Made a tool that can scatter instanced meshes on a mesh based on a mask texture inside Unreal. As a next step, this should be fed into a procedural mesh component, to be able to bake a unified static mesh from them.
#UE4 #madewithunrealpic.twitter.com/kcchKs9S7e
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Unfortunately it looks like I'll still need to run them through a proc mesh because otherwise the scatter of the combined mesh can't inherit the normals of the underlaying mesh which is needed for smooth shading in case of foliage.
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W odpowiedzi do @TheKristofLovas
For instances could you not pack the surface normals as a float and pass them through custom instance data, or even in the instance transform?
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W odpowiedzi do @calvinatorr
If I would keep them as instances, then this would work. And I found an even simpler way actually. You can just take the local up vector in the material of the moss, run it through a custom interpolator and transform it to tangent space.
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I realised this after I sent that tweet 
Wydaje się, że ładowanie zajmuje dużo czasu.
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