I’m working on a small game project, and I need to make grass for the terrain. I want the grass to react to wind (depending on the wind direction, the grass will be tilted in that direction), as well as for the player when he walks through thick grass so it reacts to the player’s body.
Since my game is a low-poly game, I would prefer low-poly grass as well.
I was thinking to make a grass ‘blade’ and set bones in that set blade, so it simulates ragdoll type of system, but I feel that isn’t the best way to do this, and it will probably glitch a lot when in game (and might cause performance issues).
So I’m asking here to see which would be the best way to simulate realistic low-poly grass.
Thanks in advance.
Welcome to BA
Your methodology will depend on your game engine. You definitely won’t be able to do this in Blender, at least not in real time. Grass is a serious pinch point with Blender- Blender isn’t designed to render hundreds of thousands of instances that react to wind and another object. You can do this with low poly grass, a particle system, dynamic paint, and some physics, but you’ll be lucky to get more than 2 or 3 FPS in Blender.
If you’re using Unreal Engine, you can do it like this:
If you’re using Unity, you can do it like this:
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Yes I’m using Unreal Engine 5.
And I was planning to only make 1 grass blade in blender and then place them off in my game engine, but still thanks for the reply!
The problem is that any solution you make in Blender won’t export to UE5, at least not the responsiveness of the grass. If you’re just interested in how to make a low-poly grass blade, that’s fairly simple, just scale a plane and give it some loop cuts:
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