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Hey there,
I'm playing around with a technique creating volumetric grass using only 20 planes which means - no impact on FPS.
Its just duplicated planes with a shift of about 0.5cm in z-direction which means the grass is about 10cm high.
The rest is playing around with the alpha channel and playing around with z-bias parameters.
This technique beats everything I've seen before in creating a realistic looking grass field.
BUT:
You can see some flickering when zooming out because the planes are defined as models instead of groundpolygons.
Is there a way of preventing this? I can't define them in general as groundpolygons because MCX sorts them out and I've only one texture on the planes.
And what do you think in general? Does anybody have experience with this, tipps, tricks, improvements?
I'm playing around with a technique creating volumetric grass using only 20 planes which means - no impact on FPS.
Its just duplicated planes with a shift of about 0.5cm in z-direction which means the grass is about 10cm high.
The rest is playing around with the alpha channel and playing around with z-bias parameters.
This technique beats everything I've seen before in creating a realistic looking grass field.
BUT:
You can see some flickering when zooming out because the planes are defined as models instead of groundpolygons.
Is there a way of preventing this? I can't define them in general as groundpolygons because MCX sorts them out and I've only one texture on the planes.
And what do you think in general? Does anybody have experience with this, tipps, tricks, improvements?