Introducing Grass

An updated ETA on grass release would be nice :slightly_smiling_face:

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It is a bit irritating in other cases, however.
Maybe a fix is to have grass not go over edge of terrain cell?

Also, I want to introduce another idea.
What if we had the option to have physics-reactive grass?

This means that unanchored parts that are touching grass pieces will move the grass accordingly.

This would help developers have games with more environment reactivity. An example of this in action would be a player walking through the grass, and the grass swishing in response.

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Sounds complicated but cool, also the earth isn’t a uniformed perfect place, the edge between grass and gravel has some grass growing threw the gravel, theres a easy fix to the water problem, just add mud or ground to the edge, it gives a more realistic look anyway, rivers usually always have a bed of dirt and dead vegetation along the edges. Another tip is to add ground under flooring to remove grass from the floor, i like to set ground to a dried grass like color so the grass and ground can be mixed better, and can be used to border the edges of buildings.

Probably one of the best features ROBLOX implemented. Can’t wait to use this!

Search how to disable it. Easy solution.

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already loving experimenting with the grass. excited to see what comes next!

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I’m waiting for them to add this to the Client so I can release my game.

Good job, Roblox!

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hmm… its been a week or two…

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Considering people are off during the week of American Thanksgiving often, I would assume Roblox is waiting until next week, as well as the fact that turning on a feature on a Friday is a bad idea if something breaks.

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I love this! This is an update that I’ve been hoping for ever since smooth terrain was released, and I’m so happy that it’s finally here!

I only have one minor issue with it: as a few people already mentioned, wherever grass and water touch, the grass seems to cut into it, making the land look kind of fuzzy:


Once decoration painting is released, it will probably be possible to fix this manually, but I hope that in the future it won’t be an issue by default :slightly_smiling_face:

In any case where the water isn’t an issue, this is perfect! I tried it on some hills that I quickly drew, and it immediately changed from looking boring to looking beautiful!

I can’t thank the engineers enough for this - it makes such a big difference, and all that developers have to do is press a button to enable it. The days of using particles, meshes, and plugins for terrain are finally over :smile:

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Animations for the grass moving or?

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I’m personally a fan of the grass cutting into water. It’s great if you want to create some sort of swamp environment. It’d also be amazing for when we can customize the decorations. You could model pond plants and sprinkle them in with the decoration painter.

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Yea, I used the mud texture to help with my problem :wink:

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Personally I do not agree. Or… I sort of agree. It would be cool if the grass system could be completely manipulated by a tool. Such as adding and removing. Changing the height, thicnes and color. Maybe even the texture too.

One disadvantage for having the grass clip into the water by default and not being able to manipulate it is for all the other games that have water but no swamps wich is a majority of it.

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I very much think this is great direction for ROBLOX. Either way, I have to ask, how does this speed up older games on older phones and/or tablets? How does this not affect game performance in general? I think that’s rather a ballsy claim to make, one in which I think is not that good claim to make. Many people who play ROBLOX do not have that good of computers, tablets, phones, ect. If a popular game uses this then I’m afraid it will slow those people down. I think ROBLOX is too vague with that. If they could be more explicit with that then that’ll be perfect.

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They could easily make options for if you want the grass to clip through water.

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Before rendering, the engine determines what objects are closest to the camera for each pixel, so that it only needs to render what is actually visible on screen (and not obscured).

As apparent from the claim in this announcement, rendering a pixel of the new grass seems to be cheaper than rendering a pixel of grassy smooth terrain. Therefore, if the terrain is obscured by grass, the engine will be rendering mostly moving grass rather than the terrain underneath, since that is obscured by the moving grass.

Since rendering the new grass is cheaper than rendering the terrain underneath, there is less impact to performance, even though (in a semantic sense) there is more “going on” in the scene.

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Alright, that makes better sense. Some things ROBLOX attempts to explain just happen to be either too vague or hard to follow a lot of the time. Thank you for the explanation.

What is the name of the graphics you used here?

I just want to know :slight_smile: