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 a ‘Landscape’ and spawn with landscape layers using a ‘grass’ node (as I know how to do that). However, this would still be a problem if I ever wanted to spawn them on a wall or floor in a house, for example, as that’s a static mesh. I could also do it by hand, but there are obvious benefits to having it change as I mess with the mask for more procedurally generated settings.
This person below seemed to be asking the same but never got a response: Painting foliage on SMs based on a texture mask
Am I fundamentally misunderstanding how foliage or materials work, or am I just missing some obvious information? I’ve heard there are multiple ways to do the same this with Unreal so, if anyone knows, a few examples of how to do this with ‘pros’ and ‘cons’ would be great.
Regards!