I have a question about something fairly specific. I am a beginner and can’t find a way to do this, but if I could it would save me quite a bit of time. Forgive me if I don’t explain this well.
I am using a PCG “Get Texture Data” node to pull in some image data for my map that defines biomes/ecotopes. I know that there is a new Biome Core plugin for 5.4, but I was worried about the limitations, so I’ve been doing it this way instead. The image/texture files I am using are generally just solid red (FF0000) solid green (00FF00) or solid blue (0000FF) and in this case I also use alpha. I’m not using any density, and my biomes are completely discrete at this point (e.x. desert ends sharply where tropics begins).
I also have experimented a bit with the standard surface sampler nodes, such as setting it so no trees can spawn on my landscape if the texture is mostly “rock” or “sand”. This is really convenient because if one of my biomes accidentally stretches somewhere I don’t want it to be, I can just paint a bit of rock texture and the PCG trees just disappear. The problem with that, however, is sometimes I actually want to have a patch of sand or rock that has PCG trees growing on it.
So what I was wondering was, if there was any sensible way to “paint” on an image / texture file within the viewport in the same way I can paint on my landscape.
Basically I just don’t like the workflow of opening up Photoshop/Gimp every time I want to make a change to my biome borders, and I’m looking for a way to edit those texture files in the viewport to make them work exactly the way I want them, just like I can with landscape layers.
One, likely terrible, idea I had was to have a second, hidden landscape just to pint my biomes on, and use a “Surface Sampler” node on that, but for some reason that seems like it might be a dumb idea, performance wise, to have a massive duplicate landscape just to make it possible to paint my biomes in the viewport.
Thank you in advance for any advice you can give me