Yo, I have a question for the "Can I do
Yo, I have a question for the "Can I do this" channel that used to be here (It was a great channel, not sure what happened?)
I'm wondering if I can scatter based on a mask. I have a mask from Gaea that is meant to be the base of a stone wall. I've used this mask to rase the terrain slightly, thinking I could embed stone meshes to make an aged look and have more control over texturing. Then I want to scatter a line of spiked logs on top of that wall, thus completing my palisade wall. Can it be done, and would this be a good way of going about it?
5 Replies
Hello, we do have an option to allow you to mask your scatter based on a texture, which is not exactly what you are looking for, but it's a very powerful way to guiding your end result.
What you would do is to take your map, and use the texture mask to isolate areas where things are present or not, and with creating multiple scatters with slightly different texture variations you will be able to decide where your scatter controlling logs is acting, and localize the control over that specific area only, and use maybe the inverse of that texture (or another channel) to drive everything else.
Let me know if this is enough or maybe you prefer to share some more info and we can see if a different approach is needed 🙂
Awesome! I will give that a go and take it as far as I can. I'm really trying to think how to integrate dash to rase the fidelity of my landscapes/natural features, as I'm currently struggling to make a material with a good enough base layer that won't look like trash in my foreground (for film).
I'm thinking If I can scatter based on masks from various maps from Gaea, and set a distance cut off, then I can layer levels of detail very efficiently. For instance, the wall is on the side of a mountain with rivers of scree, which could just be meshes with a gaea mask.
This may take me a few nights to take all the way but I'll report back with pictures and report on how well it worked with my use case. Thanks heaps for the fast reply and the detailed support your team churns out daily!
It sounds like a challenging project, and I would love to have any kind of feedback once you played enough with this specific scenario.
I think you should be able to achieve what you need from my understanding of your situation, but please let us know if there is something we can improve.
Thanks!
Hi, sorry for bringing back an old thread. I hid away for a month trying to get my material working.
I'm trying the texture mask with surface scatter in 5.4 and nothing seems to happen (Aside from my laptop crawling to a halt). Hopefully the screenshot explains the context but my mesh that is the mountain is scaled absolutely massive. I've played with the cull distance but there is no visible change there.
I'm wondering if it is the alignment of the mask on the mesh but aside from that, I'm not sure what's going wrong. Also tried in a test level with a smaller mesh.