I always thought that foliage in most games could use some love.
I found out that there weren’t that manny foliage bending examples out there, most seem to resort to Shaders,
which does not look good on larger foliage types.
Based on jonas Molgaards tutorials and jean-Francois Levesque’s paper i managed to create a set of folliage systems.
Includes:
physical Foliage bending (spawning and despawning physics actors)
reaction like forces and impulses (explosions)
A vertex shader to add more floatyness to the leaves
Fire propagation
Foliage trampling by heavy objects
Currently i’m working to release the project files along with a paper on how my thought process was along the way via gumroad.
If there are any questions, feedback,… please post it below!
it is for sure as i’m an artist myself hehe + i’m making a tutorial on how to change my project so it works for your foliage as wel, but there’s still some technical knowledge needed about materials, physics,… but i’ll
This looks really nice. Would it work in multiplayer? I’ve been trying to figure out a reasonable way to make trampling work in multiplayer without taking too much performance.
i htink it would work idk exactly what you want to do with it, but as soon as the foliage is trampled i replace it by an instanced static mesh but still the trampling needs a blueprint
Due to popular demand, i’m releasing the cleaned up version of my foliage systems project files + a user guide on how to change it to make it work with other foliage.
I also wrote a small paper on my thought process of solving interactions with foliage.
which you can download here (181 mb):