How to use sampled texture for anything other than setting the "density" of a point in PCG

I found the answer to one of my questions: how to use the “Density” to scale my meshes.

There’s a blueprint available through “Execute blueprint” node called “Scale by density” and that worked for me.

Here’s the result on the same map, same set of points as before:

This is the graph that got me this far:

Before “Scale by density”:

After “Scale by density”:

By increasing the “Density Exp” parameter in the blueprint, I was able to make the scaling difference more pronounced:

I’m still trying to figure out how to reduce the number of points per square meter based on my plant map. With the blueprint I can make the plants in the darker areas be smaller, but now more of them will be spawned, because more of them fit in a given area.

Here’s the graph result after self-pruning.

I’m thinking that I could extract the “Density” as a float and divide the “Bounds” by it, effectively making the smaller trees have larger bounds and therefore pruning out more of them, but I can’t seem to figure out how to achieve that within the PCG graph.

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