Short Grass Rendering

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3 comments, last by Vilem Otte 13 years, 6 months ago
Most of the demos for grass I see use tall prairie looking grass. But the billboard techniques do not look good when viewed from a bird's eye. Since I want to render short grass (like a lawn) where if they player looks down it will sort of be a "bird's eye" view, I have doubts about the billboard approach. Does anyone have experience with this? Right now I am leaning towards a shell/fin system, but I would still like advice from anyone with experience in short grass rendering before starting.
-----Quat
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Besides billboards or using a massive amount of little polygons, you may want to look at
"Steep parallax mapping"
Which is nothing but improved parallax mapping. There is a screenshot with some test grass and a reference to a useful paper on my blog here:
http://tower22.blogspot.com/2010_06_01_archive.html

Notice that my implementation didn't use self-shadowing so far. You can improve the results by taking more samples, varying the grass blade length & colors with some noisy maps, and apply self-shadows. Besides grass, this shader can also be used for carpets or fur. You could also play around a little bit with the blur directions to simulate some wind.

Rick
http://www.kevinboulanger.net/grass.html
like in Samoths link, use 4-16 layered polygons on top of each other
with small offset. And to get better outlook make bottom ones darker.

some_text

/Tyrian
I implemented much of Boulangers stuff with great results, but for really short grass I'd suggest googling for "fur shell rendering" which is kinda what Tyrian is showing, but done automatically.
------------------------------Great Little War Game
For short grass (well sometimes a bit longer too) I use way similar to Boulangers (quite a little bit different to achieve faster rendering). Here is a sample:

My current blog on programming, linux and stuff - http://gameprogrammerdiary.blogspot.com

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