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This question was closed Oct 20, 2014 at 01:34 PM by b1gry4n for the following reason:

No answers, no longer an issue

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Question by b1gry4n · Oct 07, 2014 at 10:18 AM · terrainruntimegrasssplatmap

Modify a detail mesh healthy/dry color at runtime

From what I can tell the healthy/dry state of grass and detail meshes used in the unity terrain are generated from noise. My question is, Is there any way to modify this value at runtime? Not just creating a new noise value across the entire terrain, but modifying it in selected points. It also looks like the noise is also affecting the size/height of the grass. "Healthy" colored grass is larger/taller where "dry" colored grass is smaller.

An example would be the player walking through a field of grass. The grass the player walks through turns from the "healthy" grass color to the "dry" grass color. My plans would be to incorporate the above "healthy to dry" technique and then eventually the grass is removed from the terrain.

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avatar image b1gry4n · Oct 20, 2014 at 01:33 PM 0
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The furthest I got with this issue was the ability to remove grass where the player walked. I havent been able to adjust the healthy dry color. I ended up scrapping this idea because it was too costly for me to update the detail splat map on the terrain in the intervals I wanted. That or my technique was off, but Ive moved on from this issue

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