Bit of an odd question.
Is it possible to use some kind of material setup to add geometry (grass) dynamically?
- have a mesh face with upwards normal and certain uv coords
- on that face create more geometry on gpu ( Geometry Shader spawn vertex, tessellation, voodoo magic and other words I heard on the bus)
- arrange the new vertices to textured grass planes
- smoother lod and profit on performance?
I am using procedural geometry already.
I could use 9 chunks of grass meshes and move and edit them in real time to lod for more performance.
Like a grid that follows the player, but less/more in size than world chunks… It’s plan B, I guess.
I understand that my explanation is quite crude as I only have limited understanding what Geometry shaders and tessellation do or how they are done in UE4.