BugFixes:
UE5.5:
Fixed a bug when spline is "Include" wont do anything.
Fixed a bug that would not find any ForestTools objects in the scene.
Fixed an issue when enabling FallOff by default would enlarge meshes to 4x size.
Advanced Effects:
Fixed phyllotaxis distribution
Fixed Rowwed Pattern Distribution
Fixed Rotate To spline
Fixed Change By Edge
Fixed Change By Height
Fixed Color Variation deleting points on enabling.
Overall:
Added UV sampling to Color Variation and Scale map.
Fixed overall bug when no falloff is used would still produce a falloff.
BugFixes:
Color variation wont remove your points under no circumstances.
Reduced random behavior on value changed for Ivy.
Change by Edge for 5.6 now works properly.
Additions:
7 new IVY presets:
Common Ivy
European (Archviz)
Grape
Rose
Bougainvillea
Jasmine
PepperMint
Redone algorithm to make it more robust and predictable.
Seeding now happens per parameter.
37 new Ivy meshes.
5.5 specific:
ForestTools now 15-35x faster.
All main branch additions implemented for 5.5 ForestTools CPU scatterer.
StaticMeshes
Decals
Actors
LevelInstances
Bug Fixes:
1.Forest Groups clustering fix. Now produces correct mesh groups across all clusters.
2.Randomize Color now 5-10x faster.
3. Spline conform now will look further up or down to project itself.
4. FallOff tessalation now works on all conditions.
5. Animation category is now deprecated.
Additions:
1. Normals Direction now a float value.
2. Added TAG selector for the Exclude Meshes
3. Any texture operations (except UV) now will be bound to the FT bounding box.
4. Spline Manipulator new Procedural Paths mode.
5. New Vine Generator.
a) IVY generation
b) Lianas generation
6. Added a new UI menu with drag/drop tools of the plugin.
7. New Creation Widget. Easily create new scatterers with just a few clicks.
8. GPU Exclude areas now support: Splines, Static Meshes, Instanced Static Meshes.
BP Nodes:
1. Draw Exclusion Map
2. Update Exclusion Map
3. ReDraw Exclusion Map
1. Fixed an issue when using "Treat as area" in path settings would not produce any points.
2. Fixed an issue where points would be offset from mesh by some distance at random.
UE 5.7 only.
Fixed an issue with spline scattering.
Now it's not bounded by the blueprint
Sampling is working properly now
Bug Fixes:
Fixed Angle/Height falloff delete all points on enabling the feature.
CPU:
ExcludeAllLandscapeSplines - checkbox to exclude all landscape splines even if they are not in the outliner.
OptimizationTab> Receive Decals parameter added.
Reworked FallOff for Spline/Mesh/FT:
1.Edge noise parameters
2.Resample FallOff areas
3.Precise FallOff calculation
4.Optimization
Path settings rework: Now act as an area that adjusts to your spline width.
Added what type of objects you want to spawn:
1.Static Meshes
2.Actors
3.Level Instances
4.SkinnedMeshes
5.Decals
Project maps on UVs now available on every map feature: Distribution, Scale, Clustering and Color Variation.
Added advanced effect: Rowed Pattern.
You can now easily create patterns like crops, fields or even solar pannel stations.
Added new Effect (Spline distribution): Phyllotaxis pattern.
Optimization rework:
1.Static mesh scattering - 20-25x faster generation speed.
2.Landscape scattering - 10-30x faster generation speed depending on landscape size.
3.Spline scattering - 15-20x faster generation speed.
Added new cinematic level made entirely with Forest Tools CPU.
UI reworked to remove the visual clutter.
Each TAG parameter now is an array for more fluent control.
GPU:
Added the ability to scatter with Forest Groups. You can now group different meshes in the same cluster on GPU.
New Spline Manipulator blueprint!
Bug fixes:
Fixed a critical bug that would produce the same mesh everywhere when Clustering is enabled.
Fixed a critical error when using a map to drive clustering
Additions:
GPU:
Added a material grasstype filtering to the GPU. Now you can spawn only on specified materials.
CPU:
Additions:
1. Added FallOff options to the Height and Slope filterings.
2. Added a perfect cut option into the randomization tab (requiers material function to work)
3. 5.7 megaplants support
4. Reworked posion sampling to fit more points into the smaller meshes.
5. FT Scatter on top of another FT
6. Weighted clustering.
7. Actor tab is now visible in the actor details pannel to access tags
8. Added Scale map remap Vector2D controls.
9. Added 2 RVT maps as well as RVT material functions.
Bug fixes:
Fixed an issue when using poison sampling with spline projection wont generate any points.
Tagged splines now calculate prescision with a better accuracy.
GPU:
HLSL GPU based scattering for landscapes now available for Runtime generation for 5.6 and newer.
New FT GPU blueprint
Freely choose the radius of the generation for the partitioned spawning.
Features supported:
Sampling
GridSize
BaseOffset
Transformation tab
Scale by map
Distribution map
Clustering by map or procedurally
FallOff for clustering.
Color Variation tab.
For the complete list of supported features, please refer to the Discord documentation.
GlobalOffset now only affects XY axis.
Fixed a bug with using Include splines
Added WPO Distance to the optimization tab
Added Collision switch to the optimization tab
Fixed an issue when in some cases FT won't produce more points than its arbitrary maximum limit.
1. Added Evaluate WPO and ShadowCache invalidation to the Optimization tab.
2. Use GPU under the Optimization tab will now spawn meshes via GPU properly
3. Spline scatter as well as Exclude and Exclude Open splines can now use tags
4. Base Offset now works with every method properly.
5. Fixed an issue when project spline to landscape would only partially project the meshes.
6. initial 5.7 support
7. UE 5.7 specific:
Up to 500% faster point creation due to the updated and optimized logic.
1. SelfBounds - Bounds of meshes are now processed regardless of wether you use a self collision or not but they dont affect the scattering by default.
2. Landscape Spline Width modifier added to each landscape spline to enhance the flexibility of the tool.
3. Path expansion reworked - Fixed an issue where it might crash under some circumstances.
4. Initial release for 5.5 version. It has all the features of the main branch, but was sparsely tested yet.
Minor bug fixes
Added an option to define each excludable spline to act as either exclude or include.
added 4 BG mountains with 4 shader variations.
Reworked exclude logic to better fit newest additions.
1. Forest Groups clustering assignment bug fix.
2. FG(Forest Groups) and regular Global Scale value added.
3. Reworked scatter chooser interface.
4. Button to update FG(Forest Groups) values
5. Mesh sampling fix (Poison) - Consistent scale/Sampling + Points distributed correctly on their parents
Added to starter library:
1. Hedges - 3 variants of Beech hedge.
Common grass - 2 variants.
Added presets:
Hedges
Grass - Dense
1.Added Forest groups. An object that you can use to pick any number of meshes to be clustered together.
2.Added Presets.
Advanced Effects:
1.Change By Height
2.Change By Edge
3.Flow Rotation
4.Rotate To Spline
QOL improvements:
1. Advanced/Basic FT Exclude mesh detection algorithm with the ability to debug the excludable area.
2. Clustering algorithm optimization.
3. Startup scattering methods optimization.
4. Automatic assignment of meshes through the FT Manager utility widget.
5. Added Base Offset parameter to the general tab. With this you can control how randomized the initial placement of points is.
4. Added the ability to convert Forest Tools object into a foliage actor. Available via FT Manager utility widget.
Added full documentation to discord forum channel.
1. Added Exclude FT option to exclude 1 scatter objects from another.
2. Added quick assign mesh button to ForestTools widget which assigns the selected meshes from your content browser to the specified FT object in the scene.
3. Fixed poison sampling algorithm, not it wont spawn at origin under any circumstances.
4. Redid slope detection logic for more precise angles.
5. Rewritten and optimized exclude logic.
6. Falloff enhancements + added the ability to use falloff with excluded FT objects.
7. Rearranged logic and optimization.
8. Reprojecting for landscape to ensure meshes connection to landscape.
Initial release