Page 1 of 1
Instanced grass
Posted: Mon Aug 04, 2014 12:45 am
by numerobis
I don't know if this would be possible, but i think it would be great if the grass geometry could be generated with a limited number of different blades - maybe 100, 200 or 1000 (as option) - which then will be scattered as instances, including deformations (scale/rotate) for more variation.
I really don't think that it is always necessary to have 3 million unique blades and the amount of memory that is needed to render bigger areas of grass is just crazy.
Re: Instanced grass
Posted: Mon Aug 04, 2014 2:34 pm
by eric nixon
+1 The point of mxgrass should be to render large areas, the maxwell grass docs should include a realistic looking lawn scene, otherwise the proposed functionality is a bit theoretical. To be fair I have made my own lawn scenes, (with some fore-knowledge) but most users would appreciate a lawn scene, at least as a proof that it works.
I guess the issues with thin-sss, alpha-maps, and the inability to randomize maps, dont help. (I know I can randomize the overall colouring for the lawn.. that works)..
As a side note I think its worth mentioning that normal maps can be converted to angle maps by flipping a few channels in PS. That way the angle map can relate to the ground texture map.
Re: Instanced grass
Posted: Mon Aug 04, 2014 3:08 pm
by AlexP
+1
Re: Instanced grass
Posted: Mon Aug 11, 2014 3:26 pm
by wemake
+1
Re: Instanced grass
Posted: Tue Aug 12, 2014 6:14 pm
by Fernando Tella
+1