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!
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.
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.
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.
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?