I'm a bit embarrassed to even suggest this, but you know when one gets an idea and, no matter what, can't seem to override it .
So to finally put this to bed I've decided to ask you lot, knowing full well that when you all stop laughing, you will finally scotch the concept or who knows it may lead to something.
Either way, it will be a monkey off of my old back, so that I can concentrate on relearning Terragen. Always assuming that this tired old brain can. LOL.
In a nut shell; I cannot for the life of me understand why you haven't suggested adding another brush in addition to the existing paint brush. When it comes to the question of population dispersal.
To me, as virtually a noobie back to Terragen, the existing paint brush methodology for population control is like trying to paint a scene with a distemper brush when it fact I need a 000 sable brush.
I have trawled through this forum from page 110pp up through time to here, nowhere have I seen the following suggested. Sooo, here goes.
Would it not be possible to develop a brush for the population node that enables one to paint depending on the brush size, a 'single instance' up to +thousands. Not a mask, an instance ?
Obviously the scale and rotation of lets say the single instance will be a matter of chance because this is controlled by your settings, but its placement in the terrain would not be. The addition of a rubber button in the viewpoint would permit removal if the scale and/or rotation is not quite to your liking.
This would permit a much easier placement/editing of hero objects and thus time.
As an aside would it save any time if one populated not on a paused rendered preview inclusive of colour but on a rendered preview of the displaced terrain wire framed mesh? Obviously in conjunction with any pre-painted population control masks.
Oh yes, one last thing it might advantageous if one could check out the normals of imported objects
within Terragen. So that flipped normals can be identified/rectified sooner rather than later.
Right I've said it, bye.