I was surprised to discover that there is seemingly no way to use multiple objects in a population, such that the populator pulls randomly from a group of objects for each instance. In a forest, for example, it looks quite unnatural to have the entire thing composed of one tree repeated endlessly. But if you use multiple populations in order to use different variants, you inevitably end up with many overlapping trees. Of course, you could make a group of several variants into one object and populate an area with that, but this is problematic too, looking too patterned.
I hope a feature allowing multiple variants in a population comes soon! It seems a very important one to have for software such as this! And it would be nice if you could control the relative quantities of the various variants.
Since this isn't currently possible, has anyone found a solid strategy for handling this problem?
I did a little thinking and came up with one idea. I used a paint program in which I can create custom brush tips that can be sprayed, and which retain their original color. I made three tips, one each for red, green, and blue, each with a colored spot in the middle, surrounded by a black ring. I then sprayed these all over a black background. The idea is to use an image generated this way as a density shader for the populator, but to use the red component for one population, the green component for another, and the blue component for a third. This assures that an object from one population can never occupy the same location as an object from one of the other two. The colored spots are exclusive. And the idea of having a black border around each color spot is to help avoid objects of different variants overlapping. For example, if there is red right next to green, an object keyed to red could be right at the edge, and an object keyed to green could be right at the neighboring edge, resulting in an overlap. The black areas give a little margin.
Here is how it works in an early test:
[attachimg=2]
Here is the node setup:
[attachimg=1]
But of course, using R, G, and B components limits you to three variants. I don't know of another way to key a particular color other than red, green, or blue in Terragen. Do any of you? Anyway, it occurred to me that I could make a similar image with any number of colors, take it into Photoshop, select one of the colors, make a monochrome mask from that, and do this again for all the other colors. The masks could then be used in Terragen. Even though they are different images, the exclusivity is retained. It would be a bit cumbersome, but any number of objects could be distributed this way such that no two different objects ever occupy the same spot.
And the nice thing about manually spraying the colored spots in a paint program like this is that you can easily control the relative frequencies of the different variants.
Now, if only there was a way to avoid occasional overlaps inside a single population...
Does anyone have any other ideas that might work? This method I came up with seems possibly a bit flawed.