Height variation too.
Use on parts (God please)
So much potential that was left out of the box here. It’s nice we have what we have though. Can’t wait for the other decoration items
Height variation too.
Use on parts (God please)
So much potential that was left out of the box here. It’s nice we have what we have though. Can’t wait for the other decoration items
Can’t wait for the grass update to release, although I hope that we’ll soon have control over density, length, variations etc.
It also looks a bit bland. That’s especially noticeable in your image with the highly detailed leaves and walls.
I’m extremely frustrated by how the these visual updates are being pushed exclusively to terrain, this decision screws over anyone trying to build worlds bigger than what terrain can handle or anyone trying to apply grass to smaller details in their builds. Terrain is not a one-size-fits-all system for world creation on Roblox.
I and many others would greatly appreciate if this was reconsidered.
Applying this to parts would be much harder than you think. Firstly, imagine how it would look with voxel based density. Its density would either be constant or would have to be constantly changed. Secondly, related to the previous, terrain is a static object.
The only way I see this happening is by making grass bound to materials and disabling it if the part is unanchored.
This is exactly what I need though lol. I don’t even need the voxel based density necessarily, just a way to apply something to static landscape parts / meshparts to make it look halfway decent.
EDIT: Either that or for terrain to be able to reliably handle maps that are like 50,000 x 50,000 studs.
Fairly enough, the server and most PCs can actually handle terrain of that size. The only issue is how to save the data and load it without something like Lumber Tycoon 2’s minutes long preloading. Most today’s games have more polygons that terrain will ever have.
What I find amazing about this is that it can actually improve performance in some cases!
Good job @Roblox team!
The grass height adjustment option is planned to be released.
Can we possibly have a actual way to disable other terrain features, like water buoyancy, or even the ability to affect individual terrain collision groups? it would be a great time to add these features while adding this new decoration system, and it would open so many more things for devs, also honestly this grass update really is something great, it makes even my worst scenes (I’m not that good of a builder) look like something amazing, only issue is since it’s not enabled for the client yet it goes back to looking bland but I can’t wait until players can see it too!
This update is just wonderful, you should consider adding settings for its height, thickness, density and on which materials it appears.
The grass is amazing and is a very cool aspect to have, but having it causing some annoying issues like grass sticking through every single structure known to man. The only workaround that I know about is to move the structure out of the way and paint under it to remove the grass. Like some other people have said, some control over the height and thickness and whatnot would be cool. That is just tedious and once again, annoying to work with. Other than that, the grass is amazing!
i didnt think of that… thats a nice idea to put the grass under the part
The difference the grass makes is insane! Can’t wait for it to stop being a studio only feature, it’s going to spice up my builds a lot
Hasn’t been released to all clients yet? Is there any updates on when this will be released and be editable? They said 2 weeks and it’s been almost a month.
Judging by their current progress, it seems as if they need more time at this point. However, waiting a bit longer than expected won’t be that bad - especially when you take into consideration how amazing this update will look when everything is officially ready to be released.
Possible to change how fast grass sways when?
I can’t wait to find interesting ways to implement this into my own projects.