29 Replies
Hey Hey @ascenial
I may not be the best person to help you with this but gonna try π
Have you already created the landscape/terrain?
Or what is your current status?
thinking about making it
I see. So your questions are more focused towards how one would scatter so many of them or how to get the placement right for that shot?
A lil more of how would it work or if foilage tools would be better
Can't think of any reason besides perhaps the scale of it being an issue for Dash. If it is as large scale as it would be compared to a scale of a person, then Dash might struggle. But if one would make it with the soal goal of re-creating the picture I think it should work fine with some clever camera angles/depths. You should even be able to use our terrain tool.
If I find the time, I will give it a try my self, but I don't have any stylized assets so it would have to be Megascans for me π
Im going for a realistic look
I wanna use it too learn speed tree really
ah I see, cool plan. Would be fun to follow along how it goes for you π
@Daniel - COO @adnanchaumette
my cpu doesnt like it
but it works
this is a massive scene using scatter on black alder trees
I'd hack my way through some HDRI that has lots of trees in the background actually could cut down the number of trees by at least 60% that way
(unless you want to move around everywhere, vs just reproducing the concept art's shot, ofc)
im just messing around with it
i always struggle to find good hdris tbh
same
how do you even bring hdris into unreal?
i have only used hdris in blender
there's a plugin called hdri backdrop that you enable
okay
then you just drag & drop 'em, and set them up
but yeah, finding the right one is super hard
ngl
niiiice!
you cant lie this looks pretty awesome for just slapping some trees down with scatter
it does!
im thinking of doing an adventuretime esque zoom out in this scene
like the intro to adventure time idk
im still thinking
@adnanchaumette how does break up actually work?
it's basically a noise (perlin iirc) that we run on all points, then use its brighteness to determine which instance to remove π
ok
wait
so higher number = more instances and scale is reffering to the scale of the noise?
yeah scale = scale/frequency of the noise pattern.
this is basically what it looks like when you're debugging
the darker points are the ones that we mask out
and breakup scale increase just makes the noise pattern tile more and more
Okay
This is helpful
Ima ss this
Do you guys have any plans on allowing us to control the types of noiseπ
You could get some insane looks actually depending on noise settings
Voronoi noise could be really cool