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Grasslands Wind - Animated Foliage Pack for UE5.2 & 5.3

Hey everyone! I've been working on some animated foliage for UE5, check it out and let me know what you think!



Youtube links
Grass: https://www.youtube.com/watch?v=m05HyOykfzE
Flowers & mixed foliage: https://www.youtube.com/watch?v=d3DQBfDPKNw

Available at Gumroad: https://yotomocg.gumroad.com/l/edciy

Cheers!

Replies

  • Alex_J
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    Alex_J grand marshal polycounter
    looks fantastic, I'll be buying it!

    with foliage being able to use nanite now, have you done any test of using geometry rather than opacity textures?

    I have been using geometry grass but not sure if there is any difference in runtime performance or not. I am not seeing any but I'm not super knowledgeable about all the profiler tools.

    it's mentioned that its for 5.2 and 5.3. Is there specific reason won't work for 5.1, or have you just not tested it there?
  • YotomoCG
    Alex_J said:
    looks fantastic, I'll be buying it!

    with foliage being able to use nanite now, have you done any test of using geometry rather than opacity textures?

    I have been using geometry grass but not sure if there is any difference in runtime performance or not. I am not seeing any but I'm not super knowledgeable about all the profiler tools.

    it's mentioned that its for 5.2 and 5.3. Is there specific reason won't work for 5.1, or have you just not tested it there?

    Thank you Alex!


    I have done experiments with nanite and decided not to use this time for two reasons. The first one is that for thin geometry, in this case grass strands for example, the rendering gets very noisy as you get further away from the foliage. The rendered polygons get so thin that it can't be rendered well. Grass cards on a plane-mesh the other hand, uses an alpha mask and will be mip-mapped as the distance increases. Another advantage of using grass cards is that you can tweak the mipmaps to make the grass further away look fuller/bigger. 
    The second reason is, from my limited understanding, that nanite is initially quite a big performance hit but if it is used everywhere in your project it can be beneficial. So by making this grass not use nanite It could possibly be used in a wider variety of projects. That was my way of thinking at least. 

    This asset pack was created in UE5.2 and as far as I know Unreal Engine projects are not backwards compatible. That's why it works for 5.2 and 5.3 but not for earlier versions unfortunately. I did try to add it to 5.0 and 5.1 but with no luck. 

    Let me know if you have any other questions!

    Kind regards


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