Procedural Grass Accuracy

Has anyone been able to increase the accuracy of Procedural Grass?
As you can


I’ve got a mask where I want bushes placed, however a majority of the white tiles are empty while most of the bushes are placed on black/dark grey tiles.

Any suggestions would be much appreciated, thanks!

Sounds like you have it flipped? Invert your output before plugging it into the grass-node.

I wish that were the case :frowning: What I have plugged into the basecolor is plugged directly into the grass output node.

I scaled up the noise texture and reduced the complexity. It’s trying to spawn where it should but even still it’s slightly skewed for some reason.

Here’s the landscape material. Nothing crazy. I’ve tried both Landscape Coords and regular UV coord node for the texture.

Yeah looks pretty basic.

No idea.

Try rebuilding the grassmaps?

What if you straight up plug in a 0 or 1, does grass go all or nothing?

Gonna guess this looks/feels like some kind of bug.

I’m thinking it’s a bug as well, unfortunately :confused:

Hi, I think u should first scale your texture UV to match the landscape size

this isn’t “procedural” it’s just the landscape grass node.

Layer painted precision for the material is dead on if you do things correctly, so in OPs example something is definitely off with possibly a few things.

  1. the mesh itself.
    Your mesh has a size and a pivot point. the grass system places that pivot on the white.
    IF that pivot is away from the geometry of the grass/bush you can get items not on the paint.

  2. The texture output.
    Obviously scaling and position has to be the same. Easiest way to check is to make sure that the squares match up to vertex on the LOD0 of the landscape.
    IF they don’t, you know your texture is off somehow.

Remove grass where you don’t want it?
Easy. make the grass material have the same texture, placed with WPO and properly set up to match the landscape, and use the value as Alpha value.

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Thanks for the response, The mesh pivot is at the center of the asset so that’s good.
As for the texture output, it sounds like you’re saying that the foliage is placed based on where the landscape vertices are, is that correct?

No. Never said anything remotely like it…

Verts have little to nothing to do with placement of instances.

So then why do the squares need to match up to the vertex on LOD0?

You seem to be very confused. The sentence implies you have to match the position of a Texture onto the landscape…