I have taken advantage of an auto-material that does grass with foliage which looks great.
I would like to remove the foliage underneath a PCG spline pathway, and/or inside a enclosed PCG Spline biome.
1 - If this is possible, how would I reference the spline inside the auto-material?
2 - If not, is there another way to place global foliage efficiently (PCG appears to be very expensive on CPU and FPS)
Unfortunately, I have run out of search-foo on this topic - most resources I find only touch the very basic of each concept (auto-materials with foliage vs the new procedural content method) and nothing seems to cover combining the ideas.
Current result:
Apply brushify to the world, grass texture and grass static_mesh appear everywhere.
Apply PCG spline to an area that places new static mesh on Landscape to simulate the appearance of a path.
Grass grows “through” the static mesh.
Desired result:
Apply brushify to the world, grass texture and grass static_mesh appear everywhere.
Apply PCG spline to an area that removes the existing texture and static_meshes applies a path texture with pebbles static_mesh instead.
Apply PCG close spline to create a new biome, removing all pre-existing foliage and applying new texture.
Any ideas and input appreciated.
Thanks
Cremora