Having actual locations allows me to do some great stuff with foliage/wind, specifically pushing foliage away in unique ways. For example enabling me to push away an entire entities mass rather than merely under it. (Massive creatures pushing away trees, branches, leaves all along it’s body and all along the height of the tree). Example:
Ultimately this is definitely feature creep though and I suppose I will just stick with RVT for players as I have it now. Doing so makes infinite players affecting wind easy (albeit only under them), as well as multiplayer support a breeze. I will use actual locations for the special objects/creatures for when I need to push away foliage in more detailed ways. It’ll be easy if I add enough vectors in the collection parameter and set them that way, it’s just manual work I was trying to avoid. Realistically I will never have more than four of these massive creatures in the scene at any one time, thus I can get away with less than ~12 location vectors which is enough to cover their body, and I can always add more if I need more detail.
I was just looking to see if there was a simpler/less work method by somehow getting the RVT pixel world location and then using offsets to build the giant creatures body.
What made me even think about this is the fact that Pivot Painter textures are able to produce actual world position locations with only the TransformPosition node. But clearly there’s stuff happening under the hood that I’m unaware of.
Really appreciate the help