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by Dr. John Nobody · 02/16/2005 (8:55 pm) · 10 comments
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#2
02/16/2005 (9:08 pm)
That looks really impressive, especially for a 3-5fps hit. How are you pulling that off? The close up shots look like dynamic grass stalks/clumps, but the long shots show no silhouette breakage on the terrain edges, leading me to think it's some kind of funky dynamically generated texture of some sort. Pixel shaders? Do tell! :)
#3
02/16/2005 (9:19 pm)
Looks great! Maybe could use some kind of Gaussian distribution thingie to break up the pattern on the larger scale?
#4
02/16/2005 (9:23 pm)
That last image makes me hungry for corn on the cob.
#5
Edit: Surely looks cool... Can it also blend with non-grassy areas?
02/16/2005 (9:51 pm)
Stupid question... What trees are you using? Mine don't look like that :-/Edit: Surely looks cool... Can it also blend with non-grassy areas?
#6
02/16/2005 (9:57 pm)
I'm sure you could sell this as an inexpensive resource; looks great! Next up, the hair club for men resource...
#7
02/16/2005 (9:59 pm)
Yes this is very interesting ... I wouldn't mind seeing a resource on this.
#8
About the whole silhouette thing, looks a bit odd. You could probably set up another pass that doest some edge detection and adds a grass texture to edges (kinda like a cell shading outline, but make it grassy). Just a thought, you probably knew that anyway :P
Teck, I am pretty sure it was done with pixel shaders.
02/17/2005 (12:19 am)
Awesome stuff Eric. Hehe people and their resources :P About the whole silhouette thing, looks a bit odd. You could probably set up another pass that doest some edge detection and adds a grass texture to edges (kinda like a cell shading outline, but make it grassy). Just a thought, you probably knew that anyway :P
Teck, I am pretty sure it was done with pixel shaders.
#9
Er wouldn't a grass silhouette make everything appear to have a grass edge?
@Eric
This looks like a billboard thing. Have you tried using instancing for this it's pretty quick and easy to implement.
02/17/2005 (3:19 am)
@DylanEr wouldn't a grass silhouette make everything appear to have a grass edge?
@Eric
This looks like a billboard thing. Have you tried using instancing for this it's pretty quick and easy to implement.
#10
@Teck, a real gentlemen never codes and tells ;)
@Ken, V.2's gonna use Wang Tiles for that... funny name, good results.
@Lesko, mmmmmm, corn
@Burning, I'm using the torque tree which I added to considerably. I doubled the branches and foilage (thought it looked a bit sparse), and I changed the shape of the trunk a bit... so pretty much what I preserved were the nice textures :-P (I suck at making realistic textures), it also probably looks different because it's being shaded differently then torque. As for blending, yup it can, just need to implement it ;)
@Josh, think people would really be interested?
@Jeremy, I'll keep that in mind
@Dylan, hey little buddy! yup, you pretty much guessed the silhouette outlining perfectly, already have the code for it, just want to redo my terrain engine first, but yeah, thats how I'm going to combat that problem. Wont take a second pass though.
and yes, a pixel shader was used for this, but no, the grass wasnt primarily generated in the pixel shader, now keep guessing ;)
@Peter, I'd just put the silhouette on the terrain, and only where deemed appropriete. No billboards were hurt (or used) in the making of this grass ;)
02/17/2005 (12:01 pm)
@Ray, might be awhile man, this was written in my own engine, and I'm not really that familiar with torque, and I have approximately no free time lately. I'd be happy to help someone who knows torque really well port this over though.@Teck, a real gentlemen never codes and tells ;)
@Ken, V.2's gonna use Wang Tiles for that... funny name, good results.
@Lesko, mmmmmm, corn
@Burning, I'm using the torque tree which I added to considerably. I doubled the branches and foilage (thought it looked a bit sparse), and I changed the shape of the trunk a bit... so pretty much what I preserved were the nice textures :-P (I suck at making realistic textures), it also probably looks different because it's being shaded differently then torque. As for blending, yup it can, just need to implement it ;)
@Josh, think people would really be interested?
@Jeremy, I'll keep that in mind
@Dylan, hey little buddy! yup, you pretty much guessed the silhouette outlining perfectly, already have the code for it, just want to redo my terrain engine first, but yeah, thats how I'm going to combat that problem. Wont take a second pass though.
and yes, a pixel shader was used for this, but no, the grass wasnt primarily generated in the pixel shader, now keep guessing ;)
@Peter, I'd just put the silhouette on the terrain, and only where deemed appropriete. No billboards were hurt (or used) in the making of this grass ;)

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