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Unreal Engine System - Interactive Foliage Painter

Here's a quick experiment I released on my Patreon as a Tier 2 reward: https://www.patreon.com/GhislainGir

Quick demo.

Hold left click and paint flowers!

Hold left click and paint flowers!

Flowers are instanciated using a single Instance Static Mesh Component. The growth animation was authored in Blender using a rig and baked into a texture.

Flowers are instanciated using a single Instance Static Mesh Component. The growth animation was authored in Blender using a rig and baked into a texture.

Hi! I hope whoever's reading this is having a good day :)

Hi! I hope whoever's reading this is having a good day :)

I do like to use material functions to make my material readable via the use of MaterialAttributes.

I do like to use material functions to make my material readable via the use of MaterialAttributes.

PerInstanceCustomData is used to store the timestamp at which a flower is spawned to compute a relative growth time and play the growth animation accordingly.

PerInstanceCustomData is used to store the timestamp at which a flower is spawned to compute a relative growth time and play the growth animation accordingly.

Upon left click I start ticking and during tick I linetrace towards the cursor's location to get the hit location. There a flower instance is added along with its shadow blob. Timestamp is stored in custom data.

Upon left click I start ticking and during tick I linetrace towards the cursor's location to get the hit location. There a flower instance is added along with its shadow blob. Timestamp is stored in custom data.

Make sure we don't spawn flowers where there's already flowers though! :)

Make sure we don't spawn flowers where there's already flowers though! :)