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3D Grass Tutorial - Updated method

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#1 DPRoberts


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Posted 09 January 2020 - 04:05 AM

Sorry for the delay on this (particularly RobC, Skunky and bortimus). This video runs through an update to the use of 3D grass by Stix Games in Unity 5.2.3f. You'll need the legacy version of that shader. May have to ask the developer for it or there could be a download link after purchase. 


I am also using Quadremesher by Exoside for retopologizing the meshes in Blender 2.8. https://exoside.com/...esher-download/


Not sure if still available but I paid like 9 bucks for 3 months. There is also a trial version that is fully functioning.


If you have not had any experience with 3D grass and Course Forge, I recommend running through the original 3D Grass Tutorial - http://www.perfectpa...grass-tutorial/


Of note, I have changed a few of my settings for things. In this video, I'll show you my Layers Library settings and material settings for the grass. My Grass Type (1 Texture) and Grass Lighting (Default PBR) is a change from the original tutorial. Grass fade distance, falloff and density may be tweaks as well. As far as those choices, beauty is in the in the eye of the beholder and you can tweak to your desired result.


I really think this method limits the appearance of "grass stubble". In addition to a lot of little tweaks like the grass texture gradient that I use, I think the use of stronger "normals" is important. You will see that in the LL settings but I didn't really focus on it. The advantage of a stronger normal is that around 10-20m from the player, there will be enough distortion in the textures to allow a natural grass blending. I would suggest F5 flying around Scioto to best see what I mean.


In my opinion, grass rendered at too far a distance and too densely planted will appear fake. I have also reduced the width of the grass blades. In all, this allows some of the underlying textures to contribute to the effect and give us a greater depth to the grass. 


Image below created with techniques used in the video



One topic I didn't cover was if the Outer mesh ends up greater than 65k tris. You can follow video methods to remesh and then I will select portions of the mesh in Blender and separate into large chunks less than 65k. My Outer terrain was 3 meshes. If you let Unity divide it on import, it does weird things. I would strongly recommend doing it properly in Blender so you control how it will appear on import. 



As always, many ways to do this. Many hours of experimenting have led to some of the conclusions but are subject to change by the morning!


  • Skunky, Keith, bortimus and 4 others like this

#2 DPRoberts


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Posted 09 January 2020 - 04:25 AM

Because you can now "draw" on your satellite overlay and color your grass, you can add variety to the grass coloring. I particularly like the brown grass as I've shown previously around the bunker. But, you can also "paint" hazard lines if you desire. This is how the drainage ditches were outlined at Oakmont for the US Open.


Because this is visible on the overhead map in game as well, it might be a nice thing to outline your OB so there will be no "surprises" playing.
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#3 Birdie


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Posted 09 January 2020 - 09:38 AM

We can only thank you again for your tutorials!

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