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Adding Vegetation

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Engineering / Sim SDK edition to use it.

Trees and grass are placed on the terrain based on the Mask data.

Preparing a Primary Object#

We need to create a primary object that will be used as a building block to generate vegetation (grass, trees, etc.). The following types of primary objects are supported:

Let's create a Mesh Clutter object with a tree.

  1. In the scene, click Create -> Clutter -> Mesh. In the window that opens, select a mesh: sw_georeferenced/nodes/vegetation/pine/fbx/pine_01_2.FBX/pine_01_2.mesh and place it somewhere in the scene.
  2. Specify parameters of the primary object in the Parameters window: assign the materials from the sw_georeferenced/nodes/vegetation/pine/materials/ folder to the corresponding surfaces, increase the visibility distance of the Mesh Clutter, etc. For more details, see this article.

    Notice
    Intersections with the parent object must be enabled for all types of primary objects. The Intersection flag can be found on the Parameters tab of the object.

  3. Open the folder in the Asset Browser where you want the primary object be stored, right-click on the created ObjectMeshClutter and convert it to Node Reference.

The primary object is ready — we will use this Node Reference to generate vegetation.

Created primary object

You can remove it from the scene at all or disable if you'll require it later for further adjustments.

Adding the Vegetation Object#

  1. In the Objects panel, click + for Vegetation.

  2. Set the following parameters for the object:

    • The object name is set for convenience. This name will be displayed in the Objects list in Sandworm and in the World Nodes hierarchy after generation.
    • As you have only one mask, it is selected by default in the Parameters panel.
    • Set the prepared primary object as Node.
  3. Click the Create Vegetation Object button.

You can edit any parameters of the created object — changes are saved automatically.

Generated Vegetation#

The generated trees will look as follows:

Generated trees

What Else#

  • Add grass the same way using the Grass node instead on Mesh Clutter. Use the same mask and grass will be spread under the trees.
  • Add another tree, but change the Seed value of Mesh Clutter.
  • Check the article on vegetation for a more detailed description of parameters.
Last update: 2022-09-08
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