threex.grass is a three.js extension which provides fast grass tufts. It has tweaked normals for better lighting, and a merged geometry to better performance. It is loosely based on "Rendering Countless Blades of Waving Grass" GPUGem.
- examples/demo.html [view source] : It shows a demo of how to use this game extension
- examples/basic.html [view source] : It shows the most basic usage.
You can install it via script tag
<script src='threex.grass.js'></script>
Or you can install with bower, as you wish.
bower install threex.grass
To create a full grass, first you determine the positions of each grass tufts you want and put that in a array. Like this.
var positions = []
positions.push(new THREE.Vector3(-1,0,0))
positions.push(new THREE.Vector3(+1,0,0))
So you got one tuft on the left at (-1,0,0) and another on the right at (+1,0,0). Now let's create a mesh with a tufts at each of those positions.
var mesh = new THREEx.createGrassTufts(positions)
scene.add(mesh)
You are done!
- thanks a lot to bai on irc for the textures and the helps during the tunning
- "Rendering Grass in Real Time with Dynamic Lighting"
- "Rendering Countless Blades of Waving Grass" GPUGem
- "Procedural grass rendering"
- "Airborn – Trees" post for normal tweaking
- make a demo with minecraft walking in it, with daynight cycle and later swarm
- make a version which use THREE.ParticlesSystem. it is fast and may work well when the grass is far.
- CON: use gl-pointsize so very limited size on screen
- CON: particle arent lite. one could set a color per particle to simulate ligthing. if middle of the day, use white. if the night, use grey. something like that
- PRO: likely faster