Strange "rowing" of texture patterns

demonstrates a strange distribution of custom terrain. The target terrain is new/flat - stock settings, no bumps.

The tree is a custom object that I made in blender - it has vertex painting.

To be clear - I PAINT TREES EVERYWHERE and the engine FORCES them into rows!

Not only is it strange, its inconsistent - the tree custom terrain lines up in rows – and interestingly, the more you paint, the more “Rowy” the rows get… the cubes seem less constrained to row up.

Also, the cubes seem less inclined to bunch up - has anyone seen this before?

ALso - playing with “Noise Spread” just seems to affedt the x-axis spread - doesn’t fill the gaps. Have upsized detail grid as well to 2 x height/width.

Have you tried it in an empy project again, with a new terrain?

The problem is you’re painting the detail meshes too densely. Detail meshes are batched into sections in order to keep the draw calls down. But if you paint too many meshes into a section they stop being rendered. That’s why you see the rows. The density you have to reach for this too happen is pretty high (and wouldn’t work in a performant way at runtime anyway) so I suggest turning down the opacity when painting detail meshes.