More Dense Grass | Voxel Dev Showcase
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- Опубліковано 20 бер 2024
- Here, the grass is also animated via perlin-like noise
The Public Codebase:
github.com/GabeRundlett/gvox_...
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GPU: RTX 3070 (8GB VRAM)
CPU: AMD Ryzen 7 5800x (8 core/16 thread)
RAM: 16GB 2667 MHz DDR4 - Наука та технологія
Ignoring the crunchy self-shadowing herein, this looks great!
Good eyes, there are now shadow maps that need to be drawn specifically for the particles in order for this to work. I can turn shadow-casting off on a per-particle basis, though, so in other videos, you'll see I actually disable it for the whole grass strand!
your voxel engine is super impressive looking!
I daw some trees and flowers in your other videos, imagine if trees would start off tiny and actually grow and branch depending on the light they’re getting..?
a grow update could happen only once a minute per tree that way you should be able to have many gradually growing trees.?
another thing, I was scrolling though this video (to watch it again) and I noticed that youtube blurred the image and in its blurry state it looked ver realistic? idk why but it gave me an idea:
• render the scene to an image at 1/4 size then resize the image and somewhat sharpen it..(or even ai upscale it??) I wonder what that would do to the look..
I really want to do this tree idea!
the "van gogh-esque" quality really is so appealling
It's crunchy
You will have to rethink the ambient occlusion and consider placing more emphasis on translucency
Yes, the lighting model does not consider translucency at all right now. I really want sub-surface scattering for foliage!
bro that's siq