They’re not going to support using part terrain
Yea I did that. While it does work fairly efficiently that way, I would still like some customization to cutoff from cell.
While I was reviewing my map for my remake of mikes paintball I decided to add grass terrain under my bricks and this is how it looks.
The grass is also animated, and designed in a way where it can’t impact performance. So essentially, no plugin can beat this.
Beautiful image! This really does change the game and fits Roblox perfectly!
Sorry for the delay in shipping this. We decided to make grass slightly shorter and bit more dense. The tweaks are coming out soon. We plan (and want to) ship grass to the clients before the end of the year. Can’t promise that, but we all have the same goal here (engineers and you: devs :)). Ship the grass!
To answer some questions.
Painting
We are still figuring out the solution. We are looking for solution that will work long term in the future roblox and not just for grass. There are different ideas with different trade offs. For example custom material system with customizable decorations (you could create materials with long, short and no grass) vs. painting the decoration intensity into the terrain voxels). We are going to see how you guys use the grass for a bit and decide on what would work for you the most according to that.
Grass on parts
There is no plan to add grass to the parts at the moment.
Setting the size and density
Yes. That is planned. This is basically the same thing as the painting. We need to “somehow” extend data stored in the voxels for that, so everything said about the painting applies here.
that’s a good idea especially since the realistic smoot grass is on pixelated terrain
Are you also going to make the grass sway in a more controllable way? That would help simulating windy environments.
For starters, we should be able to implement different grass textures bound to custom materials. Imagine a fantasy game with grassy fields and a dark forest on a single map. It would be unthinkable to force use to choose between a green default grass texture and a custom dark one, but not both at the same time.
The system should combine both, data stored in the materials and voxels so that we could have the highest customization.
and many other staff quotes i am omitting
Please read/search the topic before asking a question.
Like this?
Ok so really. We generally don’t like shipping one trick ponies (wind only for grass is pretty much one trick pony). In the future there will be wind and weather that will affect everything. Including grass.
Roblox should seriously consider adding grass to parts, because most Devs ( like meepcity, bloxburg, and adopt me ) build with parts and not terrain
And terrain is not applicable in many cases. It is impossible to make sharp edges as the voxel size is locked to 4 studs. That might seem like enough, but it really isn’t, even with the occupancy giving it a fake higher resolution.
I have been saying it a lot and will mention it again. Terrain should be a creatable instance with a dynamic grid size set to 4 by default. This would allow us to create low-detail terrain for non-accessible 3D skybox areas and high-detail terrain for effective material blending.
Even if this idea can’t be implemented soon, having it on the backlog list of future updates would be awesome.
Phantom Forces, Apocalypse Rising 2, and quite a few other popular games use triangle-part terrain, and while their landscaping looks pretty good, “grass on parts” implementation would make it look at least 100% better.
The only issue is gameplay value. Phantom Forces will probably never use it because it will encourage camping while lying down behind corners where the grass still renders, while most open-world games won’t be able to use it in any meaningful way as it renders only at a short distance. Apocalypse Rising 2 probably won’t have any negative effects as you can’t lie down.
But still having the ability to have grass is awesome for these types of games.
For Phantom Forces, having shorter grass could be fair because the developers could set the grass height to 0.25 - 0.5 studs so that the grass isn’t flat, but short enough so that players cannot hide. Of course, the grass height property hasn’t been implemented yet.
Having grassy parts in Apocalypse Rising 2 would be cool because their map is very open, and it’s hard to sneak around when others can spot you from a mile away.
In Pubg, grass is a very important feature because it’s one of the very few things players can use to their advantage during a round. If you are losing health, and you don’t know where the enemy is, you can always duck down into the grass and try to get away.
PUBG doesn’t render grass beyond around 100 meters. You can easily shoot anyone sneaking in it if your head is above the grass. ARMA is the only game I know that handles this issue correctly. They offset the character models vertically with distance, making it seem as if they are in grass even though it isn’t rendered.
It would be cool if the streaming radius could affect the render distance for grass decoration. To compensate for the increased processing, disabling the grass movement beyond a certain radius might work.
In other words, quantity over quality in this case. If you are playing a shooter game, the last thing you are going to be paying attention to is the quality of realism for the grass - but what you will notice is a player crouching in non-rendered grass out in the distance. Which kind of goes back to your idea of having low-detail terrain out in the distance.
Is there a way to sneak in brighter grass before this is out? I’d love to have snow grass but it just looks like this.
You could cheat it with extreme lighting adjustments but I don’t want to do that to Jailbreak
How did you make the grass blow like that? Is that an early access ability, or is it some cool thing that is hiding from me?
Thanks!