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Author Topic: Problem with grass on sloping terrain  (Read 2761 times)

Notoriousbug

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Problem with grass on sloping terrain
« on: September 08, 2025, 01:59:46 pm »
Hi everyone, I created a Forest Pack to cover some areas with grass. Since the surface is very large, I used “groups” of grass composed of several “tufts.” However, I have a problem where there is a change in slope. Is there any way to solve this problem? Or is the only way to use smaller pieces of geometry to instantiate?
I tried activating “Scale to fit sloper areas,” but it doesn't seem to solve my problem.











Thank you.

Sorry for the translation, but I hope I have explained myself clearly.
Not


Michal Karmazín

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Re: Problem with grass on sloping terrain
« Reply #1 on: September 08, 2025, 02:08:47 pm »
Hi Not,

If Scale to fit sloped area doesn’t do the trick, I’d recommend switching to SurfaceUV mode, which should suit your scenario better than the default XY mode.

As mentioned in our online reference guide: "The UV mode uses the mapping coordinates of the surface as an alignment guide for the Distribution map. This mode is best used on rough terrains or to scatter items over convex 3D objects (such as a sphere). Note that using this mode, the UV coordinates must be precisely defined to get a coherent result."

I hope this helps.

Best regards,

Notoriousbug

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Re: Problem with grass on sloping terrain
« Reply #2 on: September 08, 2025, 02:27:47 pm »
Thanks for your reply. My problem is that this poly was created with Blender, so I didn't apply any mapping in 3ds Max. Is there another way I could do this?

RealViz

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Re: Problem with grass on sloping terrain
« Reply #3 on: September 08, 2025, 03:40:50 pm »
Thanks for your reply. My problem is that this poly was created with Blender, so I didn't apply any mapping in 3ds Max. Is there another way I could do this?
Use the classic Unwrap UVW method?

Michal Karmazín

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Re: Problem with grass on sloping terrain
« Reply #4 on: September 09, 2025, 08:41:55 am »
You might try combining two Forest objects with different densities using the Slope Angle Range (Surface > Slope Range > Max/Min). But honestly, it’s probably more work to tweak that for a nice result than to just remap the surface UVs.

Best regards,