Not sure if this is an engine question or a project question? Engine I guess?
Sorry, anyways, it's as stated above I have a 3D project, I have various tree types and I aim to fill an area with said trees, the area is detailed with hills, divots, and whatnot. So I'm wondering if it's possible to control where on my environment I can instance my trees. Say via a black and white weight map.
For example; I wish to fill just the outer edges of my environment with tree 1 and not have any appear in the middle, then say fill only the middle with tree 2 with a separate MultiMeshInstance. Is it possible to do so via some sort of weight map? If so is there a node structure for this, preferably not coded tho I could learn to do so.
The only other solution I can think of is having a flat plane that sits just under the map in the shape I want, but that could be tedious with all the hills and valleys I have to make sure no trees float in the air or are stuck too deep into the ground.
Any ideas or help would be greatly appreciated, thank you! Also, I'm really loving Godot so far, far nicer than Unity or Cryengine and Unreal, I am excited for more powerful features in the future.