Let’s grow some vegetation
Assign a Random Points operator on the mountain
Select the node plane and create a Random Points modifier (Modifiers>Operator->Random Points) and set it like that:
Assign a Sprite Points renderer on the mountain’s geometry
Create a Sprite Points renderer (Renderers>Points>Sprite Points)and set it up like showed below.
Import the sprite texture
Now you can drag and drop the Sprites_SummerTree.png from Standard Pack>Texture>Objects inside of the Sprite Points renderer and delete Dot White a.png.
You should have something like this:
Assign a Scale attribute on the mountain vertex to modify it's spritesb
- I now add a Scale modifier on the 3D Layer Plane (Modifiers>Attribute>Scale).
- This attribute will apply on the vertex only so on the generated particles on the plane (in this case, the trees), not shape of the plane. I set it to 0,0,0.
- Drag and drop the Smode_Heightmap.png over the Scale modifier and set it up like showed below (in advanced parameters mode again)
Now the Scale modifier is set up to mask every sprite on the heights of the mountain, according to the black and white values of the displacement map, you can trick it as you want.
If you want to go further in the customisation of the map, select the shared Smode_Heightmap.png and turn it into a composition (Ctrl+Shift+C) (don’t forget to put the compo into 16 bits) and add layers or change them.