Front Warrior's Instanced Grass 100k-384k polygons per frame
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.
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.
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.
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
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
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
That looks pretty good now, seamless terrain and grass texture blending!
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
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?ACE247 wrote:That looks pretty good now, seamless terrain and grass texture blending!![]()
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
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!
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!
