Polygonflow Dash

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Polygonflow Dash

In this server, you can ask any question you may have about Dash. The world building plugin for Unreal Engine 5.

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Frequently used Console variables?

It might be very cool to be able to use Dash to use frequently used console variables to make the viewport look good for example, tree culling distance or viewport flickering, I'd have to go to google and youtube to figure it out but if we can type that in the Dash search box, and comes up with the solution, that could be pretty cool...

POM decals

While there are some ways to make POM decals, setting them up is always a hassle if you haven´t done it like 100 times before. It would be great to be able to simply add a decal to a scene, type "pom" in the Dash bar and convert the decal´s material to a pom decal and have all the needed options for it. So, maybe sim ilar like this, but in your usual nice and easy Dash-style: ...

Why?

When I started with UE a few weeks ago after 25 years of C4d experience, my biggest problem in UE was the horrible asset management - you have to open another project, select the desired assets and then migrate them to the new project - horrible. I am in 2 German UE forums - nobody could help me here - for them it is all quite normal. Now I have discovered DASH by watching YoutTube up and down and immediately installed the demo. You can now manage all your assets across projects - fantastic. ...

Precision Control like Blender

Blender has a precision control function that allows you to make finer adjustments. I think it's great that Dash has the reverse function so that the shift key for example makes some settings more sensitive. However, I often find that the sensitivity is too high by default. It depends also by the setting, it is good on some settings and it is way to sensitive by the other. It would therefore be cool if a kind of "precision control" were also introduced here....

Dash Sliders + Autosave Crash

UE crashed several times today when I was fine-tuning my dash settings and AutoSave was trying to save. This is a nasty trap, because as soon as the scene crashes you can no longer access the scatter settings, for example, because they were not saved beforehand. If you have a way to prevent the autosave from being activated while you are making a setting, please do so.

Blender like Camera and Light setup

Photographer and Light Wrangler use target lighting in Blender. Can you make such a lighting and Camera setup in one click in Unreal through Dash ? I know the ways to export from Blender to Unreal but then I have to setup similar scene in Blender also. Primarily I'm an interior scene animator, so most of the features which are for landscape making are really under used as a Dash user. Please give importance to interior also as your tools are really awesome.

Draw Mask

Hey Guys! Is there any chance we could have any button like "Draw Mask" into surface scatter and this make some shapes with spline? like circle, square and draw hand? it would be amazing.
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Tagging limit reach

Hi, I try the new 1,7 version...But unfortunatly, tagging did not work :(...Is said that I reach the tagging limit :O...But I never use tagging before today...Can you help please? #tagging...
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Receive decal on path scatter

Hello! Is there any chance we could have an checkbox to receive or not decals in mesh scatter and path scatter?
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Can someone please tell me why my trees are surfing the waves?

Soooo, yes this happened last night. any idea what triggers it?????

Content missing

Hi, ive been using dash for about 2 weeks. Its great! but few issues. Today when i load an existing level the terrain has gone. Still in outliner but not visible in the level and the content browser is missing assets and sections such as megascans etc. Says unified view only. Am i missing something here that i need to reset?
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Increased Use Cases for Path scatter.

When experimenting with path scatter to shingle roofs with individual shingles, I've encountered some things that i believe would help quite a bit with art direction/work flow speed, also with performance when living within draw call budgets. (draw call budgets or methods used depending on scope and scale of a project) so what im about to explain is per my use case which is large scale with flexibility and control over art direction with just a few assets). The goals of this is to completely get rid of tiling meshes. or provide the option of doing so. Path scatter can snap to a surface, Which this is great, Makes it perfect for putting shingles on a roof, While providing degrees of control one would want with some rotational jitter and rotational overrides to overlap and help follow the geometry of the surface used for projection....

e-on Vue | PlantFactory and PlantCatalog Now FREE

Hello, Dash team A new library on VUE, called Planet Factory, contains a vast catalog of planets that are already ready for use in any software, particularly UE. I hope Dash has the ability to use this catalog. Thanks ...
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Compute assets from external content folders while working in a different project.

A suggestion: Let us compute assets from other content folders while working in a main project, without the need of open the projects. It can be also used for the vault folder from the unreal Marketplace (downloaded assets without "uproject files" but with content folders) or plugin content folders (Twinmotion content plugin as example)...

Landscape mode extremely sluggish when scatters are active

I'm not sure whether this is a bug or a "feature", so I tagged this with both "bug" and "feature request". When there are active scatters in a native UE landscape, any action in Landscape mode is extremely slow. The whole UI becomes sluggish, even clicking in buttons that have nothing to do with the scatters themselves. For example, in one extreme case I measured, I had to wait 70 seconds just to be able to change from Landscape mode to Selection mode. If I freeze the scatters, this behavior disappears and everything becomes normal. One problem is that there's no way (as far as I could find) to freeze all scatters at once. If I have 10 scatters in a terrain, I have to select one by one and freeze/unfreeze one by one. This is extremely annoying. There should be a way to freeze/unfreeze all at once....

Generation of prefabs by AI suggestions and asset types in a collection.

Hi... I have been looking at software like this since i tested the one called Promethian AI for UE. And if i recall correct they had a feature were you could have the AI create/generate something like a prefab of many assets from a text input on what you want. I guess you had to create a collection of things first, and also categorize the assets into groups and/or give them tags like for instance: Scifi - Cyberpunk - Steampunk - Vintage - 90th's - 80th's - Retro - New - Old - Futuristic - Damaged - Pristine And so on.
And also tags/category groups like: chairs - sofas - tables - workbench - desk - walls - roofs - doors - lamps - "furniture" - "Exterior" - "Interior" ( something to act as a macro tag/category) - "Glass"/"Glasses" (also tags for: Kitchen appliances - Wearables - Decoration++) **There are hundreds of group names/category names/tags - that would be nice to add your assets to for this. And something that should be done when something is imported or added to the project. Or else it can take a long time to do if you use dash on a existing projects, unless the AI can help the users by reading the asset names and give suggestions by starting function that let's you go through all the meshes (assets) in the project(s) linked to dash......

Dash Splat maps

DASH splat maps or a way to procedurally paint the terrain using the paint layers in landscape material

Auto landscape material for mesh terrain

The only way to see displacement map of a material in path tracer is to apply it to a mesh with modeling tools. ...but it is not possible to apply displacement to a landscape object. Auto landscape material (ex. brushify) are really good to build fast biome but they just apply to landscape (they are based on height). Would be helpful (and possible?) an auto material that can work with mesh terrain and would be possible to apply the displacement map of that material (with modeling tools) to the terrain mesh before render with path trace?...

How can I deactivate licenses if I don't have access to the computers where it is activated?

Hi! So that's my problem. I have a perpetual license, and supposedly I can activate it in 2 PCs. It's activated in one computer but when I'm trying to activate it in another, it just gives me the error "This license key has already been activated the maximum number of times. Error code: 26". I don't know on which other computer it is activated, but I have already checked and it's not activated on any other computer that I have access now. So, is there a way to deactivate the license in all compu...