Hey all, I have a quick question.
What's the most effective formation of alpha mapped grass so it doesn't look like complete shit. The camera angle is pretty far away, and the camera can only go so high (for the game), but I'm trying to make the best arrangement for a chunk of grass that can be instanced across a field.
The is for client work so I wanna make the grass model hold up nicely.
Thanks in advance.
Replies
If that doesn't make sense, let me know I can mock it up pretty quick.
The way I have my grass set up in my engine is a little different. We have shadow mapped per pixel lighting (Doom 3 style with shadow maps). Every grass instance is a simple triangle, that points up, but at a slight angle. However we have hundreds of these because we cant use sprites in this idea. We also have to use alpha testing to get the correct lighting info, although we have implemented Alpha To Coverage.
It may be possible for you to do the same, only allow the mesh to rotate on one axis (known as a deform Tube, because it only rotates around the horizontal). That way you dont need as many grass instances, because they look more full (they always face you).
So what I've done is I've provided them with the 3 vairiations of grass + the anarchy type formation. If it doesn't hold up they can always make custom ones with each piece, or just tell me to make it better :P
odium: Sadly I only know the basic details, the other artist I'm working with has most of the details, so I'll be running it by him first before we go furthur.
Thanks again all, if anyone has any other suggestions then thats great.
Also... I've been looking at Black and White 2... do they use some sort of fur for grass?