Squizzy
PDPolygonflow Dash
•Created by Squizzy on 6/17/2024 in #unreal-engine
I'm trying to scatter a row of meshes
5 replies
PDPolygonflow Dash
•Created by Squizzy on 6/17/2024 in #unreal-engine
I'm trying to scatter a row of meshes
Right away sir
5 replies
PDPolygonflow Dash
•Created by Squizzy on 4/22/2024 in #unreal-engine
Yo, I have a question for the "Can I do
5 replies
PDPolygonflow Dash
•Created by Squizzy on 4/22/2024 in #unreal-engine
Yo, I have a question for the "Can I do
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!
5 replies
PDPolygonflow Dash
•Created by Squizzy on 2/2/2024 in #dash
Is it possible to edit the snow and dirt
Yeah 🙂
3 replies
PDPolygonflow Dash
•Created by Squizzy on 1/25/2024 in #unreal-engine
path scatter questions
12 replies
PDPolygonflow Dash
•Created by Squizzy on 1/25/2024 in #unreal-engine
path scatter questions
12 replies
PDPolygonflow Dash
•Created by Squizzy on 1/25/2024 in #unreal-engine
path scatter questions
Thanks a lot that explained a bunch. To expand on what I'm trying to do is add mutable scatters on a single path in a hierarchy, so I can have Cliff, bigger rocks, then ground transition for falloff.
Here is what I have so far. I can drag the curve around and watch as the cliff changes, which is so awesome! This helps with hiding repetition a lot. I don't know how I'm supposed to change new cliff meshes of different sizes when adding them in the container individually (Rotation and separate min max size is the main one), same with adding other rock variants. I thought of adding another path scatter to the curve for each variant but this led to very bad performance and I was overwhelmed by all the menus and which menu was for what. I'm confused on how to control mutable meshes in one path scatter.
I would like to add a top meshes to the cliff and add more meshes for the walls. I guess with sink and right with spacing for the rest of the scatter it would be possible?
So I'm wondering if there is a kind of hierarchy for what I'm doing, or is this the wrong way? This has basically replaced PCG for me, much easier even though I had a few crashes. Most importantly, can the curve and all its associative path scatters be saved into the new Preset feature? Or a blueprint/PLA? And can I create instances of them to change meshes? I want to be able to build tons of these and save them for future projects.
12 replies