Groundcover issue

Materials, textures, lighting, postfx
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by Hodo33 » Tue Dec 04, 2018 1:50 am
Can someone tell me how to prevent groundcover weeds from rendering inside buildings, on roads etc
Thanks for any help
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by fLUnKnhaXYU » Tue Dec 04, 2018 9:38 am
after you create your ground cover look in the inspector where it says " types ", properties for 0 - 7 , there is a field named layers . If its blank the ground cover will show everywhere , but if you you put the name of a terrain material , grass1 , snow etc.. it will only show the ground cover on that material . So what I did , was paint the area with a different material , actually , i guess , it can be the same texture with just a different name , so , the ground cover will not render there . Should work , if theres not a better way .
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by Duion » Tue Dec 04, 2018 9:08 pm
I mostly just use another terrain layer without ground cover that I paint below things that are not supposed to have ground cover, pretty simple, you can see it being used in my game.
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by Hodo33 » Wed Dec 05, 2018 3:26 pm
Ok I see it now, thanks....
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by JeffR » Wed Dec 05, 2018 4:11 pm
Duion's right.

To clarify the design-intent of it a bit more, the type slots in ground cover let you associate to a given terrain material. If you don't make any associations, it just figures "any terrain material is probably fine" which is why it'll spawn over the whole thing.

Once you have an association between a groundCover type slot and a terrain material, the spawning rules for that slot will only apply to that terrain material. To adjust what shows up and where at that point, you would just paint down different materials to have it automatically spawn the associated groundCover slot(which can include nothing if you paint a material with no groundCover slot associated).
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