Get the latest tech news

Grass Rendering Series


This is part 1 of a multi-part series on grass rendering. We’ll start by figuring out how realistic grass should look like, and how herbage can be modeled with the tools we have at our disposal in real-time 3D graphics. Then, we’ll look at how to implement different methods of grass rendering in Godot. However, most of the tutorial will not be Godot-specific aside from some node names and syntax.

We’ll start by figuring out how realistic grass should look like, and how herbage can be modeled with the tools we have at our disposal in real-time 3D graphics. In technical terms, translucency means that when the object is lit, it is also bright on the other side of its surface (although that light may look different, e.g. more diffuse and with a stronger color). This makes sense: when every vertex counts, you don’t want to add any vertices for something as insignificant as grass when you can just draw it onto the terrain.

Get the Android app

Or read this on Hacker News