mesh using the center as the point of comparison (instead of per polygon), which would literally just “move down” the mesh. as long as it’s small things without collision (i.e. individual stones) you should be fine. then again if the object is a small thing with its own center I don’t see why it wouldn’t be correctly snapped in the first place, so…
if the object in question is a cluster of meshes then using the pivot painter workflow would provide a good solution to be able to offset each piece of the cluster-mesh from its individual center

interesting, good info!

you can propagate the painted information from the instance to the mesh asset, no need to export anything :slight_smile:
one of the buttons of the mesh paint tool does exactly that. make sure you don’t use “small icons” in the editor because if so, that button is invisible (small icons setup is full of bugs)

interesting results :slight_smile:
still not a fan of using the Dither technique for such things myself. you get all sorts of small artifacts depending on many factors but mostly it bothers me that the more a game relies on TemporalAA, the more you end up building an “ulgy mode” for when the player disables TemporalAA :slight_smile: