Well,
You can't see where the plant meets the ground because of all the small details around it.
From our experience, one thing is agreed upon by all.
How a plant meets the ground is as important as how it looks.
Sometimes, it's hard to see the forest through the trees, and it's easy to miss small nuances that can mean the difference between okay - good - and great results.
I'm telling you this because I decided to try something unusual in the Elikim project.
Plant trees, bushes, and grass, and add all the surrounding details in advance.
Just like we did in the 4th grade (or something similar), going on a trip to plant trees and marking each small tree with stones surrounding it.
Speedtree allows you to do this in different ways than anything we know.
So why let Unreal determine how a plant meets the ground? And who said you need Unreal to scatter stones and debris around plants?
Maybe we can plan this within Speedtree
and get results like in the pictures below:
