I noticed that in many games the same “grass method” is used: You see grass up to a certain distance and only if you walk furher, the grass beyond this “end line” will be rendered. I also noticed that there is a smooth transition if you can say so.
Does anybody from you know how this exactly work and whether this can be made in JME as well.
My thought was that there are several small batches of grass which have a LOD control applied and because of that they only appear at a certain distance. What about object count and performance then?
I guess Paul’s IsoSurface (?) Open Source Project contains everything.
The most easy thing is a textured Quad with Billboard- and LOD-Control.
That means like 4 vertices per grass and done. Do some batching of like 4x4 Meters or a bit more (too much will stop LOD from working).
The Pro’s do it with some shaders using Instancing and what not. The smooth transition implies a shader (there are livetime Lod algorithms or maybe just making them transparent)
Edit: Google something like openGL Grass Shaders or openGL realistic grass.
Forest might have just bought some asset pack on the unity store
@Domenic At the end of my post there is all the source used to create my library. And don’t hesitate to aks questions if there is things you don’t understand.