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
.
Enable the depth Sorted parameter on the sprite point renderer.
You should have something like this:
Assign a Point Scale attribute on the mountain vertex to modify it's sprites
-
I now add a
Point Scale
Scale all vertices of geometry
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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
Point Scale
Scale all vertices of geometry
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modifier and set it up like showed below (in advanced parameters mode again)
Now the
Point Scale
Scale all vertices of geometry
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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.