While I have found help using the ‘Normal to Density’ and ‘Density Filter’ nodes, sometimes the point that it finds on a ‘flat’ area is still too close to a slop when the tree I selected has a larger root base; thus extending out of the ground exposing the cut off.
How would you determine if a radius from your point is still flat? I was considering the Create Points Grid along with the Copy Points, but don’t know how to do math on those to feed back in.
I just hate walking up a hill and seeing the hollow mesh. But I really like some of the trees that have the larger root base. And I don’t want to transform them deep into the ground to try to fix this.
Not sure you realize that the proper fix is to make trees much longer past their collision, so that no matter where they place you never see them end before the ground.
My trees also usually have a root system attached, since they all just cost a single drawcall either way.
This is what I needed. I had to install the Demo, then copy the folder from the demo into my game folder. THEN you can drag the node into the PCG Graph. Even after that, the node doesn’t show up in a search. Looks like you must drag it in the first time, then copy paste in the graph after. Think it will be worth the effort.
Thanks again for pointing in the correct direction!