Honest feedback
Hello, I've been testing Dash and the experience has been a lot less smooth than I expected
- I don’t have the nice floating bar like in the videos, only the full blown ui, a lot more cumbersome to navigate and disturbing on the screen. I wonder why you dropped the floating bar, it was a brilliant Idea IMHO.
- Sliders seems unresponsive when dragging, I have to move my mouse across the whole screen to increase of 0.03 ish, and it seems to freeze quite a lot. Hold ctrl makes it better, but I have to use it all the time.
- Sometime when selecting a terrain or a scatter the contextual icon doesn't show up and it's impossible to edit it anymore. Restarting the engine didn't fix it.
- I couldn't find how to enable Nanite on the terrain.I I type nanite, I have 2 options to turn it on for actor or for static mesh, and none of them work for the terrain...
Website Improvement Suggestions
If you have any ideas on how we could improve our website, polygonflow.io to make it easier to understand for new visitors and also more useful for current users of Dash, please let us know by sending replies to this post. 🙏 🙏
RVT Blending
It would be nice to have RVT blend material (or a similar feature) to blend the assets material with the terrain material.
It would be even more interesting if it was possible to blend material between different meshes (sometimes terrain is just a mesh or sometimes it looks more natural if materials blend together instead of a hard transition)...
UE Features stop working
Engine Version: 5.2
So there's no one single feature that stops working and no specific sequence of events that triggers this but mid session Dash will just stop working, it seems like its the final execution of whatever task just doesn't work.
For example drawing a curve will stop right at the point where it ads points to the mesh. Then the UI elements that says "place curve" or whatever stays on the screen even after closing Dash. ...
First Impression and Issue
Dash is cool - can't wait for content browser integration.
One issue atm is I can no longer add assets with Dash. I just get a no icon lol
Wish I could have the cheat sheet open always (I don't yet know the mouse controls).
Thank you for the great tool though. Super stoked to be a part of its users at this early stage....
Sink in scatter should have a proportional mode
This is to account for objects with different sizes. Currently the sink seems to happen in absolute units, leading to smaller objects becoming invisible whereas bigger objects are just a bit sunk, thereby leading to seemingly unpopulated areas when in fact these are just areas with objects fully sunk. With proportional mode, objects would sink proportionally to their size. For example, if we sink by 10%, objects 1m tall would sink by 0.1m whereas objects 20cm tall would sink by 2cm. All scattere...
Scatter names should match what you have in the scene.
As of right now it just says surface scatter.
But if rename the Scatter to ex Rocks. It should say at the top
Rocks(Surface Scatter)
Rocks(Path Scatter)...
Merging of road/paths
Would be Great if that would be added in the future, Also custom meshes for paths if we want to do more. Example of golf cart paths
Reverse Angle.
Right now you can make it so objects can appear only at a certain angle would be great if we could invert that so we can have objects only on the the harsh angles.
Add to camera controls a dropdown with common aspect ratios
This dropdown locks sensor width to height and vice-versa to keep that aspect ratio depending on what we input in one of them. For example, if I select 16:9 for aspect ratio and I define 40 for sensor width, Dash would establish sensor height as 22.5, hence ensuring a 16:9 aspect ratio.
use blueprint actors with mesh (and collision) as proximity or object masking
RESOLVED: I have some meshes that i converted to blueprint actors that are not necessarily instances but have some logic, do you think it would be possible to have them as proximity or object masking? For now I can just overlap the pure static mesh over their blueprint counterparts.
Request for chance/probability of each scatter items on one instance
Hi. Do you think you can add the option of adding an adjustable probability/chance of spawning a certain item from the scatter list (0.0 to 1.0)? that way if we have multiple scatter items on one instance actor we can further manipulate each from the list without adding too many instance actor blueprints on the level. Like if I have a batch of 5 plants but I want one species of plant to have a relatively lower chance of spawning compared to the other plants but they remain in the same (one) ins...
Material Triplaner
This feature is used for any object that does not contain UV information and saves time by automatically making it without a UV step. I hope you can add it as a new feature in Dash Material. Thank you.
Material Randomization
I am looking forward to adding a material randomization option that can be used for landscape, sand, or seawater, along with blending options for increasing or decreasing blend amount. Thank you.
Add a Puddle Layers in Terrain
we can use a puddle layer in terrain generator just like a dirt and snow is already there it would be cool if we can have puddle decals also
Radial Scatter
It would be cool if the radial pattern can do multiple rows of circles and have the scale taper off either towards the middle or the edge
BUG: Changing Material on terrain leads to a bug
When testing different material on the mesh, after I changed the UV scale, terrain reverted to the first material it got assigned.
Suggestion: Add this stuff to terrain material
1. Add if possible Cellbombing (see image 1)
2. Add if possible Macrovariation (see image 2)
1 & 2 options that user can enable when needed.
...
Feature suggestion: "Brush here"
When we ctrl+drag an object from the content library, add a "brush here" function to the pop up menu. This will turn the cursor into a brush so that we can paint that object where we brush it. A floating help menu comes up with modifiers we can use to change the brush. For example, ctrl+drag up and ctrl+drag down increases or decreases brush size, alt+drag up and alt+drag down increases or decreases painting density, shift+paint deletes what we painted. By default, the brush will not paint over...
Importing curves
It would be great if there was an option to import curves form CAD software (eg. in DWG).