The Great Grass Dilemma

It’s not a bug, I got a response to my bug report and it turns out the brush strength is like that on purpose. See here:

So they have intentionally clamped the slider to specific values and supposedly also upped the base strength when it comes to detail painting. There’s a few reasons why it worked better the old way, here’s what I wrote in response as thoughts on the matter:

But I don’t claim to know anything behind the curtain as to what the Unity devs may want here, probably just a way to streamline the tool and make it more accessible somehow? Regardless, it’s not up to us sadly and that’s the change they went for so it is what it is for now.

There is a workaround though, I posted it earlier up in the thread. To solve this issue, I was able to recreate the entire detail paint tool using the Experimental Terrain API, and with it an unclamped target strength value to paint at lower densities. I posted the code publicly on this thread which also documents the detail paint issue. Just put the script into an Editor folder and you should be able to use the tool as listed underneath the “paint” options for terrain. Be aware of the drawbacks though. Hope that helps!