Terrain procedural detail/grass problems
I'm generating the grass through code but the strength of the grass is based on integers so the minimum I can go on strength is one. The problem is even strength being one is to strong, so I set the detail density down but that caused a new problem(In the picture below, looks grid base). So is there any way I can make the strength less or make the detail density smaller with out making it look grid base?
Any help would be greatly appreciated!
tData.SetDetailLayer(0, 0, 0, GenerateTerrainDetails(tData, 1));
int[,] GenerateTerrainDetails(TerrainData tData, int detailStrength) {
int[,] grassMap = new int[tData.alphamapWidth, tData.alphamapHeight];
for (int i = 0; i < tData.alphamapWidth; i++) {
for (int j = 0; j < tData.alphamapHeight; j++) {
grassMap[i, j] = detailStrength;
}
}
return grassMap;
}
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