Render grass blades on specific part of terrain texture?
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I can imagine that it could be done via particles with the grass intensity being described as some sort of heat-map.
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You could use your weight map texture for a mask. The TerrainBlend texture uses a weight map to describe how to splat the terrain textures, so you could just load a copy of that texture CPU-side, and query pixels directly to determine where to instance your grass.
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Thanks! But how do you read the mask black vs. white pixels in Urho? And what object do I instantiate? Do I have to create my own object with quads, or is there a built-in way of doing grass efficiently?
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There is no built in way of doing grass, outside of the usual static meshes and mesh groups. You can go off into the weeds with shell/fur rendering, volume rendering, etc… but that will all take a bit of custom development and probably a few hours spent reading theses and siggraph papers. I did a brief experiment with a scheme that uses a static mesh of billboards constantly centered on the player (thread: Grass/vegetation mapping repo: https://github.com/JTippetts/Urho3DGrassTest ) with mixed results. With a bit of artistic finesse it could maybe be made to work.
As far as querying the weight map, that is a simple matter of loading the map into an image and sampling a pixel directly. The map will have one color component mapped to your grass base texture, so you can just test that component vs some threshold and enable/disable grass at that spot depending on the result.
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Oh, I’m not really looking into fancy modern ways of doing grass with shaders and stuff. I just thought there was a built-in efficient way of slapping tons of billboard quads with a texture on my terrains as a layer. Like this: http://docs.garagegames.com/torque-3d/official/content/documentation/World%20Editor/Tutorials/CreatingFoliage.html
Thanks for the link, I’ll definitely learn from your implementation. Thank you!
As for the sampling, I think I have to phrase my question a little better: With Urho, once I read the mask and know what is closer to 0 or 1 and therefore how much grass I want, how do I get the transform (X, Y, Z) where to create my quad?
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I think this is what you’re looking for – Vector3 Terrain::HeightMapToWorld(const IntVector2& pixelPosition) const
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Thank you! Super useful.
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Over the years we have also accumulated a variety of threads with still valid advice and samples related to vegetation , grass , and such.