SimonDev | How do Major Video Games Render Grass? @simondev758 | Uploaded 10 months ago | Updated 3 hours ago
Trying out the last grass and foliage rendering techniques used by Ghost of Tsushima.
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In this video, I tried implement the grass techniques explained by SuckerPunch in their talk "Procedural Grass in 'Ghost of Tsushima'". We walk though a lot of their basic setup, explore some possible alternative implementations, and end up with a nice little scene full of grass.
Three.js SSAO Used:
https://github.com/N8python/n8ao
References talks:
https://www.youtube.com/watch?v=Ibe1JBF5i5Y
https://www.gdcvault.com/play/1027033/Advanced-Graphics-Summit-Procedural-Grass
Trying out the last grass and foliage rendering techniques used by Ghost of Tsushima.
🛒 Recommended books (on Amazon): https://www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid
❤️ Support me on Patreon: https://www.patreon.com/simondevyt
🌍 My Gamedev Courses: https://simondev.teachable.com/
Disclaimer: Commission is earned from qualifying purchases on Amazon links.
Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Twitter: https://twitter.com/iced_coffee_dev
In this video, I tried implement the grass techniques explained by SuckerPunch in their talk "Procedural Grass in 'Ghost of Tsushima'". We walk though a lot of their basic setup, explore some possible alternative implementations, and end up with a nice little scene full of grass.
Three.js SSAO Used:
https://github.com/N8python/n8ao
References talks:
https://www.youtube.com/watch?v=Ibe1JBF5i5Y
https://www.gdcvault.com/play/1027033/Advanced-Graphics-Summit-Procedural-Grass