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 Cluster

PreviousFoliage CollectionNextRegular WorldScape Foliage

Last updated 1 year ago

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Foliage Clustering allows for a dense amount of objects to be spawned in a area without too much frame sacrifices depending on your set up and allowing for a more clumped up apperance for foliage.

In order to create a foliage cluster all you have to do is right click in the content browser and then hover over WorldScape and select the foliage cluster.

One created you will be created, you won't see much when you enter it. so all you have to do is open the cluster tab and click the plus on the Foliage cluster unit list and then you will be greeted to an assortment of options.

more options to be aware of before applying the cluster to the collection. you will see these options shown below

the placements go off by their name; however, sector size and count will dictate how large the spawning area will be for your foliage actors and the density of it. so be sure if using dense mesh to use smaller foliage count before trying higher values.

if you are familiar to the unreal "hierarchical instanced static mesh component" you will see some similarities to it, so it is best if you play around and with the results once appied to the foliage collection. if you are unfamiliar to unreal's hierarchical meshes refer to unreal's doc about the and the video of discussing the uses of these methods .

instanced mesh API
linked here