I’m blown away by this. It seems like exactly the thing that would help me with my game.
I have a question regarding the scattering of grass. I find the look of extremely dense grass very compelling, and this isn’t a huge problem depending on method of implementation. You use multimeshinstance3D which is exactly what one would expect to utilize here. But the problem I ran into was scaling.
There’s limitations of culling in multimeshinstance nodes so it’s often helpful to break them up into a number of chunks to allow some amount of culling to occur. With this tool, how does it define multimesh instances? Is an entire generated seed its own instance? If a large area is covered, does it get broken up?