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Hi thanks, can I find how to do this in the manual?Hi,
Polygonal vegetation is not so dense. If you use rectangular vegetation instead with point features placed in the polygon you can make it more dense.
Changing the tree texture would require to use new model (or replace the global tree texture).
So to confirm I would need to add to my config the follwing?You can use the PolygonToPoint step to place the points. And then in the CreateAGNRectVeg step you select these points with the filter.
Changing the tree texture would require to use new model (or replace the global tree texture).

Hi there, many thanks for your reply.Hi,
I don't know how Orbx does their trees, it might be that they replace the default trees or they could also have made their own autogen definitions for them. In the last case you could use them in your scenery, but only if you don't intend to share the wrok with others.
If you want to make your own models, expect that is quite some work, as there are different models for tree heigth, tree types, seasons, etc. So that are quite some models to make.
Replacing the default tree texture is easier, but that would affect all sceneries globally that use the same trees.




The filter depends on your input data...Thank you @MatthiasKNU , it works now but i had to change type to fclass.

There's another function for that:
ReplacePolygonByVegetationRectangles|filter|size|overlap|random
i.e.:
# a size of 0.0001 gives you wonderfull dense forests...
ReplacePolygonByVegetationRectangles|type="forest"|0.0001|0|1
And then you can continue with:
CreateAGNRectVeg|type="forest"|{e8b937fd-a1f2-4bd5-8548-2c80d30102af}

Ah okay, no problem. I use your autogen you've kindly shared so far. But I've been trying to do some areas such as Portugal and can generally get buildings and forests to be ok, but just struggle for anything after that which is why I asked.Well, I don't have "the one" ScenProc file.
When I create the autogen, I always create different config files so that it looks the best in the end...