I'm still banging my head on the foliage topic to find my own workflows/methods/techniques.
Trees may be dimmed a success.
Now on to grass (again, actually).
I've already tried, and I keep trying, to achieve a full-3D to cards transition to improve performance, but it seems it is not possible to make cards match the look of full 3D grass.
I'm open to alternatives, like full 3D but with a lower polycount. Which is what I achieved with UE4's built-in automatic LOD generator.
The result is impeccable, to my eyes, but I wonder if the polycount is acceptable at all. On my 980Ti, the framerate in the reduced view pane fluctuates between ~100 and ~110 and I wonder: is this ok?
I've taken some screenshots of the same landscape in different modes, but I cant interpret what I see. Help, please....?
The same landscape screenshot'd in "lit", "lod levels", "shader complexity" and "shader complexity + quad overdraw".
Obviously, the shader complexity is nearly non-existent, since every single strand is a 3D mesh without transparencies.
Quad overdraw is not a thing for the same reason.
The framerate, however, is quite unstable and I dont know how to interpret it.
Is it ok to have such an amount of triangles, for a grass-covered terrain?
I've tried using cards, but, let alone the awful transition, something looks terribly wrong with lighting. And I dont understand why.....
To answer some of the most probable questions:
.- yes, those are crossed cards
-. yes, they have normal maps from a projection of the 3D strands onto a plane
.- yes, I've used the 2SidedSign node to invert normals on back faces
I'll keep trying while waiting for advice.