Introducing Grass

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.

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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.

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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.

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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.

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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
28%20PM

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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!

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i have the exact same problem,i just added patches of snow here and there.i’ve tried using a plugin but it didn’t work. It would be cool if roblox managed to find a way to replace a material (for example grass) with another material (snow in this case) on larger maps. For now,you could try to simulate hoar frost by decreasing the lighting and giving the grass a blue-ish white colour. That is pretty much what i did.

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Thanks for the update! everything stated above sounds great! Ill be shore to send in more photos of my railway currently getting revamped, a mix of short and long grass will be important for my game, glad to see that its on the list.

theres a few plugins for converting terrain materials, the one i found seems to only work on newly built terrain places though… they seem to be all a bit buggy… a trick i do is recoloring the grass into white for winter time, but thats a bit limited.

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Great feature! We really need to be able to paint the grass with different colors. Could we also use them on parts as well? Please!

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the problem is that “white” grass looks rather gray,the map doesn’t look wintry,but rather depressing.

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So it’s been 22 days, not “a week or two”.
When can we expect this outside of studio?

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Rushing updates always leads to disasters. Give them time.

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This feature is basically still in alpha. What you see right now is more of a showcase for developers to be able to prepare their future projects.

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Wait wait wait. Weather!? So like, volumetric clouds? :open_mouth:

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It was mentioned multiple times in other topics. I suspect it will be mostly high quality precipitations and wind which will then have effects such as pushing parts and particles around and moving grass in a certain direction, but I don’t think volumetric clouds are high on their priority.

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Looks like that’s a planned feature.

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I made a mixture between a Part and Grass Terrain and the truth is that it looks pretty good, however could they make the ground that can be generated a little thinner ?, to solve the second image, the solution could be to raise the part of below and it would be perfect!

It is also a good suggestion to generate thinner terrain. As for its height. :pensando:

(It is an example, the colors between the part and the ground should be adjusted for better appreciation)

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You could slightly raise the grass part so that the terrain is just below it.

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Really cool update, something Roblox has needed for quite some time!

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