as usually, after having to deal with forestpack after a while, i am again about to pull all my hair out.
Basically, I've setup distribution of grass on a surface, and I have set it up exactly as I want it. I want to retain exactly 100% the look I have developed, but I now need to drive scale of the grass on some areas of the surface with map.
Right now, I have random scale of my grass patch instaces, ranging from 80% to 150%.
I have a texture map mapped on the surface, where black is grass and white is roads. I have plugged inverted
version of the map into scale slot. See the picture below:
Basically, whenever there is black
color on the screenshot (white on inverted version that is plugged into the slot) I want my instances to remain 100% same, therefore ranging randomly from 80% to 150%of size. Where there is white
on my screenshot, I want grass to scale down to 0%. So grayscale gradient would scale instances from 80-150% to 0% based on value in the gradient.
Unfortunately, I can not figure any way to perform this essential task.
When I plug the inverted map, scale gets immediately messed up. If I enable probability map option, scale reverts to normal (same as without map), but black color on the scale texture does not scale instances down to 0 but only to Min value.