Vegetation
The Vegetation tab places plants and rocks on your terrain. Each population outputs a Density mask (for painting grass or foliage in an engine) and Points, one per plant, with position, rotation, scale and species. You can export both.
Populations
| Node | Use it for |
|---|---|
| Trees | Forests: one point per tree. |
| Shrubs | Bushes and undergrowth, denser and hardier than trees. |
| Grass | Meadows and ground cover, mostly used as a density mask. Points are clumps. |
| Debris / Rocks | Rocks where they collect: talus below cliffs and a population's dead zones. |
What shapes a population
Trees, Shrubs and Grass react to:
- Slope and altitude ranges, each with a falloff, plus Avoid peaks and Snow tolerance.
- Water: connect a River, Lakes or Sea mask to the Water input and set Water preference.
- Snow: connect the Snow mask.
- Allowed area: a mask limiting where the population may grow.
- Occupied: ground already taken by earlier populations.
Pick a Species preset in the node's settings to start from a real plant's preferences.
Chaining populations
Populations compete through Occupied. Connect Trees' Occupied output to Shrubs' Occupied input, and Shrubs' to Grass', so undergrowth fills the gaps between trees rather than growing through them.
Dead zones marks scree and slide paths; feed it to Debris / Rocks to scatter boulders there.
Seeing it
Vegetation nodes draw their plants as placeholder shapes in the viewport (toggle Plants). Weight map adds their density underneath, and Data view shows what shapes a population.
Exporting points
Tick CSV or JSON under Export on the Points output. Each point has x, y, z (metres), rotation_deg, scale and species. The import helpers turn them into instanced meshes in Blender, Godot and Unreal. See the points format.
