TheConceptBoy

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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? ![image](https://user-images.githubusercontent.com/52581279/164592153-a7fd876f-f85c-491c-9cbd-aea49d3b243d.png)

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. ![image](https://user-images.githubusercontent.com/52581279/147840615-c50dfe97-f43c-493d-b634-506b09da0995.png) In terms of letting the user chose which...