Announcement

Collapse

The Infinity Blade Forums Have Moved

We've launched brand new Infinity Blade forums with improved features and revamped layout. We've also included a complete archive of the previous posts. Come check out the new Infinity Blade forums.
See more
See less

New grass mesh, how to create? How "epic" did it?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • New grass mesh, how to create? How "epic" did it?

    Hi,
    I'd like to ask you guys about grass meshes. In many games I see that grass made like planes with opacity map. In UDK I see something different, in wireframe grass looks like lines, but in render mode it's same as planes with opacity map.
    So here is the question, how Epic's did this grass? How can I create new grass mesh, what I need to use, any tools?
    Just "plane-grass" drops fps more than grass from basic udk library. Where is the trick?

    Thnx,
    Alex

  • #2
    Pretty sure they did it with the speed tree plugin in UDK

    Comment


    • #3
      Their grass was just modeled as it has around 1500 tris on a single patch of grass so I am not sure why a plane opacity map version of the grass would reduce more FPS than the modeled out one?

      Comment


      • #4
        Problem is still not solved.

        Comment


        • #5
          I answered it for you they modeled it. As stated in my previous post.

          Comment


          • #6
            Even though the modeled blades have more polys, they are faster because there is no overdraw (Farcry 2 did it that way aswell). They probably just modeled it in max.

            Comment


            • #7
              and how do you make them being affected by wind? epic's grass waves around in the wind

              Comment


              • #8
                Guys, take a look at udk grass without textures in editor - it's like 3 polygons for each "blade". They didn't modeled it with huge polycount. Something another here.. and I don't know what.

                Comment


                • #9
                  and how do you make them being affected by wind?
                  Look at the material for the grass - it will use World Offset Position and vertex colours to move the grass around.

                  Comment


                  • #10
                    Well whether or not it's like "3 polygons for each blade" which it isn't I realize that is an exaggeration that doesn't change the fact that the small patch of grass is 150 tris and the large one is 1300, they are the same static mesh and it will be rendered as if your are seeing all of them even if you aren't. But as I see it they made many planes, use opacity and a World Position Offset.

                    Comment


                    • #11
                      pulse0o0, thank you for trying to help. But, all what you said, it's a part of my question.
                      If epic's used just planes with opacity maps, why those planes in wireframe are lines? And why custom polygon with opacity map makes fps lower? What is the different between "epic's grass" and custom (standard for games this days) grass (polygons with opacity maps)?

                      Comment


                      • #12
                        still need answer, help! ^ ^

                        Comment


                        • #13
                          Originally posted by AlexCGart View Post
                          pulse0o0, thank you for trying to help. But, all what you said, it's a part of my question.
                          If epic's used just planes with opacity maps, why those planes in wireframe are lines? And why custom polygon with opacity map makes fps lower? What is the different between "epic's grass" and custom (standard for games this days) grass (polygons with opacity maps)?
                          Because they wanted better looking grass, that's why they didn't use opacity maps.

                          Comment


                          • #14
                            Their grass do actually use opacity maps. I think the trick here is instead of using rectangular-shaped planes to represent a bunch of grass, they modelled each plane to match a leaf as much as possible. You can see that if you place the grass in the scene and switch to Lighting Only mode.

                            Comment


                            • #15
                              AlexCGart, are you laying down your grasses by hand or using Deco Layer? If you're using the deco layer to put down a bunch of your grass, it's going to cause your FPS to spike. I've tested myself since I was also working on my own grass. Works fine as long as you don't use the Deco Layer.

                              Comment

                              Working...
                              X