Introducing Grass

My PC suffered but it was worth it :happy4:

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A few screenshots with grass in my post-apocalyptic game, I was only able to get a few in this area because of lag during test mode (bad PC.)

It looks great!!! Adds a layer of the post-apocalyptic feel to it. Amazing :slight_smile:

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I created a little scenery based on a wild west setting. It turned out near to as I wanted it but there’s always room for improvement, I’ll be getting used to the terrain tools for when this grass comes into clients!

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Awesome! but what if i have a map that uses parts or mesh parts instead of terrain?

maybe just make the grass an object effect (like ParticleEmitters, Smoke, Fire, etc)
so we can just put the effect in what ever part or we wan’t!

Plus if the grass was an object effect, you could have properties!
(eg. Size, Color, AnimationSpeed and all that good stuff!)

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You could add ground around it maybe?

Maybe they could make it paint-able instead of making it like a particle emitter.

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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.

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The grass is also animated, and designed in a way where it can’t impact performance. So essentially, no plugin can beat this.

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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! :slight_smile:

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.

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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.

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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.

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and many other staff quotes i am omitting

Please read/search the topic before asking a question.

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Like this? :slight_smile:

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.

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Roblox should seriously consider adding grass to parts, because most Devs ( like meepcity, bloxburg, and adopt me ) build with parts and not terrain

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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.

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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.

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