Mesh Scatter/Paint tools for Godot 4.6?

As the title suggests I’m looking for some plugins/tools for scattering meshes or painting with meshes (i.e. like the UE foliage tool), more specifically I’m looking for such tools that would work on Godot 4.6. I should note I’m not looking for full landscape systems that feature foliage tools, but a separate tool that will allow me to do it on simple meshes.

The most popular and recommended plugin for it is Spatial Gardener, however unfortunately it’s not up-to-date and doesn’t work with newer Godot versions, and I’m not aware of any forks that are up-to-date.

I also tried ProtonScatter but the performance was pretty bad and it wasn’t very usable.

I’m hoping to see some recommendations, it’s very hard to come by tools like this for Godot. If I was experienced enough I would’ve gladly made one myself :sweat_smile:

I was going to recommend ProtonScatter. You also might check out the new mesh painting functionality in 4.7 DrawableTexture.

1 Like

To clarify when I said mesh painting I meant painting with meshes (as in scattering the meshes using a brush), not texture painting the meshes. (that’s why I mentioned UE foliage tool) Sorry for the confusion. Thanks anyways!

1 Like

You can also look into using MultiMeshInstance objects. But that would likely end up being more procedural or placement than painting.

1 Like

Yeah, I’m aware that they exist, and I’m sure it is possible to simply make a scattering/painting tool based on them, but as I said I’m simply not skilled enough to do so. :sweat_smile:

1 Like

There’s Asset Placer by cookiebadger. It can paint asset by grid but not sure it can do scattering meshes.

This Scene Object Brush plugin might be more on what you’re looking for, but there’s no recent commits on the plugin.

Another one is Multimesh + by gtibo which is up to date!

2 Likes

Thanks for the recommendations;
Asset Placer seems neat for level design, though not sure about it yet, as it is paid.

I tried using Multimesh+, but I cannot get it to work in any way, no matter how or where I place the node, what mode I try using, it doesn’t seem to work, and throws many errors in the log. The readme on github isn’t very helpful in setting it up either, I have a feeling it might simply not work with Godot 4.6. If you have any pointers I’d appreciate it.

Update: I took the test scene for Multimesh+ from the github source and threw it in my project, doesn’t appear to work either, seems like this plugin simply doesn’t work despite being updated somewhat recently.

I did not use any of these plugin myself. so I cannot help you with that. Sorry.


In Multimesh+ readme:

Please note that this plugin is still in the very early stages of development. As such, I cannot guarantee that it will work properly on your project.

It’s plugin used by tibo himself, so it might only work for him :sweat_smile: I do have interest in this plugin, which I want to try later and if I can make it work, I’ll get back to you.

2 Likes

Good luck, for me it’s sadly just a bunch of errors…

Hi! Any updates on this? Did you manage to get anything working?

I did manage to find some forks of Spatial Gardener that were ahead of the main branch, unfortunately couldn’t get any of them to work on 4.6.2.

I’m also wondering how difficult it would be to rip the foliage painting capabilities from plugins like TerraBrush or Terrain3D, and make them work on a broader scale outside of the terrain itself, I’m sure it would be quite an undertaking, but perhaps possible (or rather plausible).

Scatterbox

… and spacial gardener does work in 4.6 stable after a patch

Just like the other plugins I tried, this one doesn’t work on 4.6+, keeps giving similar errors and the painting system just doesn’t work. Figures, considering it hasn’t been updated in years.

And, what do you mean by saying that spatial gardener works “after a patch”? It hasn’t been updated since before 4.6 released, and I tested the latest version with no results.

Hi,

Yeah theres a problem that always gets me, you need to make sure the Physics server isnt using multiple threads while using the addons because the ray casts wont work in the editor otherwise.

The scatter box demo works, you need to make sure the root node of the scatter box is at the origin, then after changing some settings that worked for me, probably something like the box itself has to be the right height to begin.

The Spacial Gardener patch is discussed in the issues section of the github page. Theres a link to either a PR or another repo that has patched over the naming conflict with the ‘Logger’.

1 Like

Thanks for the explanation, seems like turning off “run on separate thread” in 3d physics settings does fix the issue. I don’t believe this was the case before though, seems like this is an issue with Jolt specifically, which is unfortunate. I hope this can be patched (or worked around) in the future, it’s very inconvenient to have to turn off the separate thread and you can’t make an editor override for that option.
Either way thank you, I was able to get some of the plugins to work now!

2 Likes