Here is an interesting question I hope polycounters can shed some light on:
- How do you make grass field and grass props that looks good when viewed from 45~90 deg?
I find solutions that work for <45 deg, especially billboard grass, looks very unnatural from a higher angle, even if you orient them towards the camera.
- Have you seen some interesting implementation of grass field for overhead camera in games?
I would love to see some examples that isn't just textures with exaggerated normals.
Replies
https://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/gilbert_sanders_between_tech_and.pdf
Note: nintendo also like this trick, in older zelda games and also the recent link's awakening remake, grasses are tilted to give a nicer view.
If you are fixed camera and all grass are stylized then it's relatively easy (see Zelda above)
If you are first person and vegetation are varied, then the Horizon Zero Dawn approach would work.
But if you are a game like Total War, then I don't think a simple tilt can make this go away:
I guess this comes down to a LOD system. Like every grass strand like BOTW for close ups and a reduced system for grass further away.
About the topic: Grass looks good from above if you mimic the curliness of real grass which requires some geometry. But as there is only one particular spot really straight below the camera this can be used for driving some LOD values.