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Question by ExtremePowers · Oct 08, 2014 at 10:38 AM · meshgrassbillboard

Grass on mesh

Where can I find a method to do this, I have been searching all morning. Using billboards for this looks like a good way of doing it, the problem is I wouldn't know where to start.

Would I need to create a flat mesh, put the texture on it and then use a certain shader? And How would I place these without performance dropping to a unplayable state?

EDIT: Okay, I figured out how to use the particle system, now my question is how can I control it more. For an example: I have some places on my chunk (Underwater), where there shouldn't be grass. How can I fix something like this? :)

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avatar image VesuvianPrime · Oct 08, 2014 at 12:50 PM 0
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I believe this could be accomplished by exploiting particles. Perhaps you could outline your requirements here for me?

avatar image ExtremePowers · Oct 08, 2014 at 01:18 PM 0
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$$anonymous$$y main problem is that I am going to use around 50000 particles per terrain, and I don't know how to make them go to a certain height, I could do on colision with the terrain but then when I enter a new terrain it would show 10000 falling grass particles.

How would I go about only showing the particles which would be created within something like 50 meters?

avatar image VesuvianPrime · Oct 08, 2014 at 01:42 PM 0
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Ins$$anonymous$$d of using collision to attach the grass to terrain it may be more appropriate to "emit" the grass from the mesh with a velocity of 0.

At this point we can optimize one of two ways:

  1. Use frustum culling of the camera to ignore particles outside of the 50 meter radius.

  2. Copy the particles geometry and use that as a static mesh.

2 may be the better option, as I can't promise Hydra Particles can manage 50k particles in realtime.

These are things I would be happy to implement after release.

avatar image ExtremePowers · Oct 08, 2014 at 01:50 PM 0
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How would I be able to do number 2 with the built-in particle system? Note: $$anonymous$$y terrain is generated in runtime, so I need to do all this procedurally. And the frustum culling works fine, but I want to display the rest of the terrain (Trees etc.)

avatar image VesuvianPrime · Oct 08, 2014 at 02:04 PM 0
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Shuriken allows for mesh emission, you should be able to set your ground geometry as the emission mesh and emit with a velocity of zero.

Unfortunately Shuriken is a very closed system and there is no way to copy the mesh.

From here you can treat the particles as markers. Loop over the particles and create your billboard geometry.

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