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I've been thinking quite a lot recently about how grass is generally made using particle systems, and while it works reasonably well, it never really matches a
by cmroanirgo 8y ago
I've been thinking quite a lot recently about how grass is generally made using particle systems, and while it works reasonably well, it never really matches a lawn. If you go outside and get dirty in it, you'll see two things: horizontal runners that criss -cross that then grow upwards. The more the grass is walked on, the less upward growth you have and you're generally left with the horizontal runners.
ok. I have spent way too much time thinking on this, but ever since I was writing my own engines and modellers (before 3ds max, blender and unreal engines existed), I've always expected realism of 3D to be a thing -- and to a large extent it has become that... but the 3D modelling is still taking some serious shortcuts imho, and particle systems -- although really cool -- are not really addressing realistic models of organic life, despite them being used in that way for landscapes.
So, although I encourage any and all work in this area, I hit a mental bump when I read this article, because it seems that particle systems have become too much of a thing, at least to me, and it might be hindering a next gen of organic modelling. I find it ironic that great leaps have come in material handling: modelling skin, as well as Physical Based Materials (eg Blender's new eevee renderer), but fractalish/ high poly natural organics are stuck back in the 90's. Is there someone working in this space that I've not come across perhaps?
- MrScruff 8y agoIn general, when modelling reality (either for games or offline simulation/rendering) developers are focused on techniques that have a significant impact on the perceived realism of the result while also offering the possibility of an efficient implementation. So PBR is widely adopted because it increases realism for little additional cost. More advanced grass simulation would of course be possible but the cost/benefit return is debatable. Particle systems are widely used because particles are a useful abstraction for simulating all kinds of materials and because they can be efficiently solved using vector processing techniques and GPUs.