Hello everyone,
Extremely new to unreal and ‘this kinda stuff’ in general. I’m not sure if I’m asking the wrong question almost, but here it goes.
I am making a cracked floor which would have foliage, weeds (etc), popping through it. I have a mask in the material on my static mesh that I can use to specify whats in the cracks, i.e. grass or sand, and the size/intensity/etc. This side of it is fine, but I would like to procedurally spawn weeds where the cracks are, based on the mask. I can’t see how to do this.
In this instance it’s an outside floor, so I could just flatten ‘Landscape’ and spawn with a layer using a ‘grass’ node (as I know how to do that) but this would still be a problem if I ever wanted to spawn them on a wall in a house, for example, as that’s a static mesh. Using the ‘grass’ node on the static mesh doesn’t seem to do anything when fed the mask.
I’ve found a few topics that talk about this but all with no responses!
Am I misunderstanding one of the components here and why it isn’t possible, or just missing something that would make it possible?
I know Unreal often has multiple ways to do the same thing, so a few ideas and the pros and cons would be appreciated if anyone has the time.
Regards!