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Landscape Grass Output and GrassType improvements

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    [FEATURE REQUEST] Landscape Grass Output and GrassType improvements

    Feature request at answer-hub:
    https://answers.unrealengine.com/que...rovements.html

    Recently I've made feature request for bugfixes and features to LandscapeGrassOutput. I've worked on Landscape Auto Material and got a lot of feedback on beautiful LandscapeGrassOutput system. And thanks for Epic, many of this features was implemented.

    There are features\bugs that still actual (there are tons of emails about it) and I would to request:
    1. Collision generation tool for Landscape Grass Output meshes with collisions. No need to do it dynamicaly, it could be baked for one time on the map to consume performance.
    2. It would be great to have an opportunity to switch grass output references in material instances. Currently if you want to change GrassOutput - you need to duplicate a whole master material.
    3. LandscapeGrassType could slow to display grass on game start with high density grass. There is need to delay level start until grass generates around camera or somehow to fix this issue: https://forums.unrealengine.com/show...ow-Up&p=384370 https://answers.unrealengine.com/que...on-game-s.html
    4. In case of values of Min and Max scale in LandscapeGrassType are simillar - scalling doesn't work at all. So it's impossible to make uniform scale using this input fields.


    Thank you and best regards,
    Dmitry Smirnov
    VEA Games
    Best regards
    Dmitry Smirnov
    VEA Games

    #2
    These are great points!

    I'd like to add to this also:

    5. Grass scale influenced by layer alpha - so as the layer the landscape grass type fades to 0, the scale also is multiplied by a number; i.e. 0.25 = the grass scale is reduced as the layer alpha reached zero. This would allow for smoother transitions between layers and more variation from the same grass type.

    6. This is a big one: The ability to spawn Landscape Grass on any static mesh. This is useful for a number of reasons - firstly to save on memory for lightmapped scenes since landscape grass can use the underlying objects lightmap instead of needing it's own. Secondly for convenience - I could have meshes that blend better with the landscape as they would spawn the same grass output type, the distribution of which could be defined in the material with a vertex color.

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      #3
      7. Random rotation along height axis to allow pebbles, stones and other stuff look more randomized.
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        #4
        The only one I think is a bit unrealistic to expect is #1 - the grass tool was designed for decorative stuff only, I think it's the wrong tool for when you actually need collision. +1 for all the others though.

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          #5
          Originally posted by Maximum-Dev View Post
          7. Random rotation along height axis to allow pebbles, stones and other stuff look more randomized.
          You can already randomize rotation along z axis.

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            #6
            8. Checking collision against static meshes to not spawn under rocks and trees. This would save a lot of performance because a lot of foliage would not need to be spawned.

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              #7
              Originally posted by Kalle-H View Post

              You can already randomize rotation along z axis.
              I meant XY -__-
              To make things rotate upside down.
              Artstation
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                #8
                Originally posted by Kalle-H View Post
                8. Checking collision against static meshes to not spawn under rocks and trees. This would save a lot of performance because a lot of foliage would not need to be spawned.
                Agreed on this one

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                  #9
                  The #2 is so obvious that I can't understand why it's still not there. We should have a Grass type material node and being able to plug it to the grass output node as parameter.
                  Making copies of the master material is not a solution for large landscapes as many times you only need to change the grass type for one of your landscape layer + If you make changes in one of those material, you have to edit all your other materials.

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                    #10
                    All 4 would be great

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                      #11
                      I feel like there hasnt been any progress with the Landscape grass in a long time, this thread has a lot of really good ideas. I especially like the idea of being able to use a falloff texture for the scale of the meshes so you can have much better control over the grass scale.
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