I think that grass should be a separate entity, and moved to a foliage system. For example, grass can be a material, but there also can be a grass foliage. Those are two different things, but one represents a material, and other represents foliage.
I’m not sure if they ever responded about that part specifically, but I definitely would like to see things like grass and water being appliable to parts, along with having their own unique properties for that given part.
I think that would be huge, especially for applying a water material to parts. Mainly for things like rivers, but there are other applications where more exact size and positioning is needed, and terrain doesn’t quite work for that due to its voxel limitation.
It’s good to hear that Multiple MaterialVariants are being considered. I’m really looking forward to it becoming a feature!
Regarding the Value Ranges. The use case for 0 is not to completely disable decorations, but instead to create patches which don’t have grass. Something like the image bellow, where there is a combination of no grass with grass. Currently, the only way of achieving this is by having Grass and Leafy grass share the same texture.
Another use case could be the one that @Trl0_P90 mentioned. Where if you have a house for example on grass. The grass would clip through the floor, having the ability to paint the grass length to be 0 would be very useful to combat that. You would have no grass under the house, while outside there is grass. You wouldn’t completely disable decorations.
If Multiple MaterialVariants are eventually added, then we wouldn’t need to sacrifice LeafyGrass. But, it would still be nice for this to be officially supported and not needing to rely on a hacky method to achieve this.
Also, is there any hope for having the ability to recolor terrain per voxel? Something similar to the image bellow? Terrain being limited to one singular color is extremely restrictive especially when you are designing expansive stylized environments. This issue is especially prevalent with the grass material, as its the only material that shares the grass property. With Multiple MaterialVariants we could create 2 grass materials of different colors, but will we have the ability to keep the grass property?
The use case for this is if you want to have for example a green spring biome next to a fall biome. You would want to have green grass on one side, while the other side has orange/brown grass. Like the image example bellow, except the orange/brown grass also have the decorative grass property that the green grass has. The current hacky method is having all the grass be green. Once the player enters the fall zone, we tween the color to go from green to orange/brown.
@LightBeamRays What is the performance toll? Originally when grass was released, it was said that there was no performance overhead whatsoever. But I am consistently getting this in my errors report, seems plenty of devices are unable to handle the grass:
I love all these new features that are being added to the Terrain, however we really really need a way to be able to make these kinds of settings for specific areas only. As an example, maybe I want the grass to be smaller near houses and roads, but I want it to be taller in the wild. Same thing can be said about Water Color, maybe I wanna have a swamp where the water is a bit greenish / brownish, but I can’t change the property because if I do it will just make the other places (that are not swamps) look weird.
Will you allow us to select a specific area to make grass taller/shorter, windier or just no grass at all? I think it would be cool because we can have fields of tallgrass and some other areas lowgrass or no grass (Selecting density would also be cool to make grass really spaced or really cramped)
Agreed, and it isn’t really length, just changing to size of each triangle. Still, it is at least nice to get new smooth terrain updates. I hope will all of my might that 2024 brings more material slots for terrain, true custom grass, and the ability to change the color of terrain on the fly for each different area. That’d be worth the publication.
I hope we can get to see much more useful and dynamic terrain customization much sooner than we got to see grass change heights! Let us paint colors instead of having terrain colors be a global value per material!
I really love this new feature as the game I am working on is made mostly with grass. However this is just a request but do you think you could make a new leaf-like terrain decoration to the options of grass? In the game I am making I want to have an autumn are while a lot more of the place is normal grass but terrain color is throughout the whole game while I want a certain terrain color in one area. Just a suggestion but it would really help in the current game I am working on.