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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A simple method for removing texture repetition

@Daniel - COO Hi! As far as I know, the current method of removing repeatability in Dash is to add noise mask, which does not solve the problem of duplication at the root. I found a simple way to remove the repetition of the texture of the material. I think it can be added to the Dash default material presets, just need to do the basic color channel as follows, even if nothing else will have a good effect. Thanks! https://www.bilibili.com/video/BV1GZ421m7tf/?spm_id_from=333.999.0.0&vd_source=7d0bf6bfad2fdb827aa3010d2439ee84...
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Add subtitles to level sequences

@Daniel - COO Hi! Rendering subtitles in UE has always been a headache and a chore. I wish Dash had a quick and easy solution. So far as I know, there are three approaches 1. Add a plane to the camera port as a subset, using materials...

Megascans material convertion bug or nanite mesh import?

As you can see, I imported this (nanite) hydrant from the library and it turns out to be translucent. But the PF Material instance still looks opaque. I imported other models before and this is the first one with that bug. screenshot 1 left: with PF material right: original megascans material...
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Texture dirt: create feature masking

It would be really useful to have feature masking in the dirt placement in a texture, like in the scatter. For example, based on height and/or angle. This way we could easily, for example, simulate a sandy area around a lake, or green patches in some areas.

Texture dirt hue: use a color picker instead of a number

Instead of using a number to make variations in the hue of dirt in a texture, why not use a color picker? It would be much faster and more precise.

Surface Scatter: when all objects are removed from the container the scatter remains

When all objects are removed from the container of a surface scatter, either by directly clicking on the "-" in a circle in the "Scatter" line, or by listing all objects and removing one by one, the scatter still remains on the surface. In the latter case, if the scatter has more than 1 object, the scatter is refreshed each time I remove one object, except in the last one, where it remains exactly as it was.

dirt materials

Is it possible to get the dirt feature to work with proximity? So say you want dirt to appear on a wall but just close to an object or floor?

Pipe/Cable features/questions

Hello, I am finally getting a chance to dive into the new Dash. There are a lot of cool new features! I'm making an "updated" version from a favorite level in Deus Ex: Human Revolution, and trying to work with the cable and pipe tools to create some computer cables to plug into an outlet with a plug. Am I correct in my assumption (after looking everywhere), that you cannot use a custom cable mesh? I have a lot of cable meshes for spline cables, and it would be great to be able to use these. I al...

Terrain pivot suddenly resets

If I create a Dash terrain, move it from where it was created, do some kind of transformation (e.g. change scale) and move it again, the pivot is suddenly moved to the original place where the terrain was created. See video.

Why not posting all the little Discord tutorial videos as shorts in Polygonflow YT channel?

It's quite common to have great short tutorial videos as direct responses to comments or questions in the various channels of Discord. But due to being scattered all around, it's not easy to find them later. Why not systematically host them all in Polygonflow YT channel as shorts?

Scattered objects growing smaller in the shade or under meshes

It would be great to have a masking option like that for i.e. make shorter grass under a parking bench.

Issue with shadows on foilage

Hey im fairly certain this has to do with a setting within my scene, but maybe if someone else found a fix for this I would appreciate some help. As you can see my plants have deep black shadows that flicker intensely. any help would be greatly appreciated. Thank you!
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Two feature requests

1. Scatter per material for meshes with multiple materials. 2. An option in path scatters width settings to mirror one side. Would be great for guardrails or snow embankments on roads....

Custom asset libraries can load external projects

Hi, I tried the custom asset library in the latest version. It's great to use, but can it then load external project UE libraries like Megascan? As you import more and more asset packages into the project, there is a huge memory footprint, which can exceed 100GB. If imported from outside, you can keep a clean project and use only the assets you need. I know of a plugin called Uasset Browser that can do this, but it keeps the same structure as the project when browsing, and Dash's AI notes are much better to use....

shift lens & keep Horizontal

Hello Team work of Polygon we still wait to add this important feature it's called Shift lens and Keep Horizontal in Dash Camera I have already this feature with separate plugin but now i can't use it with Dash .. Dash now has own Camera feature hopefully to add it soon 😁 Thanks...
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Rotation and flip mirror in Material Edit

Hello Guys This feature is already included in Megascan Material original but we miss it in Polygon material edit Rotation can't done by Material Plugin .. Can you add this feature with flip or mirror option under Tile Options ... Look at reference I get it in my work for now I have back to Megascan Material to fix it .. but seriously I don't need to do it hehehe...
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Animation

I think it would be friggin cool to be able to animate the scatter. A scene of a small community taken over by trees and moss would be a rad render. Or a skull overtaken by diamonds. Especially given the options (height, proximity, density), that control would be siiiiiick.

poly haven hdri images are really small

i really wish there was an option to change the size of the images so the hdris are easier to see i have really bad eyes and without my glasses its just hard to see the details
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Why not specular in the material editor?

The material editor seems to have most of the basic settings, except specular. This is not ideal if, for example, we want a completely non specular material, like dry soil.