I'm wondering if I can then remove these scatter objects (rocks for example) in the ue4 engine, if they, for example, occupy the place where a house should be, for example???
I'm still confused about why we have to convert to polygons to scatter cliffs using "mask by feature " and "scatter align". As far as I know, the "heightfield scatter" already has this feature to scatter assets based on heightfield masks. Is there any reason for that?
I recently started with Houdini and i love using it with UE4, thank you so much with these tutorials. They are amazing!
These is such a useful series, thanks a ton
How you import two fbx files???😮😮
How did you add two fbx files into one geometry??
I'm wondering if I can then remove these scatter objects (rocks for example) in the ue4 engine, if they, for example, occupy the place where a house should be, for example???
I'm still confused about why we have to convert to polygons to scatter cliffs using "mask by feature " and "scatter align". As far as I know, the "heightfield scatter" already has this feature to scatter assets based on heightfield masks. Is there any reason for that?
Curious too!
I think its for the added features of orientation and auto scaling per density
simon said : both way to scatter is basicly the same, just show another way.
awesome !