how grass works in Ghost of Tsushima
Вставка
- Опубліковано 14 сер 2022
- Learn how to make beautiful trees, fluffy grass, and sweeping landscapes with my brand new Unreal Engine for Beginners course: bit.ly/3k5xCNH
My other courses: courses.stylizedstation.com/
Patreon: / stylizedstation
Digital Artist's Passive Income Guide Series: bit.ly/3oRvpIf
--------------------------------------------
🎥 What I've created : / stylizedstation
🐣 What I'm working on : / stylizedstation
📸 What my community is creating : / stylizedstation
👑 Where you can support me: / stylizedstation
🎨 Where to hang out with me: / discord
🌎 What I'm selling: stylizedstation.com
My grass obsession continues. Support the development of these videos: www.patreon.com/StylizedStation
For those who want to learn even more - 99% of the information in this video is from Eric Wohllaib's great GDC talk: ua-cam.com/video/Ibe1JBF5i5Y/v-deo.html
The other 1% is from this cool blog post from Outerra: outerra.blogspot.com/2012/05/procedural-grass-rendering.html
Hos was this comment from yesterday?
Could you do a breakdown on breath of the wild grass if you haven't already?
THANK YOU! Not only for the video but for this very comment, which was exactly the documentation I was hoping to find, I appreciate it! ^^
nobody cares
I never thought i would be so invested in grass of all things
Spending 5 min watching grass grow turned out to be very fun :)
you have to observe before you touch
Try lawnmower simulator. Its entrancing
touch grass and you’ll feel every detail on it
Its my favourite thing about the game XD
Honestly best grass I’ve seen in gaming
The Witcher 3, had also very good looking grass.
@@MiyagiDo9 You trippin lol
Horizon forbidden west took the crown after GOT
@@MiyagiDo9 bruh they look like grass texture on a plane
Tlou2 Grass is amazing too
the most impressive thing is that they did all this work because they really truly understood the atmosphere and image they were trying to convey with the game and they knew this was a significant and impactful part of it
That grass also looks very tasty. The goats of Tsushima will definitely appreciate :o)
Jokes aside, this is one of your best vid. I think you found a good pace and structure for this type of content.
Underrated comment
W comment
Absolutely goated comment
This dude salivating over grass
@@drlemon7729relatable
Ive been meaning to research that GDC talk but a lot of the concepts felt inaccessible on my first watch through. This has helped a lot!
Yeah this is way easier to digest!
@@darkmattergamesofficial Because it provides no useful information at all
@@Genebriss It is useful if you already know the technical side. This gives you the overall ideas
@@Genebriss it's always these side accounts or people looking for clout, that make those generic, wishy-washy, super positivity but no substance comments. Can see them a mile away.
"What makes the green grass grow!?"
"Vertex shifting bezier curves and a scrolling Perlin noise texture!"
half of my playtime in this game is staring at the vegetation
Was it fun?
@@darialomurno05 for those interested in graphics (especially artists) yeah, it is quite fun
yes, very zen
The amount of planning and problem solving it takes to make games like this blows my mind. They did an awesome job
I predict a 'so yeah grass is pretty cool' at the end
The fact you reach out to feel like grass as you walk makes me all giddy when I see stuff like that in games
You know what's crazy? The PS4 Pro is known to be loud even when cleaned, but throughout my entire playthrough until Platinum of the game, not once have I heard my console emitting any noise I'd usually hear when playing games such as God of War, Ratchet and Clank, and Days Gone. It _does_ make slight amount of noises during cutscenes but that's to be expected, but the gameplay experience itself is so silent it's quite jarring. I remember sometimes putting my ears next to me console to hear any noise but nope, nothing.
Add the inexistent loading screens to the mix and the praise goes to Sucker Punch for pushing the console to its limit as efficiently (and quietly) as possible.
That's really interesting and it's crazy how much work goes into making something as mundane as grass look right. They did a great job and I especially like the accuracy of the clumping.
Mundane or not, you see it all the time and grass as well as hair and fur has been a challenge to render convincingly for a long time. Devs did an amazing job in this game.
idk, grass is the opposite of mundane for me. It just adds so much, especially when it's interactive.
@@pepperdayjackpac4521 Oh for sure! I more meant it as "grass is so common, it's pretty easy to overlook it when making a game so I'm glad they really put the effort in and made it look awesome!"
@@RSpudieD oh, then yes. I agree. It's the small things that count.
@@pepperdayjackpac4521 that's retarded
Beautiful, technical, no way in hell am I even thinking about attempting any of that in my project. I felt dizzy just listening to this commentary.
Years of xp, millions of dollars, multiple workers
It's great to learn about things you haven't seen before.
Just WOW! How much thought and technical mastery was needed for the grass is inspiring and astonishing!
I just ran across your channel for the first time and it is amazing! I love how you explained how something simple like grass can be infinitely complex within a virtual world. Seriously, you have an amazing channel and I will be a viewer for as long as you continue to produce content (as I just subscribed)! I hope that you produce more content on small details like this (eg. water physics, shadows, dynamic weather systems etc. within videogames), I think small details within videogames could be your “thing” because you teach it in such an engaging and interesting way 😊🙌🤩
This is a TL;DW of the GDC talk. Thanks!
I've just discovered your channel, really loving the content! It's very well explained, so that even a relative layman like myself can understand. Also succinct enough to keep my interest without going too long. Well done!
I like this video because it's more in-depth and technical than your other ones
Absolutely amazing video! Loved the attention to detail, the info and the straight to the facts theme!
I remember watching the gdc talk about this, I was crazy invested for some reason
You're videos are so helpful. I'm trying to master environment art, but before that I must master 3D vegitations. This is the kind of level I want to achieve where you truly perfect your area of interest. Great explanations , research, and details. Thank you.
This is really interesting! Thank you for explaining this!
"It's about grass it's about unreal, we stay hungry we devour art station"
- Art Station
Cringe
@@thorny8013 no one asked your opinion
Ya Ya! grass is grass and it's pretty cool. Touching and feeling it also crazy cool.
Thank you! the implemented *dynamic movement* for its interactive dynamic environment "guiding winds", for its visual direction, was Ghost of Tsushima own identity.
since it inspired by Akira kurasawa.
hope more people get to watch this.
Amazing. So many good ideas in here. I really, really want to see if I can reproduce this grass behaviour. Especially the LOD blending, not sure how to accomplish it but it seems like a great challenge.
my first thought when i played the game was "how is this not super expensive to run?" they did a great job optimizing it unlike some other AAA developers. It shouldnt be something you congratulate since all games should be optimized. but its getting rare nowadays.
Thank you So much for ur ti and support
The facing to the camera reminds me of the old games that spin trees or character sprites to face you. Mainly thinking of racing games, but they are the games that tend to perform extremely well for their graphics.
this is really interesting stuff, for something that you might hardly think about in game the developers put a lot of thought into it. correct me if I'm wrong but this type of work falls under the role of a technical artist, right? rather than purely the environment artist?
70% of the screen ought to get a good deal of work/thought put into it :D
Yes, technical artist, they would figure out what types of tools would be needed and create them and/or get other developers to create them, then the environmental artists would make use of the tools to actually create the environment.
Some environmental artists have deep technical knowledge. It depends mainly on the project actually (for a huge game like this there will be more people working).
Yeep technical artists. They are really cool aren't they?
A mix of tech art, environment art and probably rendering programers.
Cool. Thanks for the explanation!
I got so inspired that I went outside and actually touched grass
Finally, dude..
The quality of GoTs open world cannot be overstated. It is one of the most alive-feeling environments ever produced.
this motivated me to go out and TOUCH GRASS
you could also explain how the leaves work, they interact with your interactions, wind and the environment
Just found your channel, I will be bringing this all night lol
When you get genuinely interested in video game grass, it might be time to touch grass.
Thank you master
smoke some*
I’m genuinely interested in grass in game doesn’t mean I don’t touch grass bud…. This game games technology with the way it works is generally interesting maybe one day I’ll design a game and copy the same technique used here
@@Dan-ek5oc relax man stop taking everyone on the internet so seriously. you're right and we both know it but you dont need to convince everyone of it
@@Dan-ek5oc Wow, its a joke. Nothing personal.
When touching grass in a videogame is much cooler than IRL
Thank you this video was great
Zelda's Grass was made in a similar way too. Polygonal grass looks like the future since GPUs are getting better and better to render Polygons but at the same tame, overdraw still a massive problem when using cards. Creating Procedural Mesh for foliage does not seem like a big trouble, but I guess It would be a pain to use it in Unreal, for example, since I don't think Foliage Tool would be usable, requiring us to do GPU instancing manually (Maybe I'm wrong, IDK). It looks like a lot of hard work.
I admire their computational efforts. but the challenge is when the quality of realism increases, the required level of art grows simultaneously
That's why the textures are procedural, and why ue5 already comes with thousands of scanned in assets. It will literally cut the workload down back to what it was back in the late 360/ps3 era
Actually this takes away a lot of work for the devs so they can focus on more important artistic aspects
The grass itself is still modifiable by hand if necessary
3:20 You could probably fix that Plain looking ground aswell by adding an LOD with some streaks of coloured green, perhaps even add a reflective surface for some shine.
no
Damn bro. Give this more views amazing vid. I'm subbing
very cool video ! Thank you
Developer: *Folds Grass to save ressources*
Manager: Im not even mad that's amazing!
Wow great insight thanks 👍
Insane techniques, can’t wait for it to come to PC.
i need a full tutorial on how to make grass like this now.
lol the way you said "so good"
Incredibly informative. As soone with no background in soft other than so Nice tutorialgh school band, I completely understand everytNice tutorialng
Thank you for not clickbating this. Other ytubers would stretch this to at least 15 minutes...i was preparing to be irritated when I clicke in but was pleasantly surprised!
That grass was a staple of the game
To make it easier to understand, you can change "frustum + distance culling" to the ordinary explanation of what it actually is - checks if objects are in the camera view at all, and not too far away.
These are small things, but they add up for average user and make things harder to grasp.
Nevertheless, a great video.
It's so beautiful 😍 most beautiful game of all time this coming from someone who plays all AAA games that hit the market.i literally fall asleep and leave my headphones on cause the sound effects and music are perfection. Need a sequel right now please.i really really need it please I cannot live without please please please
I was very interested in grass when ghost of tsushima came out ty for the awesome vid!! Can we also a have video of fonts in video games? I feel like no one really talks about it.
Very interesting stuff, great video
Can you please cover grass of genjin inpact as well?
I think he has already done one. It's either in his grass video or in his Genshin impact video
Grass vid:
ua-cam.com/video/4xkROldgFOM/v-deo.html
Genshin Impact vid:
ua-cam.com/video/5xkr78BJjTk/v-deo.html
@@glorbnorgaborg37yearsago10 ah oka, themks
great new knowledge learnt
Unreal Engine 5's new Nanite Foliage seems exciting now!
FS series would be a perfect candidate that can implement these techniques.
Oh snaaap. This video is awwwwweeeesome! 💪
I hate how we have to use doctorate thesis levels of algorithms just to render grass
I've never seen someone hates well developed nature in game.
Maybe devs also should just use blue texture over the sky, without clouds, light, weather technologies as well? I mean, it's just a nature, why should we use the research of scientists on something little as nature itself?
This is why I'm not gonna do game developing 😂
@@danyort1014
Dude... That's just a joke
And secondly, it's not even hating on good looking grass, it's just joking about how ridicolously hard it is to get that real good looking grass
And you know... Games can look good without these things too, I love myself some static skyboxes, they can be done really well too
Of course that's no gonna beat an entire weather system but still pretty beautifull
@@mauricestardddude8317
Hey, that's actually ironic and funny.
I had sarcasm at the end of my comment, but your entire comment was sarcastic. Lol, it's really must be a good laugh for readers of this topic
@@danyort1014
Damn I dun fucked up on reading sarcasm
In my defense not the clearest sarcasm I read, but eh, can't fret over every egg
Would love to see what this looks like in the engine, how how all the nodes are connected in the material (and what nodes are used), and in blueprints (if blueprints are used). But, it doesn't seem to be something people are willing to share.
bro touched some grass and motivated to not touch it again just to make someone able to touch the grass virtually and realistically
Sometime in the near future we will have a photoreal video game who's graphics consist entirely of perlin and voronoi noise textures
You should make a video about how window cubemaps work in video games
Never played this game, never seen any real gameplay of it either. Yet here I am, watching a guy talk about how the grass works. Crazy how life works out.
I'm curious if because parts of the grass are procedural, if some parts of the map also have slight variations to them across peoples consoles although I doubt thats the case. Great video!
It’s amazing that multiple draw calls from using grass cards gets so expensive, that it is cheaper to render every single blade using geometry.
damn i did not know so much thought went into it!
it just works
My friends asked me if i smoke.
I asked why...
He said, because he has some grass.
.
.
.
.
Is this what he was talking about? This is DOPE!
Thank you for the eli5
One game that did grass insanely well was far cry 2. Can't really describe it but it's just so simple yet sooo convincing
A whole video about grass
S tier
Great video
this reminds me of the grass tech from outerra
Grass is pretty cool
do more videos like this
Now I understand how the grass in my yard works
man
i love grass
amazing video , could I have the link for the back ground music
"so what was your assignment during all those years of creating the game"
"grass"
amazing, also it is such a great game
Since grass density is a major gpu hog, and also what much of what makes nature exteriors look beautiful, it makes sense for developers of AAA titles to put a lot of resources on developing new techniques for its optimization.
When you are so damn bored that you start learning to appreciate the art of grass
needed to go learn by acting!
That really makes me want to touch some grass
And now we just wait for the pc release to see (hopefully) more grass
I'm allergic to grass, I think I got healed by this video
mind blowing more mor more
This grass is so cool! Kudos to the people at Sucker Punch!
kind out of topic but im once found a game with advanced grass setting
distance, density, and scale.
the most performance hungry is density.
im max the distance value and keep the density low and make scale more a bit to fill the empty look space.
its beautiful and it eat very less performance, almost same like the max setting.
but all im see in most game the grass is not the problem what it make good but how it look good.
Rendering grass is one thing, using grass as a map guide in combination with the wind is next gen stuff.
When this game release that’s the first thing I wanna know like how this grass looks so good 👏🏻
To break it to you, it’s been out for nearly 2 years
@@chiveschivian9965 I know that already
@@Sunnykr275 …ok?
This guy made ''Touch grass'' next level
finally, more grass
ok I’ll try that lol