I have a mesh based terrain, which has some “lakes”. I made a mask texture, which defines where vegetation/rocks/etc. need to go (pink arrow points on the area of the mask I am working with currently):
This is the PCG graph (so far):
If I turn off Absolute Transform (default):
I get this:
With Absolute Transform being on:
I am guessing that Absolute transform “on” means texture is projected as intended, based on UV map of the mesh and with “off” it squashed to fit the PCG volume?
Why do I have only a few non-black points and the rest is black?
How do I make it where in the white pixels of the textures points are 100% scale (with random +/- margin) and make scale to go down as pixels getting into black (also with random +/- margin)?
Thanks