Rendering Millions of Grass Blades Using UE and Niagara - Radosław Paszkowski || Pixel Ant Games ||

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Published on ● Video Link: https://www.youtube.com/watch?v=LCqeVnmcz3E



Duration: 18:57
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For a long time, mesh cards were standard for rendering grass in games – but it looks flat and artificial. So single-mesh-per-blade technique came to the rescue. It was used in games such as "Ghost of Tsushima" and "Zelda: Breath of the Wild" – and you have to admit: the grass there looks fantastic. During this talk, he will guide you through implementing this approach using Unreal Engine and Niagara. You'll be able to see how usage of this technique allows for creating stunningly looking grass fields with wind and character interaction while rendering millions of grass blades per frame.

Talk recorded at Game Industry Conference 2022!

#GameIndustryConference #Rendering #Graphics

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