How I built a realistic grass shader in UE5! Shader driven bend, clump, tilt, wind and more!
Ghislain Girardot · 7,876 words · 39 min read · EN-ORIG

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hey what's up YouTube this is the second video of this three-part Series where I explain how I created this realistic looking Rass using blender and under engine in the first video I explained how I use Niagra to build a 2d wind system and dynamically generate a tiling wind texture I also showed a very simple
way to animate grass using the texture and Achieve spherical repr projection trick in today's video I'm going to dive much much deeper I'm going to Showcase a whole bunch of very very cool tricks I use to create that natural and very fluffy looking animated grass now a couple of months ago I released a video
explaining a crap ton of Industry grade techniques when it comes to rendering grass some of which I will be rusing in today's video so you might want to give that video a watch first if you haven't already all right let's get
started now I've had an idea that has been bugging me for a while now you see this ghost of tsushima torque was very inspiring to me I like a lot what they did with their grass now I'd love to be more knowledgeable when it comes to UI and its rendering pipeline to be able to
try similar things using geometry shaders and whatnot but for now I'm not and I can't but there's still a lot you can do with that good old world position offset so I wanted to see how far I could go with it hence why the grass mesh I'll be using in today's video looks like this now this will be the
subject of a dedicated video so I'll be brief here but yes it's quite bizarre looking not the typical grass mesh you tend to use I have this flat cards right they are straight purposely undeformed and they are all oriented towards the positive x-axis I use the first UV map to well map my grass textures nothing
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