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New grass rendering

Posted: Sat Jul 12, 2014 3:24 pm
by Thyrion
just watched some vids from new mmo's on youtube.

the grass rendering in "Black dessert" looks realy awesome.
it's realy a dense grass and it interacts with player movements.
https://www.youtube.com/watch?v=oHFro0v1mU4

the new World of Warcraft addon (WoD) has a grass interaction too.

I dont think the new grass effect is physically calculated, but animated if a player moves at the position?

anyone made that with ogre? :) possible?

Re: New grass rendering

Posted: Sat Jul 12, 2014 3:52 pm
by Klaim
Black Desert (not dessert...) have a lot of awesome rendering stuffs, like the character creation is gorgeous: https://www.youtube.com/watch?v=4TP4L1vHfpk

(and characters are normally proportionned)

Re: New grass rendering

Posted: Sat Jul 12, 2014 6:31 pm
by Thyrion
but dessert is more delicious :)

Re: New grass rendering

Posted: Sat Jul 12, 2014 10:48 pm
by cybereality
That character creation editor is on another level. Amazing!

Re: New grass rendering

Posted: Fri Jul 25, 2014 2:16 am
by areay
If you wanted to do the grass-affected-by-player stuff like in that vid then you could take a look at this post from Oogst http://www.ogre3d.org/forums/viewtopic.php?f=11&t=73580 In it, the player's proximity to snow causes it to melt.

Assuming that grass is added in using a texture blend-map, you'd bind in another texture which would be a 'vector field' containing the player's position and heading then per grass vertex calculate deformation (just strong wind really) based on this.

Re: New grass rendering

Posted: Wed Oct 22, 2014 5:51 pm
by EricB
The only problem, it's a f2p korean mmo... Which means it'll look very pretty but the gameplay will be crap.

I wish I could steal some of their artist! :)

Re: New grass rendering

Posted: Sat Oct 25, 2014 2:08 pm
by Kojack
There's a great presentation on how grass rendering is done in the game Grid here: http://blog.codemasters.com/wp-content/ ... osport.pdf
Very interesting stuff, such as using a null pointer for the vertex buffer so the vertex ID can procedurally generate grass billboards in the vertex shader. They also do an orthographic overhead render of the terrain with player camera culling to calculate where grass could be, spawning billboards on the pixels.

Re: New grass rendering

Posted: Thu Oct 30, 2014 12:57 pm
by Kenshido
Simple grass animation, but for just one object:
[youtube]ngh7N4hK97o[/youtube]

Re: New grass rendering

Posted: Thu Oct 30, 2014 7:12 pm
by Thyrion
nice FPS drop.
in one of your last screenshots i could see unbeleavable 200-400 FPS with multiple sinbads and terrain...
http://www.ogre3d.org/forums/viewtopic. ... 61#p510661

grass looks good.


ah ... at the second look i see the interaction ....

getting jealous :P

Re: New grass rendering

Posted: Thu Oct 30, 2014 7:39 pm
by Kenshido
No fps drop! Just intel i5 integrated video vs asus gtx660