My only suggestion to this feature would be able to make height zones, cause I like shortgrass some places and longgrass other places
Amazing feature! Can’t wait to see when I put that in my game!
cool feature
me likey
they finally paying attention to grass
the most untouched thing in roblox
Imagine if instead of BasePart.Color existing, the Color was changed for every part using that material via MaterialService or something, that’s the current state of the terrain system. It’s very restrictive. Bragging about being able to globally change the length of grass 4 years after it was originally released is not a great look for Roblox engineering
I appreciate Roblox making improvements and adding more custom abilities, but considering the HUGE amount of other more important (as far as creativity) features, such as mesh part tinting, custom colors and sizes per terrain regions, and most especially custom meshes for the terrain, it just makes this announcement seem sad.
It has been almost 4 Years since grass has been released and its remained extremely limited. But after reading this post I have some hopes that this will bring some positive change. This looks like a really good addition so far and is nice step forward into more freedom with grass.
This particularly caught my eye, as this would mean that grass length would need to be stored per voxel. Is it possible for terrain color to be introduced the same way? Terrain color is and has remained only a Terrain property ever since it was introduced. It’s extremely limiting when designing environments, especially ones that include grass. The grass property is only limited to the grass terrain material. If you want to have green grass next to yellow grass, then you’re out of luck. The only thing you can do is apply hacky methods, such as tweening the color when the player enters a different area/region.
If we ever wanted to achieve environments like this it is impossible. Terrain also still doesn’t have support for Material Variants. The only thing you can do is replace already existing materials. We shouldn’t have to sacrifice materials when we want to create stylized environments. There should be an ability to create terrain material variants the same way we can do with parts.
Why is the lowest number we can go to 0.1
and not 0
? We should have the ability to set grass length to zero, completely disabling it. As of right now the way we achieve this is by having Grass and LeafyGrass sharing the same texture.
Overall, it’s a really good direction for terrain grass to be heading into. I really hope that Roblox decides to expand upon it much more than just length. Especially with the promise of possibly having data stored per voxel. Hope this paves the road for more features that give us more freedom and possibilities when creating stylized environments.
B-e-a-u tiful. Terrain and the dev tools for it have improved insanely over the last 3 years. Grass density / Grass decoration as a paint tool when
You can turn grass of by just toggling ‘Decorations’ under appearance in Terrain. Completely agree about how this is an amazing step in the right direction.
Looks and sounds great.
One point though, maybe take the wind out of your example videos so people can see the actual length change better.
This is a pretty cool update! Will there be plans to alter the length of grass in certain areas?
I’m wondering, here’s this huge list of people, have been doing the grass length change for 2-3 years (if not more) I certainly like this update, but the delay is very long Hopefully the next grass and terrain update will be soon and won’t require waiting a few years.
As if they gonna do that They never really listen to the community, only reason they let your reply to these posts is for people to feel like they’re doing something.
Nice update! This is an W Update.
This is a feature I have been wanting for so long and I couldn’t be more happy! My only question is if we will ever see more types of decorations or have the ability to add a custom texture to the grass?
It would be nice to change the shape/type of grass, but I don’t think it would be performant to actually apply textures to said grass. Games that have textured grass tend to use billboard grass, rather than the kind of grass we see here. If you look at modern games, they apply shaders in a way to make grass look less plain.
Here are a few videos explaining that better:
Hi @Daw588!
Re: more flexibility & customization,
(+ @MightyDantheman, @Ron1n_Sim, @deathcharge415, @Disgustedorito, @focasds, @WoahItsJeebus, @BabulCNC, @HaClix, @LootRPG, @Evercreeper, @ona2000, @Dunelight, @9vvo)
Thanks for your feedback! We’re aware of these pain points and are committed to giving creators more flexibility.
To give a bit of context, offering a flexible decoration/terrain customization system (that can also have various settings per areas of the world) depends on overhauling and rebuilding some foundations of the Terrain system while trying to keep things stable on the surface for you all.
We’re currently working really hard to get our systems to a state where flexible customization will be possible and be able to address most of these pain points (and improve Terrain performance too!). These are very intricate efforts and it will take more time, but we really care about being able to give you that creative flexibility. Meanwhile, we wanted to get this out because we believe many creators will still benefit from having GrassLength even though it is limited to the whole world today.
Yeah when it becomes scriptable then we can create like lawnmowers or something that’ll be able to mow lawns!
Maybe flowers and stuff… who knows, only y’all do, actually I’m not sure if there are already flowers.
Hey @ona2000!
Re: Support Multiple MaterialVariant
(+ @Daw588, @MightyDantheman)
Totally! We know this is very critical for creators to be able to achieve their creative vision and that the current state is painful for many. I don’t have anything to announce about this today, but it is on our radar.
Re: Value range
Grass can be disabled entirely by disabling the “Decoration” property. When “Decoration” is enabled, we assume there should be some grass, which is why conceptually the min value is above 0. Let me know if this addresses your use case or if it remains an issue.
Is it just me? Now when I select any object in Explorer, my properties tab will always show the Terrain’s properties.
Smart move roblox… You are letting developers touch grass… IN THE METAVERSE!