First let me mention, there's already the "Parking tiles on uneven surface
" thread regarding this topic, where you can find some useful tips and different approaches. Hope you'll it interesting.
"... how could I fill the entire surface without blank space?"
To align the Distribution map
you can use Offset X
& Offset Y
values & the Area
- Edge Boundary Checking
mode depending on how your "source geometry" looks like will remove overhanging parts. Just take in mind, that's working on Elements level - is not meant to "slice" the geometry, it's removing elements within one item that are "based out of area used for distribution". So, if there are any "overhanging faces" under one element, these will be fully removed or not, depending if the element is based inside/outside of the distribution area.
As mentioned above, there is no "physical cut" performed while using the Edge Boundary Checking
mode (as this would be extremely resource demanding). This "trimmed part" is treated by the render engine as a kind of "Matte object" internally (this way render engine ignores it for its calculations).
Probably the most versatile solution would be to use the combination of our two plug-ins. With help of the Adaptive
mode of the RailClone plug-in place cement tiles (they'll adapt its size according the area) and this RC object use as exclude Object Area
within the Forest object distributing grass.
Also, if you are using V-Ray a possible option would be to use the VRayDistanceTex
to perform a "render-time Boolean" action in a similar way like in this "How to check if segment was clipped?
"... could I vary the Z-scale of the grass according to clusters/areas?"
I would suggest you to use the Diversity
feature. You can make a copy (several copies) of your item in the Geometry
list - with different grass heights and adjust precisely with multiple options available (Size
, Blurry Edge
Hope you'll find it useful.