Procedural Foliage with Landscape Layers

Hello everyone.
I am trying to create some procedural foliage with the “Procedural Foliage Volume” depending on landscape layers.
My problem now is assigning the layer info procedurally.
In all the resources I’ve found so far, people were assigning the layer info by painting manually on the landscape.
Is there any way to do this procedurally (with texures for example)?

No.
You can’t paint the landscape procedurally and have different paint layers.

(I mean you could, but then the actual paint would always be full for all the paint layers so it wouldn’t help you one bit. because you would have to have the material decide what to color based on something like slope of the normal. And that layer would have to be applied everywhere to be able to do its job.)

What you can do is generate what people call splat maps outside of the engine, and then use them as the map for the specific paint layer.

Maybe, you could come up with a solution that does this automatically - but it would only be in editor anyway.
You can’t expect the actual layer paint that the proc foliage uses to change at runtime…

Thank you for the answer.
Also I wouldn’t need to change the paint layer at runtime. The whole generation process takes place in editor.

Then yes, you can use custom PNG files of the same size as the landscape tile (export the heightmap) to import a paint layer.
That should get you to where the paint is defined for the instances to respect.

How would that import process work?
The paint information is saved as Landscape Layer Info Object right? I don’t see any way to import information there or import PNG files as a new Landscape Layer Info Object.

Should be as simple as right clicking the paint layer and selecting import while in landscape paint mode…

Thank you that should help :slight_smile: