## animated grass population - 1 try

Started by kaedorg, July 24, 2015, 11:40:37 am

#### kaedorg

##### July 24, 2015, 11:40:37 am
Here is a try on my 1st animated grass population
Simulating a wind from left to right.

Oshyan told about mesh displacement that could be used. But I have no idea about how it works.
If anyone knows a related topic or have advice.

It could be a start for an animation of vegetations

David

#### Dune

##### July 25, 2015, 03:26:14 am #1
What was your method here? I've tried (a few short experiments only) to have veggies move in world scale (through transform shader), but the mesh displacer won't work on world scale, I think, only on object scale. But maybe I'm wrong.

#### kaedorg

##### July 25, 2015, 08:26:06 am #2
Here are 3 populations with 3 different colours of grass (using 3 different PF to populate).
For all populations, I put in Rotation minimum Y rotation = 0 and maximum Y rotation = 0
It means that they all seems identical from the POV of the camera.
That another reason I use 3 different colours to reduce the impression of "same thing everywhere".
For all 3 grass objects, I then animate Rotate Z starting at 0 at frame 1 to 30 at frame 50 and back at 0 at frame 100.

My next test will be with several areas (between 3 and 5), each starting the rotation at a different angle in order to give an illusion of windy wave on grass.
I'll post the result.

David

#### dorianvan

##### July 29, 2015, 11:04:13 am #3
I'm very interested to see where this goes.
-Dorian

#### kaedorg

##### August 02, 2015, 08:29:50 am #4
Here is the next step
Now the area is bigger 30 x 30 meters.
there are 3 areas 30 x 10 meters.
There is a gap in animation between areas 1 and 2. gap is about 0.4 second.
Same thing between areas 2 and 3.
Render camera has been moved to see the effect from a different POV ( i mean a different angle from the wind effect).
Now everything is put in tgc files and  it will be easy to play with them in any project.
The 3 separate areas can have mixed areas between them in order to smooth the effect .

Waiting now for comments and critics to improve the idea.

David

#### Nacer Eddine

##### August 02, 2015, 11:42:00 am #5
good,
is it possible to introduce for example randomize equation to get the mouvement more realistique ?

#### dandelO

##### August 02, 2015, 01:41:54 pm #6 Last Edit: August 02, 2015, 01:44:21 pm by dandelO
Maybe some ideas in here: http://www.planetside.co.uk/forums/index.php/topic,12191.msg122783.html#msg122783

The thread ended up quite long-winded because I moved through single instances of grass, populations of the same, single trees and tree populations. I've done more since then but for now my pc is in the shop.

As Dune says, it's possible to use a World-Space displacer via Transform Shader, that will translate the displacement across the entire population easily. I think the Mesh Displacer will work but it will only affect the parent object, 360° Y-rotation can visually randomise the effect, it won't be so easily controlled over the population scale, though.

https://vimeo.com/32110058

There's also this thread by Hetzen on windy trees: http://www.planetside.co.uk/forums/index.php/topic,15184.msg147802.html#msg147802

#### Nacer Eddine

##### August 02, 2015, 08:55:04 pm #7
really interesting