Model scattering with mask map?

Hello !
I’d like to manage all my element scattering (trees, foliage, buildings, whatever else) through mask / distribution maps.

And then transfer all the instance positions to game engine through some export plugin.

I’m not sure how to spawn (and randomize rotations etc / some parameters would be nice) stuff, according to a mask - distribution map tho.
(as simple as spawn in white don’t spawn in black, and then a density parameter)

Would anyone know of an efficient way, or plugin ? Thanks

Depends on some specifics of your input data. Is your distribution map a texture map or can you create it as a vertex color channel? How much control do you want to have over your rotation?

For generic scattering you can use a hair particle system. It supports rendering the hairs as instances. To distribute your elements you can vertex paint the density. Orientation can be randomized in a specific “advanced” rotation tab.
Watch this YouTube tutorial scattering crumbles on top of an ice cream: https://m.youtube.com/watch?v=B_xwv420iJo. This should explain the approach.

Another open point would be the export towards your game engine. What kind of data does it need?

Hello,

Preferably I wouldn’t go through vertex color channels, but read from the texture directly. Now if I have to then I’ll. Control over rotation could be random min / max X Y Z rotation etc.

There are plugins like https://gumroad.com/l/UEBok that let you copy paste your instances from blender to ue4 by copy paste. Thinking either that either I’ll do mass fbx export.

Thanks for the youtube link, I should get there with this, I’ll transfer my masks to vertex color or something if needed.

Giving a try to: https://www.youtube.com/watch?time_continue=39&v=yBjo2qQh13k&feature=emb_title

My tut might be of some help.

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