Thanks again for reading!
So following on from my last question, I have my fully working isosurface terrain and now its time to add my trees and grass and whatever to the world.
The old way I was doing it was to cast rays in a grid faceing down over the terrain, I would then read the normal from the ray hit and place things if the normal was < as value.
I would do this at different grid resolutions for each plant\tree\grass time and offset there x, z and scale by some random value then adding the object to my 2d BV tree because I was only working with height map terrain so I only had one row of bounding volumes for the tree.
I can still use the above method but as you know it will only place objects on parts of the terrain that can see the sky.
Part of building my new terrain system involved making a real octree so I no that I will use that to store my objects but what is the best way to generate my object positons.
From what I have read around I should somehow use the voxels I build but I'm not really sure how I would go about it.