An exploration of how procedural content generation graphs can be used to make tools to help art environments.
Using the normal to density node to get information that we can use to spawn meshes at a point based on its normal.
Spawning Clovers on x-up normals.
Spawning Vines on z-down normals.
Spawning grass on z-up normals.
Final Grass, Clover and Vine meshes spawned on sampled mesh
PCG Graph used for effect