Multiple Issues With Vegetation Polygons

Version: 1.6.34.0

Frequency: Consistently

Severity: High

Context: All packages

Bug description: There are a lot of issues with vegetation polygons at the moment and thought I’d make one thread/report to address all of them in the hope that we can see some improvements to this tool. Currently vegetation polygons are often completely useless for many reasons which I will lay out in this thread, which means we scenery devs will have to use alternative methods to add vegetation to our scenery. All of those other methods come with drawbacks, and the best looking and easiest way would be to use a vegetation polygon.

Firstly, as already mentioned in another report, trees in Photogrammetry areas are still moving around if you move the camera to hide Photogrammtery tree blobs. Whilst this is a very smart way to hide them when flying over them, it makes them useless for custom scenery creation where there is nothing to hide. So the first needed fix is to finally have this behaviour removed from all custom placed vegetation polygons in all areas, PG or not. I reported this almost a year ago and there is still no fix for it. Vegetation polygons unpopulated in 2024 and trees are not fixed - #6 by Boris

The second issue is that custom vegetation polygons are way less populated than the autogen forests. Even when the density is set to its max value of 1. This leads to very obvious and bad looking differences when you have to patch in a forest, for example, because Autogen didn’t pick it up, or you removed some TIN. But not only that, because the density is so low for custom veg polies, it is impossible to spawn a lot of trees in a small area.


Even with Trees set to ULTRA and the density of the polygon set to max this is all I am getting. I see no reason why it couldn’t be denser since 10 extra trees surely wouldn’t harm performance when there are hundreds of thousands autogen trees around the airport anyways.

Using this example I want to illustrate their third issue: placement is not precise enough.
Even with a falloff of 0 the trees often spawn outside the set polygon. This is a problem because it means you can’t define vegetation areas precisely, so you often have to make them smaller than they should be. Which means the already sparse population gets even less.

This is a good example: the polygon clearly ends before the apron, yet there are 2 trees spawning outside their designated area. In order to not have trees spawn where they shouldn’t, I need to make the polygon this small to get it to work, leaving me with only 3 trees and 2 shrubs in the end - way too few.


Vegetation polygons not only need to be able to be more dense, but also more accurate at the same time. Look at this example here. Why is there no tree within the polygon in the green marked area, but one outside of the polygon? It makes no sense!

The fourth issue has to do biomes. Even if no other Biome is set in the vegetation polygon properties, the trees are different to the autogenerated ones. This means you cannot properly extend a forest, for example, with a vegetation polygon:

I think it’s pretty obvious where the vegetation polygon is. And as mentioned, no Biome override is set, meaning it should look exactly like the autogen around it to blend in with the area.

The fith issue has to do with TIN again. Autogen trees in TIN areas do not lose their leaves during winter to not expose the TIN blobs. This is fine, totally understandable, and actually a very smart way to do it. However, custom vegetation polygons do. This means if you have a custom vegetation polygon interacting with autogen, the difference is very clear again:

I don’t understand why you made the decision to give the TIN area behaviour when it comes to moving them around, but not when it comes to seasons. Currently they have the 2 worst characteristics combined, deeming them more or less useless. In reality, they should act the opposite of how they do now: They should not move and also should not have seasons in TIN areas.

To sum this up, there are 5 issues present with vegetation polygons at the moment:

  • Moving trees in TIN areas
  • Too sparsely populated
  • Placement too inaccurate
  • Not using the same biome as autogenerated trees
  • They shouldn’t have seasons in TIN areas

See, I would use the single trees from the vegetation library instead for those more detailed areas in which I need a lot of and accurately placed trees, but the problem with them is that all of the trees in the default vegetation library are not properly LODed and suffer from severe lod popping. Creating my own trees would be an option, but even those, and even if properly looded, look way worse at a distance than vegetation polygon trees and autogen trees because they loose their leaves due to material masking issues. I have tried to mitigate it with some LODs and increasing the Alpha clip which somewhat works, but they are still worse than veg poly trees and autogen trees at a distance. So long story short, neither custom trees nor the ones from the default vegetation Lib look good at a distance and it would be better if we could use vegetation polygons. And what’s the point of having this beautiful in-sim vegetation of 2024 if we can’t use them and having to create our own again.

I hope you can take a look at their behaviour and improve them. Especially the moving tree issue in TIN areas needs to be fixed ASAP. Like I said, reported almost a year ago now.

Please take these issues seriously, they really do harm quality scenery production.

Best,
Michael

I can confirm we have also experienced all the issues reported above.

I guess density won’t be fixed due to xbox performance constraints.
I’d love to see the polygon accuracy fixed more than anything.

I see alot of this problems especially on TIN

I don’t see an issue with that because this is what the vegetation settings are here for.

Just a quick question - is this polygon inaccuracy why we’re seeing one or two trees at the edge of a vegetation exclusion, specifically near the end of some runways? I successfully excluded many trees in approach zones in World Hub airports, but I get a few strays showing up in the same places since the 2024 launch. If this is unrelated, I apologize.

I assume so. Some polygons are not precise at all. Exclusion rectangles for example when it come to excluding streetlights.

Hello @MichaelWimma-RWProfiles,

I’m afraid we can’t track five issues in a single topic.
Could you please create one topic per issue?

I understand that the main subject is vegetation, but these issues aren’t necessarily related or correlated.

You can then add links to those bug report topics in your original post above.
This will help us review and track each issue more easily and efficiently.

Additionally, could you share a sample to reproduce these issues when creating the bug reports ? It would help us get the exact coordinates, so we can easily try to reproduce them under the same conditions as yours.

Thank you

Regards,
Boris

Urgh. I mean I understand and I (as well as other devs) want those to be fixed so I will comply with your request. I just thought since they are (at least 3 of them) related to the same thing, that is trees in Photogrammetry areas, one thread would be simpler to track than 5 posts about the same issue…

Like mentioned in this thread and in these threads here it doesn’t matter where you test it as long as it’s in a Photogrammetry area. That’s the whole point and underlying issue.

MK Studios has issue at Key west ( Vegetation appear through buildings/objects ), we have issues in Newcastle, England ( Vegetation polygons unpopulated in 2024 and trees are not fixed ), and everything above is at Salzburg, Austria. All of them have 1 thing in common: Photogrammetry.

Them being too sparsely populated and not accurate happens in non TIN areas too.

But anyways, I shall split it up into 5 posts.

EDIT: 4 actually, because I hope that after you really do have the moving trees in TIN areas tracked by now even though the 2 threads are still marked as “by design” instead of “bug logged”

I wrote that because I ran some quick tests and couldn’t reproduce some of the issues you reported.

For example, in my case, when adding a vegetation polygon, the correct biome is applied.

I also tested the density issue on a tin airport and it was correct and not like your screenshot (with tree at max in the graphic settings).

I tested in the SU5 flighting

Regards,
Boris

Roger, understood. Like I said everything above was done at LOWS, Salzburg. But I will mention it again in the independent bug reports :+1:

(and all tested with SU4. Can’t update to SU5 atm due to ongoing work that needs to be completed, but maybe you can replicate them at the correct location in SU5 too)

@Boris All separate threads created :saluting_face: