I’m running into an issue with my heightfield RVT, where it does not have the resolution necessary to capture some landscape height changes.
I have tried all of the settings on the RVT asset itself, but I havnt been able to get a better result. This is visible when I am doing my runtime ground scattering with the PCG biome tool. Though this is my modified version, no changes that I have made should affect this.
The grass ends up being scattered above or below the ground where the landscape shape changes quickly.
Also, is the heightfield RVT priming on the Biome Core Runtime tool hooked up to anything? It is utilized in the sample level on the plugin, but it doesn’t seem to have an effect and i dont see it used in the PCG Graph
The RVT will need to be at least at the resolution of the landscape mesh to capture its shape.
Even then the RVT can slightly mismatch the mesh shape due to the fact that texture sampling will have bilinear interpolation which won’t necessarily be accurate across triangle edges.
But you should be able to choose some resolution that works for you.
When you have a sufficient RVT resolution, the potential issue can be that the RVT isn’t warmed up before being sampled for PCG scattering.
There is at least one tool here, which is to warm it with URuntimeVirtualTextureComponent::RequestPreload().
I believe that PCG does use this in some cases with FPCGRuntimeGenScheduler::TickRequestVirtualTexturePriming(). You should check if that is being called.
I’ll also cc a PCG expert into this thread to see if they can add more information.
I get the same issue with either the landscape or the rvt being sampled. is this a precision issue on the GPU? There are no transforms on the point Positions after they sample the height in either case.