Thank you! We have been thinking of doing something similar to this but was so sure it would be too demanding to do it in runtime since we have hundreds upon hundreds of thousands of meshes. But we might be wrong, we never ended up trying. Do you think it would be viable for processing that many meshes? I’ts closer to a million.
Thank you! I did use this for our grass before the new grass tools were released. I had a list of different grass textures that it would randomly choose based on a per-instance random and also different sets for different parts of our map based on a low resolution mask that masked out the different areas. I don’t use that now but still use random color variation for most of my foliage. It definitely helps with breaking things up but I wish i could use my different meshes in an easy way.