This system allows you to add dynamic behavior to any grass mesh easily. Use it with the UE foliage tool or spawn it dynamically in-game. Shockwaves, deforming, burning + fire propagation, cutting, growing, removing, ground blending, and more effects are included by default.
The system is made 100% in Blueprints.
Due to the Marketplace character limit, the full feature list (+ starter guide) is available here: https://goo.gl/b0NSqj
Latest update (4.26+):
This update is a big overhaul of the internal systems, to make it much more optimized, flexible, and better looking. Before updating, please make a backup of your project.
A new demo .exe is available for download (link in the product description)
Greatly optimized interaction system
Improved interaction effects
New interaction parameters
Optimized default grass shader
Simplified internal logic
Optimized the initial chunking process (faster loading times)
Added more options to the grass material, to ease the process of using custom meshes
Tuned to work with the Lumen system without issues
The 4.26 version is compatible with UE5 EA
Previous update (4.22+):
Improved in-game smooth wind strength & wind direction change effect
Improved demo effects
Changed eye adaptation in demo scenes to match the new 4.22 standard
Fixed grass stretch when using strong wind parameters
Fixed 4.22 bug: Grass LOD deform on HISM component when removing instances
It looks really good. But I got one question. I find the wind and grass movement abit unrealistic and some grass looks like they sticked to each other so they move with the wind at the same time.
No offense btw. It looks amazing and I do plan to buy it already, but I was wondering if we can change/“fix” parameters of wind and change the grass? ^^
[QUOTE=WeekendWarrior;620947]
That is some nice grass, if it works as well as the video I am going to buy
how much
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Thanks, it should work exactly the same, until you modify it to your liking It will be $49.99.
[QUOTE=Achilleon;620985]
It looks really good. But I got one question. I find the wind and grass movement abit unrealistic and some grass looks like they sticked to each other so they move with the wind at the same time.
No offense btw. It looks amazing and I do plan to buy it already, but I was wondering if we can change/“fix” parameters of wind and change the grass? ^^
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Yes, it’s a system that allows to use your own grass meshes. It’s also possible to modify wind look in the material, by e.g. changing its radius, speed and normal map (the wind waves are defined by normal map texture and you change change it via parameters) - or by modifying the grass material itself. This way you can achieve more ‘jagged’ wind distribution - by default it’s stylized to achieve visible wind waves. The default wind effect depends on material displacement, so you can even replace it with your own (just copy/paste from your material).
… So you can totally use your own grass and your own wind effect with the system
[QUOTE=Slavq;621073]
Thanks, it should work exactly the same, until you modify it to your liking It will be $49.99.
Yes, it’s a system that allows to use your own grass meshes. It’s also possible to modify wind look in the material, by e.g. changing its radius, speed and normal map (the wind waves are defined by normal map texture and you change change it via parameters) - or by modifying the grass material itself. This way you can achieve more ‘jagged’ wind distribution - by default it’s stylized to achieve visible wind waves. The default wind effect depends on material displacement, so you can even replace it with your own (just copy/paste from your material).
… So you can totally use your own grass and your own wind effect with the system
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Nice work, quick question; How easy will it be to add callbacks for when grass is cut down? (For example, increase player health 10% every time they harvest from a particular type of grass)
[QUOTE=daveREspawn;623514]
Nice work, quick question; How easy will it be to add callbacks for when grass is cut down? (For example, increase player health 10% every time they harvest from a particular type of grass)
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The special interactive foliage component has a ‘Cut’ function that takes instance index and Z-scale of cutting (so you can e.g. ‘cut’ half by setting it to 0.5 or cut near ground by setting to 0.1). Example grass cutter actor takes all instances in specified radius and performs the ‘Cut’ function on them, individually for each foliage type - so you can definitely add some checks there, e.g. if you cut ‘FlowerOfHealth’ foliage type, then increase your health. You can even add variable & store health amount in component separately for every foliage type, but of course the way of expanding the system is all up to you
[QUOTE=hippowombat;623782]
Incredible work, I look forward to seeing this on the marketplace, no doubt it’ll be accepted!
Cheers!
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Thank you!
[QUOTE=Wrekk;623887]
This… this is amazing. I’ll definitely be buying this! Would the impulse etc be compatible with your dynamic tree generator?
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Impulse actor has different logic there, specific to the Dynamic Grass System. By default, impulse effect is performed by spawning ‘Impulse’ actor e.g. by a bomb. If you have both the tree & grass system, you can just spawn both of these Impulse actors, one for grass and one for trees and it will work.
[QUOTE=Sitrec;624032]
This looks fantastic. Is there any multiplayer support included? How is deformation stored?
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Thanks! I don’t have multiplayer experience, so nothing out of the box yet - I tried to create the logic in clean & understandable way to make it expandable-friendly, but I don’t know how hard it would be to add network replication. Temporary material deformation is stored ofc in GPU, and the rest (like the bend-away effect that leaves a ‘trail’ behind player) is stored directly in hierarchical instanced static meshes of foliage components. Deformation is performed by optimized (auto-chunked foliage areas, auto-optimized update interval, etc.) *UpdateInstanceTransform *function. So every instance transform can be obtained via *GetInstanceTransform *function of specified foliage component.
Thanks! My submission has been approved 11 days ago, I’m still waiting for Epic’s response regarding release date. I’ll let you know here as soon as I have any info.
Cheers!
This looks really awesome! Nice work! I’ve been looking for a grass system that does well on performance and also responds to character movement and dynamic impulses. Going to look at picking this up for later projects!