Front Warrior's Instanced Grass 100k-384k polygons per frame

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Would you like me to write a tutorial about this

I'd like to use it in my game
24
51%
I'd like to make it on my own and toy with it
6
13%
I'd look at it and nothing else
11
23%
I wouldn't bother reading
6
13%
 
Total votes: 47

ACE247
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Post by ACE247 »

Basically its the same as a heightmap works. black areas for no grass population and white for high population. Basically you get the pixel of the texture and set the grass batch density according to it. I think this was also used in this grass nodehttp://irrlicht.sourceforge.net/phpBB2/ ... grass+node Hope it helps, and no I don't want to just sound clever im only helping.
devsh
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Post by devsh »

Dude you just didnt think we didnt think of all that before?

we are using all of them :)
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

devsh wrote:
we are using all of them :)
I see you didn't, but obviously now you are. :D
If you want more advice, just ask I have a friend over at Infinity Ward.
No I'm not joking.
devsh
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Post by devsh »

its the texturing that is the problem :(
ACE247
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Post by ACE247 »

How do you mean?
devsh
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Post by devsh »

you know the way that the CoD4 grass planes/billboards blend in with the ground because the ground texture and color matches the grass . I might have to go out and get some pictures.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

for a cheap effect you could also just try combining the grass and terrain grass texture, dont know if that would work out nice. It's just an idea.
loki1985
Posts: 214
Joined: Thu Mar 31, 2005 2:36 pm

Post by loki1985 »

what about this (just brainstorming, i have no experience in this):

make a small area with very high grass density, each piece of grass slightly tilted ins some random way. render once, save to texture, and use this texture as ground texture, using much lighter grass density from now on.

this could be made by hand, or dynamically using RTT or shaders. the latter would enable changing textures/params/etc without having to manually create the texture.
devsh
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Post by devsh »

this would not work
I'd have to get out in a field, get a picture looking from above of 20cm tall grass, use that as ground

and then get a picture of grass from the side while sticking in a blue/red sheet of paper as backdrop, use photoshop to get rid of the blue/red and have a nice grass texture that way
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

What about Google Image Search? The simple word 'grass' gives quite alot of results, except if you want original image. Anyways i've uploaded some pics for you to experiment with,http://www.fileden.com/files/2010/6/9/2 ... extures.7z
devsh
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Post by devsh »

eigen has changed the textures

however here is blender grass Image

EDIT: I cant download your file!
ACE247
Posts: 704
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Post by ACE247 »

That looks pretty good now, seamless terrain and grass texture blending! 8)
I just think that scene is far too dark. here's the textures to download.
http://img683.imageshack.us/img683/3959/texgrass04.jpg
http://img641.imageshack.us/img641/9371/texgrass24.jpg

http://img28.imageshack.us/img28/5586/dmapgrass06.jpg
devsh
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Post by devsh »

oh goodie
We will get them in as soon as we finish the programming of the grass. THX a lot
ent1ty
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Post by ent1ty »

ACE247 wrote:That looks pretty good now, seamless terrain and grass texture blending! 8)
I just think that scene is far too dark. here's the textures to download.
http://img683.imageshack.us/img683/3959/texgrass04.jpg
http://img641.imageshack.us/img641/9371/texgrass24.jpg

http://img28.imageshack.us/img28/5586/dmapgrass06.jpg
Awesome! What license are they? :D
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Use em any way you want, the're free! :D
I might post some more If you want.
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