In a finished scene for camera usage you would just fill the patch up manually with the foliage tool.
in fact you really should do thatdin games as well when needed.
Either way, the question now is, why can you not just add another mesh of the same mesh at max quantity to the grass implementation?
It supports however many mesh you put in, even if you loose on performance because it generates an additional draw call stack.
I agree the limit should probably be lifted. But it is likely there because of memory considerations, or because performance with grass is already very poor (without early z pass) from the start.
It has always literally Crippled the engine performance with the mesh that all of the base tutorials utilize.
What I would like much better is for the automated grass map to be a little smarter, so that the areas off the ground don’t make it in and need manual adjustment.
so far, I have been able to isolate areas in the heightmap based on slope to derive the png to use to paint the smaller variation of the mesh, and the material just subtracts this mask from the larger grass mesh layer.
Also, I just remembered, there is a new system of sort that was showcased by Brucks in one of the streams about water/landscape where the grass can also have children definitions - haven’t seen this on the engine preview yet, but I also haven’t gone looking for it.
It was a cool new concept that looked very similar to the procedural areas for trees/rocks, but used the grass node.
Overall, I would still love it if they parameterized the Alpha value of the paint layer as a variable accessible in the material…