Hi! Polybrush only works on mesh objects, not Terrain. However, you could use Polybrush (and ProBuilder) to build and sculpt a mesh object, then save that object as a Prefab, and load it into the Terrain for scattering (ie, trees, rocks, etc).
Thank you so much for your reply!
I have an FBX tree I made in blender but run in to issues with the leaf billboards (a simple plain with transparent texture) in that they completely disappear when used in the terrain scattering tool yet work just fine when the prefab is placed by hand. The Naked trees all pint at a 90 degrees (laying on the ground) but I figure that’s just an issue with the original fbx object before/during export.
okay, I don’t know who else this might help but I figured it out.
It was BOTH issues above.
Here’s what I came up with:
Use Mtree in blender to make an original tree model. Then export that model as an FBX. Mtree treats the leaves as a modifier, not actual components until export.
Open a new blender project and import the saved FBX. Now you can use Ctrl+J to join everything into one object, so there’s no Parent/Child issues.
Duplicate your “collection” containing the tree as many times as you need LODs and Decimate them accordingly. Note “collection” used to be called “layers” in previous blender builds.
Name each object not the collection, that name doesn’t mater “Objectname_LOD#”
Export this new blender file as the FBX you’ll use in your Unity project.
The Terrain tools will now work with this FBX and/or any prefabs you make from it.
Hopes this helps somebody else.
I’m going to go have some aspirin and a lay down…