TheConceptBoy
TheConceptBoy
That's actually what I was hoping for. Unless there is a way to assign a material instead of a shader to the grass so I can set it up myself...
> displacement as well, and is not ge I see. So in this case I'm hoping that the y billboard and particle billboard toggles options would be included into the...
I wonder in your demonstration here, did you hand paint the grass to not apply to the cliffs of a certain slope angle? 
I see. That sounds very ambitious and versatile indeed but also not an overnight feature. Hmm. In terms of an alternative. What about mesh based subtractive or additive terrain morphing?...
> There could be a stamp tool that allows to define a shape (from a mesh or other) and then "stamp" it, but it will be quite far from a...
> That screenshot with the boat looks crazy. Are they really pushing the water down just so it does not intersect with the ship? Indeed. The player can walk into...
> Well I thought you'd have really just the usual gizmos of a MeshInstance, then the tool would pick the maximum between the height of the existing terrain and the...
Well alrighty. This seems like a perfectly versatile way to make stamped shapes. Even roads, one can make a set of prefabricated tall meshes for ramps / roads / intersections...
> For roads so far I've seen someone use the flatten brush to level terrain, but for slopes a mesh could be handy. Flat roads yes. When I say roads,...
Well to start it off, the most important features to control with pen pressure are: Brush Size Brush Rotation Brush Image.  In terms of letting the user chose which...