Procedural grass/moss generation?

Does anyone know how to do a good procedural generation with moss or grass. Right now I wanna do some procedurally generated moss in a dungeon-like environment. But I’m honestly lost on what is a good route to go

This is what I’ve come up with so far. But tbh it’s wayyyy too many object parts and takes forever to finish generating, not to mention it doesnt even look that good.

1 Like

It really depends on what you are trying to do with the procedural moss/grass. Does it grow in real-time, or does it instantly reach its final stage?

What you’re doing could work, though I’d recommend using a grid to easily implement greedy meshing to reduce the part count.

Another approach might be something like this. However, you would want it to generate triangles between the points to have that grass/moss look.

Something you could do is generate triangles with the points that you get from the already in place part placing system. You will definitely need to cut down on the parts. However, if you REALLY want control over how it looks, it wouldn’t be outrageous to just… do it in studio.