SpiderPig Posted July 4, 2023 Share Posted July 4, 2023 First attempt at grass in Ultra. Lighting needs work still, but not too bad. 3 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 4, 2023 Author Share Posted July 4, 2023 Needs some better noise maps for position and rotation I think 3 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 4, 2023 Author Share Posted July 4, 2023 That's better. 4 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 4, 2023 Author Share Posted July 4, 2023 I wonder what causes this in PBR lighting... my normals and world positions are passed to the fragment shader properly, but do I need tex_coords too? 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted July 5, 2023 Share Posted July 5, 2023 You don't need texcoords unless you are using normal maps. 1 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted July 5, 2023 Author Share Posted July 5, 2023 Thanks, I didn't think so. I must be passing something wrong. Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 5, 2023 Author Share Posted July 5, 2023 Half my grass was actually below the ground. Now it looks better and I gave it some rough animation. I've also made it that the root of the grass blades are darker. Still needs a lot of work but I'm done for now I think. I can fine tune it later. 4 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 5, 2023 Author Share Posted July 5, 2023 Better! 1 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted July 5, 2023 Author Share Posted July 5, 2023 Changing the material roughness made it look 10x better. I'm happy with the lighting now. 3 Quote Link to comment Share on other sites More sharing options...
Alienhead Posted July 6, 2023 Share Posted July 6, 2023 This is some cool looking grass.. I always love cool grass and environment stuff in games. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
SpiderPig Posted July 7, 2023 Author Share Posted July 7, 2023 Yeah me too. I think the thing that really makes the grass pop is the sort of ambient occlusion where I make the roots darker than the tips. I'll post a before and after pic later. Quote Link to comment Share on other sites More sharing options...
Alienhead Posted July 7, 2023 Share Posted July 7, 2023 17 minutes ago, SpiderPig said: Yeah me too. I think the thing that really makes the grass pop is the sort of ambient occlusion where I make the roots darker than the tips. I'll post a before and after pic later. You are soooo right about that. Notice fake ambient on grass 2 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
SpiderPig Posted July 7, 2023 Author Share Posted July 7, 2023 Is your grass there a geometry shader or part of Leadwerks vegetation system? AO really does sell the depth of things. Before AO After AO 1 Quote Link to comment Share on other sites More sharing options...
Alienhead Posted July 7, 2023 Share Posted July 7, 2023 2 hours ago, SpiderPig said: Is your grass there a geometry shader or part of Leadwerks vegetation system? AO really does sell the depth of things. That's the LE vegetation shader with some custom modifications made to it. 2 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
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