View Full Version : need help in trying to create in-game grass
Just wondering if anyone knows of a nice cheap (and cost effective) method on how to model/create grass that can be used in a realtime game engine. This means no FUR or saying "model them individually". Alpha's are the only way i can think about doing it, but even then im not entirly convinced........they still look to flat........any suggestions?
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MCronin
08-28-2002, 10:03 AM
You can use transpaerencies and cards, and it will look decent. The only problem is taht if you have a lot of grass you also get a lot of overdraw. Also, this type of grass is only good if your in game perspective is near ground level. It won't fly in isometric or overhead views. Most newer games are going the route of procedurally generating grass with fractals and pixel and vertex shaders. If you download the Effects Browser from Nvidia, you'll see a couple of different ways that people are doing realtime grass.
ReD_MeRkIn
08-28-2002, 11:30 AM
most games don't use grass geometry, just layered textures. The x box can do limited hair, as can g-force cards, so probably the best bet for real time grass is an engine based solution, not geometry.
Tudor
08-28-2002, 08:12 PM
well.. A trick for doing grass is this:
make a plane 1x1 meters. Duplicate it about 10 times.
move each plane up about 1cm from the one below.
Now create textures:
Green.. totally green. Alpha. Use airbrush with the dissolve setting. Spray a little. Save the image. Add more pixels. save that image. continue until you have 10 images.
Add the image with the most detail to the lowest plane and the image with the least detail to the topmost plane.
tada!! Grass!
Now try animating those planes and see the grass blow in the wind :)
Nicool
08-29-2002, 11:03 AM
Hello,
I've two information for you:
-I know a Microsoft Coder have discover an algorythm to render great real-time fur.
-And nvidia purpose fur sahder technic for real-time now.
Regards
this might help
http://www.3d-realm.com/tuts.html
there all nice suggestions, keep on coming:thumbsup:
playmesumch00ns
09-02-2002, 01:20 PM
if you've seen Soldier Of Fortune II: Double Helix, they've got a jungle level in colombia, long grass, shrubbery, trees, all done with alpha-mapped quads by the look of it.
It depends on the game really, if you're doing a fast-paced fps no-one's going to notice if it's just mapped quads, but you might want to try something lusher for a strategy game.
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