AAA Grass

Grass looks good, i have been spending whole day today going forwards and backwards trying to get the best visual/performance ration on grass. Few weeks ago made grass followed Vega games tutorial from youtube which uses custom modeled grass in 3d software where 2 planes lean/cross eachother, but quickly found that that method produces too much overdraw.Thus today redid whole thing in Speedtree/max combo, advantage is better wind than UE4 material editor can produce, much easier LOD navigation (altough all LODs were manually made), and perhaps the most important one billboards for distance. Havent finished yet, but here is the preview:

LOD1 has still room to improve and reduce red shading. Some wierd black spots in the grass aswell, not sure what is causing that.
The main thing to do is to create LODs to reduce red complex shading. LOD1 and 2 are fine so are billboards especially. LOD 0 is going to have overdraw there is nothing you can do about it, otherwise ground will be visible for sure. If only unlit grass would have fit with the rest, funy enough it looks better even unlit at first place.