The grass specified in a landscape grass type can have random rotation, and location is always something like random, but why not the scale? Having a random scale makes stuff like grass look a lot better.
Me and a few others have mentioned this as well.
I believe those options aren’t there because it’s a new tool. It should be getting those features pretty soon as that’s so much necessary.
Hey John,
You are absolutely right. At the moment there is not a random scaling option inside of the landscape grass type. There is however an aging and minimum and maximum scaling values inside of the instanced static mesh. This will allow for some control of the randomness of the meshes scale but not exactly what you were looking for. I have sent in a feature request and the development team will consider it. The ticket is UE-18056.
Best,
Yeah I’m waiting for this too.
Also while I’m here, might I suggest having a global Z offset as well so we can sink/offset things into the ground? I would do it on the statish mesh but that only works when you import the mesh from source and isn’t a post offset (so I can’t offset things in Z if I have just the uasset). The reason for this is that I have a parallax material on my landscape which makes the ground look lower than it actually geometrically is. I want to offse the landscape grass type (we should rename it to lanscape instance type or something) to move it into the landscape further.
That would be really handy I got to admit
Would be important for this randomized grass scale, a control in the form of a sine curve to handle the peaks between higher and lower values with a “clipping” or clamp to avoid overlap between very small and very large and out of proportion while maintaining always an irregular uniformity.
B
+1 for this feature
+1 from me as well.
+1 def. necessary!
Also may I please request a min/max for the random rotation (which supports negative rotation too). it would be nice to start with them all in the same direction and be able to add a tiny bit of variation but not full randomness.
+1
We also desperately need random pitch.
Everything standing straight up or aligned to normals looks very unnatural.
Any news on this?
+1 very useful!
It’s really important feature !
Where we can see this ticket ?
I’d love an update on this on this as well.
+1 from me
+1 from me
Hi guys. I’ve found that using object position going into customized uvs, you can use world position offset to add random scale to instances. you can use the per instance random to get a random value as well.
Hey Dokipen - I’ve actually wrestled with that a few months back and resolved it through answerhub:https://answers.unrealengine.com/questions/255616/bug-objectposition-actorposition-in-conjunction-wi.html
But material scaling doesn’t work well for everything really. If the foliage needs to have collision for instance, scaling it up in the shader won’t do any good.
Yeah the collision thing is an issue.
Things I would also like to see would be material nodes for instanceSourceNormal (the normal direction of the landscape underneath), instanceScale and instanceRotation.Also having the distanceFromSurface support landscape would be good too!