Horizon Zero Dawn: Tall Grass interaction/animation

I implemented what I think Naughty Dog did in Uncharted 4 for foliage a little while ago. It works pretty well, but has limitations. See the comments for a brief idea of how to go about it. Oddly enough this conversation came up in the Discord last night too.

Not seen the Pivot Painter method before but it looks good. In my case I have many pawns and many things affecting the grass so I use the RT to determine object position. Perhaps there’s a good combination here somewhere.

IMO, the best way to solve this is with shaders. Physics and true “collision” is just way to expensive to be useable.