i’m trying to use the NewLandscapeGrassType object in combination with a landscape material with grass enabled to see if i can get a dense amount of single blades of grass, to see if i can recreate some fancy looking thing i found on youtube, made for unity.
Problem is that while my computer can handle it (i’m trying really hard to optimise it), unreal engine doesn’t allow for a density higher than 1000 strands of grass per 10 m^2, which is waay too low for this kind of attempt.
Now my question is, is there some way i can override this arbitrary fixing of the grass density? I could jump into C++ and try to code my way out of it, but it’s a lot of work for something that could be solved very easily by unlocking the slider.
of course I understand that using a brush for foliage is an option, however this is not the solution im looking for ideally. I want to algorythmically place the grass.
Not sure how to break this to you other than just saying it:
This is insane.
Period.
Grass isn’t done with a single strand while wasting 99% of several textures (base color, normal, opacity, subsurface, roughness).
And then added with an equally insane amount of draw calls.
Not to mention, all your grass leafs would look nearly identical even with scaling.
Look up some tutorials on how to properly make grass.
Usually a good mesh is either 1m or .5m for the base layer, and several different clumps are merged in to randomize the look.
Ps: insanity aside, almost all “locked” sliders arent actually locked. Type the value manually.
Grass is probably actually locked. As it should be to prevent the engine from melting your computer…
I should start by saying this wasnt actually for use in-game or even for optimisation. I tried to see if i could get a unity implementation of a grass simulation to work in unreal, and was playing around with all the tools i could grasp to see if it worked.
So yes if this was actually for something shippable id agree with you. But no, it was not meant to be optimised, yet.
I do know how to create grass the normal way, but i wanted to see if i could play around with different methods.
I should also say that single bladed grass has been done in games before, think of ghost of tsushima as an example. Yes it requires loads of tricks but the value of doing it in this way is that it can look really amazing.
Thanks for your input though
PS: afaik within the editor itself, even when typing it is locked to 1000, havent tried creating the class in c++ yet but the density seems to be depricated anyway