Current behaviour
When using the MultiMeshInstance3D "Populate Surface" editor plugin, instances always get a rotation applied to them, even if the "random rotation" slider is dragged all the way to the left.
There should be no rotation here, but as you can see, there is.
Expected behaviour
Apply no/zero rotation if the slider is all the way to the left.
Use case
I want to use a multimesh to place lots of Z-facing quad meshes to render flat, swaying grass. I know I can billboard them, but that's besides the point, and ultimately not the look I want.
Steps to reproduce
Create 3D scene
Add MeshInstance3D with PlaneMesh (set to 32x32m), rename to "TerrainMesh"
Add MeshInstance3D with QuadMesh, rename to "QuadMesh"
Godot version
v4.1.1.stable.official [bd6af8e0e]
System information
Godot v4.1.1.stable - Manjaro Linux #1 SMP PREEMPT_DYNAMIC Tue Jul 25 09:30:58 UTC 2023 - Vulkan (Forward+) - integrated AMD Radeon Graphics (RADV RENOIR) () - AMD Ryzen 7 4800U with Radeon Graphics (16 Threads)
Issue description
Current behaviour When using the MultiMeshInstance3D "Populate Surface" editor plugin, instances always get a rotation applied to them, even if the "random rotation" slider is dragged all the way to the left.
There should be no rotation here, but as you can see, there is.
Expected behaviour Apply no/zero rotation if the slider is all the way to the left.
Use case I want to use a multimesh to place lots of Z-facing quad meshes to render flat, swaying grass. I know I can billboard them, but that's besides the point, and ultimately not the look I want.
Steps to reproduce
Minimal reproduction project
multimesh_rotation_bug.zip