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World Building InfiniGRASS STUDIO✅-Massively optimized,interactive & non uniform volume grass for procedural worlds

Discussion in 'Tools In Progress' started by nasos_333, Aug 24, 2015.

  1. nasos_333

    nasos_333

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    Let me know for any help, there is a number of ways to go about it and also make sure to reduce the wind and turbulence factors in the grass manager a lot too (start from 0.001 for example and go up)

    Also the "Stop motion distance" should be set lower, this is not global and must be set per brush (click on brush icon, then set)
     
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  2. nu51313932

    nu51313932

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    It is working as I want. Thank you again ^^
     
  3. nasos_333

    nasos_333

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    The URP version of the system is now ready for download for all users of InfiniGRASS, on PM request (please provide the invoice PDF for reference)

    The new URP system uses a single shader, and all functionality has been merged for ease of use. A new demo scene is also provided specifically for URP.
     
  4. nasos_333

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  5. nasos_333

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    UPDATE on HDRP:

    The first HDRP version is now also ready, i do the final refinements now and will upload soon for all users.
     
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  6. nasos_333

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    UPDATE on URP:

    I noticed the latest URP shader does not receive shadows
    , this is a Unity URP Lit shader bug and hopefully will be fixed in next versions. I have reverted the shader to AlphaTest (instead of transparent) to have full shadow receive (also this was the default use in InfiniGRASS standard pipeline and gives faster performance as well)

    I will prepare a new download and have it available soon.
     
  7. Foxaphantsum

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    I was curious how the grass placement tools compare to something like Prefab Painter 2

    I have infiniGRASS but due to me wanting to custmize my own grass models and shaders I'm concerned I may not need any of infinii grasses actual grass shading stuff.

    Also if using my own grass shaders are there any settings I should keep in mind to make it work better with infiniGrass
     
  8. nasos_333

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    The batching works with any mesh and shader, but if need grass wind would then manually have to pass the properties to the custom shaders, which is trivial though.

    The only case i can an issue is if your shader uses some vertex baked information, in which case would also need to alter the code to pass this info during batching, which is more advanced
     
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  9. Foxaphantsum

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    And if I use my own wind system then I probably don't even need to worry about the systems wind stuff?

    Okay sweet, I recently made some nice grass and wanna test it out with this system!

    I read that it has special pooling. I assume you have ur own pooling system to help optimize for "infinite" grass?
     
  10. nasos_333

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    The pooling is coming in v2.0, the current one is making one model for each batch group and is one of the main issues addressed in v2.0.
     
  11. nasos_333

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    InfiniGRASS STUDIO (v2.0) WIP
     
  12. nasos_333

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  13. biscito

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    hi,

    is this ready ?
     
  14. nasos_333

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    Hi, you refer to infinigrass v2.0 ?

    The system is still under development since needed to port also to urp snd hdrp, so took a while longer, hopefully will have the first beta early next month
     
  15. nasos_333

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    Terrain adaptive grass showcase in InfiniGRASS STUDIO (v2.0), the grass can adapt to any mesh as well.
     
  16. nasos_333

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    InfiniGRASS v2.0 used with Sky Master ULTIMATE



    InfiniGRASS STUDIO (v2.0) DEMOS

    InfiniGRASS STUDIO (v2.0) - Fields and Sparse forest Demo

    https://drive.google.com/file/d/1GeMrIqRhF6ujmevUmfRZvsByHO-uEPJI/view?usp=sharing

    InfiniGRASS STUDIO (v2.0) - Forest Maker Demo
    https://drive.google.com/file/d/1kMdtO2jBvg9VxJJjp2kX1ClOORCC-bcp/view?usp=sharing

    The system can run on all mobile and benefit especially SM3.0 and above mobiles, all grass is procedurally planted in the demos with the rule based system.

    The demos are stress test with maximum grass coverage everywhere and full shadow casting and receive. Sky Master ULTIMATE volumetric fog and sun shafts are used in the demos.
     
  17. nasos_333

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    InfiniGRASS v1.9.9.3.

    New demo showcasing instantiation of pre-grown prefabbed grass in run time. Demo is WIP for next v1.9.9.3 of the system.
     
  18. nasos_333

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    Important information on InfiniGRASS inner workings !!!

    Since i was asked many times by users, i post to clarify that the system does not require or use DX11 or any special hardware, is not geometry shader that may no run on many platforms also and does not use compute shaders or direct screen drawing, so is maximum compatible with any device.

    The coming v2.0 will also be same, will also benefit extra by Shader Model 3.0 devices using a new mode with such hardware, which is again a very minimum hardware requirement by now and will not require DX11, or compute shaders, or geometry shaders at all as well.

    No more worries that your grass will not appear on a major number of devices, InfiniGRASS
    is the only globally compatible optimization and grass rendering system for all devices.

    The system can also work in all pipelines, and use any mesh or material - shader, plus plant on any mesh with a collider in any orientation, for maximum flexibility.
     
  19. nasos_333

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    InfiniGRASS v1.9.9.4 - New demo showcasing planting in any orientation and follow of scale - rotation - translation of objects.
     
  20. nasos_333

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    InfiniGRASS v1.9.9.5 has now been released at the Unity Asset Store !!!

    - Added new demo for planting at run time using the left mouse button and clear code for planting outside the main Grass Manager, to be used as base for any other planting during gameplay.
     
  21. nasos_333

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    InfiniGRASS STUDIO (v2.0) run time planting demo WIP
     
  22. nasos_333

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    New grass planting, saving and loading system for use in run time and passing the grass between game scenes.

    The grass is planted and erased at run time and a snapshot can be saved and loaded as needed. The loaded grass goes on top of any extra grass planted between the save and load time and can applied multiple times too to increase
    density.

    The grass is saved in a hardcoded file name and also replaces previously saved grass (is not additive to previously saved).
     
  23. nasos_333

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  24. nasos_333

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    InfiniGRASS STUDIO (v2.0) DEMO wip, adapting with sun shafts and added controls for the dynamic snow coverage.
     
  25. ActivePrime

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    Lovely lights
     
  26. nasos_333

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    Thanks :)
     
  27. nasos_333

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  28. nasos_333

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  29. DGordon

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    Hello,

    Any chance there's a straight forward tutorial on how to create a prefab with grass? I'm just trying to get a 1.5x1.5 unit quad inside of a prefab to have grass, then I can place those wherever I need in the scene.

    I can see this does a lot, but right now I just need to test if this will be something I want to use, so having a hard time finding how to just do this test.

    Thanks!
     
  30. nasos_333

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    Hi,

    Check out the above video for the creation of new brushes, need a grower script that references a bark and a branch prefab, which are your own assets and can be any mesh or even material-shader. Adding LOD0-1-2 to the material will also enable LODs.

    The bark prefab is instantiated only once in the brush stroke center and the branches are instantiated around it based on the density (how thick grass is) and spread (max radius away from center grass reaches).

    Also I attach the InfiniGRASS setup guide, showcasing the same process with images and description.

    Let me know for any questions. Also can use my Discord for direct chat - https://discord.gg/X6fX6J5

    Best,
    Nasos
     

    Attached Files:

    Last edited: May 3, 2021
  31. nasos_333

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    Video of a new Geometry Grass system i am working on, this will be mainly directed to desktop and the plan is to integrate to InfiniGRASS STUDIO (v2.0) in some form in the PRO version, also will be a standalone package for developers that target desktop platforms and just grass-flowers are needed, than the full InfiniGRASS system that covers everything.

    For more information and releases - offers on InfiniGRASS visit the InfiniGRASS releases forum thread.
     
    Last edited: Jul 6, 2021
  32. nasos_333

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  33. nasos_333

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    Last edited: Jul 17, 2021
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  34. nasos_333

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    New Geometry shader WIP for growing 3D moss over tree bark and branches, this version is for Standard Pipeline, this will be mainly directed to desktop use and the plan is to integrate to InfiniGRASS STUDIO (v2.0) in some form in the PRO version.
     
  35. nasos_333

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    Last edited: Aug 7, 2021
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  36. nasos_333

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  37. nasos_333

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  38. nasos_333

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  39. nasos_333

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  40. nasos_333

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    UPDATE:

    InfiniGRASS STUDIO (v2.0) is now refined, all folder structures have been revised and the HDRP and URP versions have been integrated into one project, since i have managed to use all pipelines in one project successfully.

    Now all brushes will be converted to URP and HDRP and two separate folders will hold each version. This will make it much easier to handle projects that may be cross pipeline as well.
     
  41. nasos_333

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  42. nasos_333

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    Last edited: Nov 27, 2021
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  43. nasos_333

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    UPDATE - InfiniGRASS STUDIO WIP

    - Fixed an issue where the new grass brush maker would not apply the materials in the grass manager materials list when a created brush is applied to the grass manager library for planting.
     
  44. nasos_333

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  45. nasos_333

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  46. felix_Topgolf

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    Hello, We make worlds containing multiple Unity terrains and according to this video:



    It looks pretty cumbersome to sit and hide and unhide terrains all the time, is this the latest workflow or am I looking at a dated video?
     
  47. nasos_333

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    Hi,

    The current v1.x inherently is not ideal to plant huge terrains at once, that is handled though in the new upcoming STUDIO next generation system that can plant whole terrains direcrly.

    I run a closed pre-beta currently and adding things based on feedback, so let me know if would like to try it.

    Best,
    Nasos
     
  48. nasos_333

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    Last edited: Feb 4, 2022
  49. nasos_333

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  50. Stranger-Games

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    @nasos_333
    Thank you for this great asset. I opted to purchase it over Vegetation Studio mainly because performance and wide range multiplatform support.
    Gaia is the main tool I am using for generating the game terrain.
    Is there a tutorial or documentation how to use it as biome with gaia?