How to modify Landscape Grass height?

I’m having an issue where the Ultra Dynamic Weather effects’ Material node is causing the World Position Offset to become incorrect, according to Brushify.

With this node applied, the “Landscape Grass” that is spawned through the Brushify landscape material is shifted downwards when the" Displacement Input Minimum Level" is at default (-4).

This leads to the landscape and landscape grass to be shifted downwards, which causes the foliage placed through the foliage system as well as all characters to hover over ground.

Setting “Displacement Input Minimum Level” to 0, brings the landscape up but not the landscape grass.

Does anyone know how to fix this? A way to bring the landscape grass back up perhaps?


Not specifically, but you should probably remove the WPO input from every material that doesn’t specifically need it for something you are purposely doing.

Yes, grass has displacement too - normally used for wind and similar effects.

Im guessing the pre-made or half customized setup you have has become a mixed bag of using and not using the same starting value.

Generally speaking, the landscape costs enough as it is without displacement running on it…

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Well yes it is indeed a premade bag of tricks, though I was following instructions on how to integrate Ultra Dynamic Weather effects into a landscape material. That landscape material happened to be another really complex asset so now I’m trying to figure out what’s going on.


This is the end of the Brushify landscape material.


For now I’ve disconnected the World Position Offset to fix this but I need World Position Offset for snow creation on the landscape. World Displacement doesn’t seem to do anything in this setup though, or I haven’t messed with the settings enough.

Also, do you know how I could just bring the landscape grass up a bit? I’m not sure where to look

2 ways.
The model itself. You change the pivot position or the relation of the gfrass to the pivot (or 0,0,0, of the file).

Or
The WPO position for the grass material.
You alter the starting wpo for all the grass vertex.

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So the grass material does have WPO, however, there’s about a bazillion grass types implemented in Brushify




And there’s still 6 more LandscapeGrassType assets, each with their own mix of grass and foliage

So manually adjusting WPO on each material seems unfeasible, but unfortunately, the only way to go if I want these two assets to co-exist.

Depends on brushify mostly.

However, @brushify.io could perhaps consider releaseing an update to the pack where a standard override function is made avaliable and piped in before all other WPO takes place.

I would assume that making the system completely compatible with new engine feafures is a good idea, even if a bit painful (between fab releasing and the acrual updating etc).

The point being, you as the user can then just edit that material function which ends up applied to all brushifi’s grass.

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That would be pretty nice!

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