You can use the offsets. But if you limit by altitude range it doesn't take the transform offsets into account due to order of operations.
1 - Scatter by Surface (geo) / Areas
2 - Limit/remove based on geo Slope and Altitude.
3 - Transform Offset generated trees.
So since Transform (displacement) occurs after scatter and limits it doesn't take the transforms into account. Hence the need to do it via the displacement map and a derived slope map from the displacement. But the problem there is you can only override the distribution map which is tiled. So it's going to be really hard to align the worldspace tiled distribution map with the say color corrected displacement map in UV space.
1 - Scatter by Surface (geo) / Areas
2 - Limit/remove based on geo Slope and Altitude.
3 - Transform Offset generated trees.
So since Transform (displacement) occurs after scatter and limits it doesn't take the transforms into account. Hence the need to do it via the displacement map and a derived slope map from the displacement. But the problem there is you can only override the distribution map which is tiled. So it's going to be really hard to align the worldspace tiled distribution map with the say color corrected displacement map in UV space.
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