Using Gradients to Create Random Distribution

You can use gradients in different areas of O3DE, such as with audio and AI. Gradients are particularly helpful in dynamic vegetation, where they create a realistically random look in the distribution of your vegetation.

You can achieve the appearance of random distribution by using gradients to create both random selection and random placement.

Before you can complete these procedures, you must first create a vegetation layer .

Random selection means that the vegetation that is selected for each point on the grid is variable. Each asset’s chance of being selected depends on the weight that is assigned to it. You create weight-based random selection using the Vegetation Asset Weight Selector component.

Random placement means that some points on the grid have vegetation on them and some don’t. The Vegetation Distribution Filter limits the amount of vegetation that the Vegetation Layer Spawner component produces.


Copyright © 2022 Open 3D Engine Contributors

Documentation Distributed under CC BY 4.0.
For our trademark, privacy and antitrust policies, code of conduct, and terms of use, please click the applicable link below or see

The Linux Foundation has registered trademarks and uses trademarks. For a list of trademarks of The Linux Foundation, please see our Trademark Policy page.