WorldScape Plugin
  • WorldScape Documentation
  • World Generation
    • Quick Start
    • Terrain Geometry
      • Noise Generation
    • Noise System
      • Noise Data asset
      • Apply your NoiseVolume
      • Custom Noise Class
    • HeightMap System
      • HeightMap Data
      • Apply your Heightmap with Volume
      • Apply your Planetary Heightmap
    • Hole Volume
    • Collision Invoker Volume (Beta)
    • Procedural Foliage
      • Placement contraint parameters for foliages
      • Foliage Collection
      • Foliage Cluster
      • Regular WorldScape Foliage
      • Applying your Foliage Collection
      • Foliage Layer masking
      • Foliage Volume
      • Foliage baker (Beta)
    • Terrain Material
      • Terrain Material Legacy
    • Setting up a world from scratch
    • WS Tools
      • How to get toolbar running
      • Detailed overview
      • Heightmap Editor (Beta)
        • Edit Heightmap Data (Beta)
        • Create Landscape (Beta)
        • landscape Export (beta and extras)
      • Heightmap Tools Volume (Beta)
  • FAQ
  • API Informations
  • Unreal engine 5 Setting fixes
    • Material Fix
  • Blueprint API Infomations
    • Get Ground Height
    • Get Ground Height Normalize
    • Get Ground Noise
    • Get Height
    • Get Height Normalize
    • Get Noise
  • WorldScapePlayer
    • Custom Character Gravity Legacy
  • Technical Support
  • Play to demo
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  1. World Generation
  2. Procedural Foliage

Foliage baker (Beta)

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Last updated 1 year ago

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The Foliage Baker Volume provides functionality to convert procedurally generated foliage from WorldScape into standardized foliage actors. this adds the possibility to bake subsets of vegetation in a given region of the volume into distinct Foliage and Hierarchical Instanced Static Mesh (HISM) actors.

WorldScape Root Actor - Dropdown to select which WorldScape actor to bake foliage from. This defines the source procedural foliage.

WS Foliage Baker Bound Volume - Defines which volume to bake the foliage.

Tile Capture - Slider to set how many horizontal and vertical tiles to divide the volume into when baking. More tiles localizes foliage into smaller sections.

Process Tile Delay - Adds delay between baking each tile.

To utilize the Foliage Baker Volume:

  1. Place the volume in the scene either through the WS Plugins folder or WS Tools toolbar.

  2. Position the volume over the area with procedural foliage to bake, be sure that the voilage is within the bounds of the highlighted area for full capture.

  3. Click "Launch Foliage Baker Tools" to open the utility window. Settings should auto-populate based on your scene.

  4. Adjust the capture tiles value higher for more bake sections or lower for fewer.

  5. Click "Start Capture" to begin baking procedural foliage into static meshes.

  6. Avoid moving the camera during the bake process.

  7. Once complete, choose to generate Hierarchical Instanced Static Meshes or Unreal Engine Foliage for the results.

Higher tile counts produce more mesh sections for greater localization. Lower tile counts consolidate more foliage together. The values could vary baking times.

Showcase of the foliage baker window