I really like this shader for grass that they designed for act of aggression, Im trying to backwards engineer it. I feel close but missing some important elements. Or maybe Im way off
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https://youtu.be/5DF16_F8PiI[/media] [media]
https://youtu.be/B6uVf7aHolc[/media]so i ve played around with a basic noise texture as a height map using bump offset in ue4 and i can get the vertical parrallax feel of the grass, but theirs has distinct caps to the grass which i can t figure out
but more critical is how theres interact with objects, take note of the rock. I suspect they re using something like pixel depth offset along with the vector of the camera. I havnt been able to reproduce the effect but I ve yet to try incorporating the camera vector into my shader yet
Love to hear opinions on how peeps think they did this and if its possible / how to go about it in ue4
thanks
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But I think the tech is interesting. Also curious how this is done.
http://wiki.polycount.com/wiki/HairTechnique#Hair_Technique_Examples
Additionally heres some notes I made that might help clarify what they got goin on
I think my test dot texture was too small / fuzzy, so i switched to transparent and dithered. Like to keep it masked so I went with dithered and am getting better results. Its starting to shape up into an interesting shader / model.
I ll have to experiment later with more representative maps to see how it can hold up.
given that, any suggestions on how to render out depth slices? Say i modeled out a grass field usin tubes or something and then i d wanna grab 3 or 4 vertical slices from that. I guess I could litterally slice the model and render it out in pieces. Or maybe the min max hieght settings when rendering a projection map? These are my intial thoughts, any other ideas come to mind?
I've rendered geometry into slices before, using 3ds Max, to make 3d volume textures. I used animated modifiers to Slice and fill the innards. ProBoolean also might be an option, depending on your models.