This is something that is already under consideration by the development staff. Unfortunately I do not have a timeframe readily available when this will be incorporated into the engine, but know that we are looking at it!
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I don`t mean to be harsh , and you guys do a great job.
And i understand that developing UE 4 is no small task and stuff needs to be done in order.
But with that sad, i have to say that everytime there is a feture,
that realy needs improvements and/ or it something the community is screaming for.
Way dose it always feel like we are getting half ignored with empty answers.
Should not stuff like this get a higher priorety when so many people are asking fore on spesific improvement?
And is there any EPIC will improve on this in the future?
And the fact that you say is under consideration don`t give me much hope should it no be planned allready?
Hey guys, sorry for the lack of attention this thread has received from Epic.
[=Lawrie;104459]
Does it mean, that i will be able to paint foliage meshes, using the foliage tool within a blueprint components window? And would anyone happen to know that if this feature would be added, could it possibly work on movable meshes? Such as a rotating cube?
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The idea with this feature is that instead of just spawning instances wherever you paint with the foliage tool, these locations get passed into to a custom blueprint event which you can use to do any kind of procedural logic you like. This will allow artists to create complex blueprints that use artist or gameplay-defined rules to procedurally place foliage instances, but with the user interface of the foliage tool paint brush rather than having to place individual blueprint actors which cover a limited area.
[=JackP;152451]
Hey guys, sorry for the lack of attention this thread has received from Epic.
The idea with this feature is that instead of just spawning instances wherever you paint with the foliage tool, these locations get passed into to a custom blueprint event which you can use to do any kind of procedural logic you like. This will allow artists to create complex blueprints that use artist or gameplay-defined rules to procedurally place foliage instances, but with the user interface of the foliage tool paint brush rather than having to place individual blueprint actors which cover a limited area.
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That sounds perfect!
Please tell us itâs planned for 4.6 along with a foliage lighting model, then I can die happy.
To expand on what said, we have had an open task to add folders to the foliage tool for quite some time.
I think 's suggestions such as the simplified folder view with thumbnail on mouseover, and moving the instance type and cluster properties to a separate details panel that changes depending on what mesh type you have highighted makes a lot of sense.
Iâve added this info to the folder support feature request entry (TTP#324090) and Iâve updated it to target version 4.6. Iâm not sure weâll get to it in time for that release, but weâll do our best. Static lighting support for foliage be available in 4.6 also.
[=;153649]
Does this affect dynamic lighting too or is it just a problem with static lighting?
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I hope it does affect dynamic lighting too⌠otherwise its just useless, I mean who uses static lighting anyway? All the people I know are using dyanmic lighting âŚ
[=;154209]
I hope it does affect dynamic lighting too⌠otherwise its just useless, I mean who uses static lighting anyway? All the people I know are using dyanmic lighting âŚ
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ArchViz, Indoorlevels, Hardsun Levels manny people use static lighting
Just wanted to add a new feature idea to this.
I would love to be able to paint foliage using maks just like landscape painting.
Lots of plants grow in groups of various shapes and sizes, which is something that takes forever to do by hand on a huge map.
Just having a large brush isnât working as they just get spread out evenly within the brush. Having masks would really help.
[=;174221]
Just wanted to add a new feature idea to this.
I would love to be able to paint foliage using maks just like landscape painting.
Lots of plants grow in groups of various shapes and sizes, which is something that takes forever to do by hand on a huge map.
Just having a large brush isnât working as they just get spread out evenly within the brush. Having masks would really help.
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that was part of 's initial idea, the âfill toolâ
and I second this
I just stumbled across this thread and indeed the foliage/landscape tools do need a facelift and I hope they get high priority after the initial release of Niagara and/or Sequencer.
I would suggest that .ThĂźmmler or a fellow community member creates a public Trello board and/or updates this forum threadâs 1st post with a list of requested features/improvements for the Foliage and Landscape tools so that we can all get a better idea votes wise on what features are most important + provide a good birds-eye overview on what is needing/wanting to be done
I would very much like to also voice my opinions (again) on Epic Games internal JIRA UE Project being opened up to the public ASAP so we can get a much better idea of why Epic Games makes the choices they make in regards to their Unreal Engine 4 roadmap and by doing so hopefully counter a few unneeded forum threads in the process
Great, that looks way better than the current foliage mode!
Any news on Ecosystems that Ori is working on? We really need a way of more naturally place clusters (instead of uniformly spread meshes out) without having to paint each cluster by hand.