Thanks for your feedback Do you have a screenshot of your settings so that I can try to reproduce?
The piling should only be possible when you activate “Allow Overlap”. And the non-alignment should only be possible when you activate “Random Rotation”.
I’ll see what I can do with the Poisson distribution.
The piling does happend with or without “Allow Overlap” for me. I’m painting a prefab with a Capsule Collider.
The “Align To Terrain” works effectively well, when random rotation is off. I did have it checked the last time.
Anyway I find you tool much more responsive than others I had tested, and more simple than Polybrush, which is far too slow to paint something like a large grass plain. I love the fact that it’s only one script, drag and paint.
Since it’s Halloween I wanted to distribute some pumpkins in Lordenfel and couldn’t be bothered to run physics steps with every paint. So I added a new mechanism which optionally invokes the physics automatically after painting. Looks like this:
Quick details:
Physics Simulation options:
None - no automatic physics simulation as before
Once - all physics steps in 1 simulation step
Continuous - animated physics, lets you see how the physics are applied
Height Offset: is added to the prefab’s painted height so that you can e.g. use gravity on it
Step Count Max: maximum number of steps for the simulation
Step Iterations: number of physics steps per simulation step; normally you have 1 physics step per simulation; that’s not really necessary and very much depends on your processing power, but quite interesting to see how things flow with the physics
I’m glad this thread got bumped since I wasn’t aware of this. It looks great! I’m going to see about using this at run-time.
I wanted to mention that this feature you removed could be useful. For example, spawning vegetation that’s more dense in the center. Any chance of adding it back in?
@Rowlan another great tool! Thanks for making this available! I didn’t even know you had this out there.
I love your work and the tools you share with us all!
The ideas are flowing now after seeing it work.
Luckily for me I just finished a project and now can play with it.
Yeah, sure, it’s just another kind of distribution applied.
That makes me think I should totally re-add it. After yesterday’s quick implementation with the instant physics it might make sense to have the same what you can do with the brush along a spline. Just for re-use of the spline. And here that distribution could be very interesting, i. e. more along the spline center, less outside.
I made a very quick draft. There’s a new tab “Interaction” for that kind of stuff. Only had a few hours today to spare, so unfortunately for the first try the time went up in refactoring the brush for re-use in the Interaction, which made sense. Anyway, Here’s how the first draft looks like. While I was at it I thought I’d also add Anti-Gravity to shake the prefabs a bit:
It made sense to add physics to the spline spawned gameobjects as well:
You have to click a button though once you’re done. This is for later re-use of the splines. ie create one, drop prefabs, move it around, drop prefabs, etc.
I might add some fuzzy distance and maybe also some force along the splines. Could be useful. However usability might be getting a tad complicated, too many settings already
That rocks placement along the spline looks perfect for a shoreline
Do you think its possible to set an -y offset to the terrain collider?
This could be useful when you want all the rocks to go a little in the ground for a natural look, for example on beach they would be a little in the sand.