Covered in stones

I need to completely cover a riverbed object with thousands of stationary stone objects. I’m wondering if the Unity particle system can be used to do this. In Max it can be done with PFlow quite easily, but I can’t find the same controls in Unity (yet).

Thanks.

I don’t believe the particle system is designed for placing thousands of stationary objects within a scene. I’m not even sure how it could be used in such a way.

So I’ve found that I can paint the stones in if I convert my riverbed object into a Terrain object (using the object2terrain script). I put them in by adding my stone objects to the terrain object’s tree library. But when I paint them in it doesn’t randomly size or rotate them, and the “Tree Height” parameter also has no effect.

I can’t seem to make this method work at all with the Paint Details feature.

I bought the “Easy Painter” package. This does mostly what I need, but every single object it creates gets listed, and I need to put probably a few hundred thousand of these things, so that won’t do.

Any suggestions?

How small are these stones and how close will the camera be to them? Maybe you could get away with a texture and a normal map?

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I do have a pretty good normal-mapped material on it right now, but this client is especially (annoyingly) picky about realism, so I’m trying to build it for real preemptively.

I’m SO close to being able to do what I want. I just need to be able to randomly rotate and scale the stones with the terrain painting tools…