Oblivion
Preview - Grasses 2

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calthrop

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Had too much of this already done to shelve it


WIP

3 comments

  1. Wiepman
    Wiepman
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    Good stuff, calthrop.

    One thing I was wondering while looking at these grass screenshots.

    Could you perhaps make the grass "easy" for catching Ambient Occlusion
    and/ or shadows?

    I don't even know it's possible,
    but the thing with each and every other grass mod is 
    since they all kinda fall flat on catching AO/shadows
    resulting in the grass not quite blending well with the overall terrain.

    Again, I don't even know if this is entirety possible.
    Then again the "Far Cry Grass" iteration seems to be better at it,
    so I would think so.
    1. calthrop
      calthrop
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      The meshes in the image are actually the Far Cry Grass meshes.  RE occlusion and grasses, the only real way to do that is to work it into the diffuse texture, but that's not a good solution at all.  I think what you're referencing is more of an artifact of the fact that most of what we use as the modded Oblivion shading system all has to be done out of engine since the game is pretty old.  Maybe you can poke around the Oblivion Reloaded grass shaders and it can do what you want, can't say for sure since I haven't looked at it, I just know it's there.  The other thing at play is that the amount the landscape grid is illuminated is pretty dependent on things like your weather mod and the weather in question.
    2. Wiepman
      Wiepman
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      Quote:
      Maybe you can poke around the Oblivion Reloaded grass shaders and it can do what you want, can't say for sure since I haven't looked at it, I just know it's there.

      Nah, OR's grass shaders don't cut that in their current iteration.
      @NLynch sure would have discovered that if they were.

      I would bet grass meshes need to include certain aspects,
      for them to return AO/ shadows.

      Since you built upon Far Cry grass, I do have high hopes.