InfiniGRASS STUDIO work in progress on the new Geometry Shader based grass module.
Hi, thanks for buying the system.
In the current v1.x the planting in biomes is done manually, e.g. can use a Mass Plat function based on 4 spats, but is for smaller areas and is best to use one grass manager per biome, or even multiple if areas are very big.
In the coming STUDIO version those are automated, e.g can plant whole terrains using rules based on splats and automatically will split to multiple grass managers, also is much faster to both plant and edit the grass and get in game time is now almost zero in STUDIO. So if you have a big terrain with biomes would be good to try the STUDIO beta.
I post the current tutorial video playlist for reference. Also STUDIO has some new things like a geometry shader as shown in the above video for direct mesh control and will be updated with many more cool things as it goes.
The v2.0 STUDIO version should be much faster, there is many new major optimization methods, grid update, pooling, batched billboards, full gpu instancing, single multigrass material, vast brush size with few draw calls using the new ground adapt method, instant get in game time, much faster grass editing, rule based planting that works also in run time etc
The batching of v1.x is used as base for creating the pooled brushes, also can use all the v1.x modes as well if needed. And can mix the new global manager with other grass managers in v1.x mode for local detail or if grass is needed to be planted in non vertical orientation.
And can always use the simple export of batched meshes to use without any of my scripts, if this mode is desired.
Sounds great.
I imported it and trying it now.
I can see URP materials, but those are not used automatically, so having an option to use URP or detecting that automatically would be nice.
Also planting terrain with rules is cool, but is there a way to make the spawner use the gaia spawner rules?
Will it be a terrain detail or gameobject, etc…?
Actually direct integration with Gaia is not really necessary and I like the infinigrass integrated rule based spawner, but I can’t get it to work right.
It seems to spawn the grass on sea level rather than over the terrain and the plants themselves don’t seem to look right.
I will see if I can figure out myself and if I can’t I will repost here.
Hi, for urp have converted only the main grass type and one more pines brush, maybe that is the issue, as other brushes would need convert manually, e.g. apply urp material.
Thd full urp conversion for all brushes is planned for next beta version.
About sea level, let me know the actual height of water sea level and terrain and will check why the height rule may fail
Added better preview and clarifications over the interact- grass shaping textures, now can preview all related textures in the inspector. Also fixed an issue where the external shaping texture was not assigned properly to the materials.
Fixed an issue where the interact- grass shaping texture position was not passed correctly to the URP shader, resulting in shadows appearing even when the grass was under the ground.
WIP on interactive foliage shader development for HDRP pipeline, for the** Ivy Studio** system, the shader is also planned to be used in the upcoming InfiniGRASS STUDIO for all vegetation types.
hi @nasos_333 , I couldn’t send you a direct message so I’ll have to write here… I was going to buy InfiniGRASS, now I’m not sure if there is a new version coming or it’s just updated on the current InfiniGRASS?
Also, I’m using URP and I’ve read in the comments that some steps need to be done for it to work correctly with URP, are these still necessary or they were added in one of the updates?
The STUDIO version is essentially a new asset, as uses v1.x for a tiny part of its functonality, though at first two weeks is planned to be a maximum of $9 upgrade from the current system.
Note the STUDIO version is a massive project comparing to InfiniGRASS, is like 3-4 packages worth of features and development comparing, so may take a while until fully realized.
The URP latest Beta has got to perfection, as all brushes have been both converted and tweaked based on multiple users feedback, so hopefully I have covered everything. Latest update also includes tweaking of wind for all brushes and shaders for Unity 2021 and beyond.
InfiniGRASSfirst version on permanent grass shaping and interaction has been released. The system will be work in progress for adding extra features in the coming updates.
InfiniGRASSfirst version on permanent grass shaping and interaction presented a few issues when the script was entered directly to a gameobject and the issues have now be resolved, a new version will be uploaded to the store asap.
InfiniGRASSfirst version of single pass instanced VR for Standard Pipeline is in the works and being tested in MockHMD. The update will be released in next InfiniGRASS version.
InfiniGRASS- New demo wip on combining the plant around player script in combination with the new grass shaping module, adding interactors to the player camera which can affect the grass in various ways, default is erase it.
The module can also change the grass texture (selected from a texture sheet and controlled by the change in the control texture, so can use single material with many grass textures), comb and shape the grass and change its height.