I think I would buy this if one could add different types of grass. How do you handle that?
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Originally posted by rYuxq View PostI think I would buy this if one could add different types of grass. How do you handle that?
New performance test video with 3 shadow cascades is being uploaded.
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Then I guess I didnt quite understand what you are selling here.
Do we provide the grass meshes ourselves and you only give us the material instance?
Also, I would like to see the performance of the scene when you add different types of grass, large and small ones, and flowers and other plants. Can we see that?
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Originally posted by Tymax View PostPardon me for asking endless questions,
Originally posted by Tymax View Postbut how did you place/spawn it? Did you use any blueprints for further customization? How are the draw calls? Bascially what are the limitations? I would always either draw it manually with the paint tool or with a landscape grass layer
Performance test with 3 shadow cascades.
https://youtu.be/Lh1ucyEUJIE
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Hehe not quite 120fps there, but its really close (still best grass in terms of performance)
If wonder if you expand the package with smaller plane-meshes and maybe some optimizations for lower quality distance grass (no wind if it's more far away etc.).
Also what some people may would like: If you create a distance texture which matches the grass and it's color variation, basically an example of creating a "seamless transition" of actual grass planes and a simple landscape material. I would not require this, but it would be something no other pack includes ... just in case you want to distinguish this package from other available packs.
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Originally posted by Tymax View PostHehe not quite 120fps there, but its really close (still best grass in terms of performance)
If wonder if you expand the package with smaller plane-meshes and maybe some optimizations for lower quality distance grass (no wind if it's more far away etc.).
Also what some people may would like: If you create a distance texture which matches the grass and it's color variation, basically an example of creating a "seamless transition" of actual grass planes and a simple landscape material. I would not require this, but it would be something no other pack includes ... just in case you want to distinguish this package from other available packs.
In future I will try cards that rotate towards player and see what happens. But I don't think there'll be much difference since currently the grass is very low poly.
Landscape material is also a good idea. I'd have that in mind.
Thank you!
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Originally posted by TimSkijwalker View PostHey,
Are you thinking of adding an effect of the grass responding to the player. (It moves back when you hit it)
If not, is this something that is hard to add yourself?
Progress so far is really good, i'm liking the look of this!
There are 2 ways of doing that (as far as I know).One is skinning the grass which is very expensive, the other is doing it in the shader. Doing it in the shader has one requirement and that is that the grass patch should be small in X,Y so when it bends on the pivot point the other side doesn't go up floating in the air. Doing a grass patch that small means you'd have a lot more instances placed to fill the ground. I have done it before but haven't actually done a performance comparison though. I'm very busy with a few projects including Our Ghosts of War so I can't give an ETA but I think I'll do that in the future.
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Originally posted by Maximum-Dev View PostIn future I will try cards that rotate towards player and see what happens. But I don't think there'll be much difference since currently the grass is very low poly.
Landscape material is also a good idea. I'd have that in mind.
But in the material you should be able to reduce quality and also disable the wind movement if the object is away far enough from the camera. Wish i had your skill and experience, such things take me several weeks to understand and actually do them ... with just "ok" results
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Originally posted by Chosker View Postif you're going to shown a performance comparison try to at least show something meaningul.
the very least is 'stat unit' and uncapped FPS (as you already did), but then with/without showing the drawcalls, number of tris in the view, profilegpu, etc
looking nice btw
I think you are missing the point that I am essentially offering a function not a grass. While my grass in this package is performing good/bad whatever, when you hook the function to another grass to customize that you'd get different performance depending on that grass mesh triangle count/number of instances/overdraw etc.
But, if anyone's looking to get it just for the same of one grass that's included in there, here's some info that might be helpful.
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Originally posted by Tymax View PostI think player-facing billboards would look creepy
But in the material you should be able to reduce quality and also disable the wind movement if the object is away far enough from the camera. Wish i had your skill and experience, such things take me several weeks to understand and actually do them ... with just "ok" resultsBut ye i agree, at this point of hardware its no point in using billboards anymore, unless its used for distance LOD fade.
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Originally posted by Maximum-Dev View PostI think you are missing the point that I am essentially offering a function not a grass. While my grass in this package is performing good/bad whatever, when you hook the function to another grass to customize that you'd get different performance depending on that grass mesh triangle count/number of instances/overdraw etc.
But, if anyone's looking to get it just for the same of one grass that's included in there, here's some info that might be helpful.
....
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