Procedural Grass in 'Ghost of Tsushima'

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  • Опубликовано: 16 ноя 2024

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  • @lukaszkups
    @lukaszkups 2 года назад +186

    This is the most interesting video about grass (and one of the best about handling environment rendering in games) ever!

    • @RVillani
      @RVillani 2 года назад +2

      Have you seen the one on GoW wind too? One of the best as well

    • @KimboKG14
      @KimboKG14 2 года назад +1

      @@RVillani goes perfectly together with the one about the particles in returnal.
      as well as the vegetation system of the horizon games.

    • @RVillani
      @RVillani 2 года назад

      @@KimboKG14 oh yeah, for sure!
      The Returnal one I haven't seen yet. Thank you for mentioning it!

  • @AnOmegastick
    @AnOmegastick 2 года назад +74

    I'm using a very similar method for grass rendering in my game, and have been struggling with the noisy specular highlights issue for a while. Definitely going to try the solution talked about here.

    • @hadriscus
      @hadriscus 2 года назад +5

      That or what I do is increase roughness the further the object is from the camera (offline rendering)

  • @MidnighterClub
    @MidnighterClub 2 года назад +103

    A great talk! Technically detailed so that we can get a real sense of how it all works. At the same time thoughtfully presented so that the listener is not overwhelmed by a firehose of jargon or numbers, and the whole talk is logically ordered too. Well done!

  • @__dane__
    @__dane__ 2 года назад +25

    Loving that we are getting more and more fantastic tech art and vfx talks

  • @theDemong0d
    @theDemong0d 2 года назад +4

    That little point at 14:56 is actually super insightful. I'd never thought about specularity that way but it makes perfect sense.

  • @PavloTsaruk-d4g
    @PavloTsaruk-d4g 3 месяца назад

    That's insane - he just told absolutely everything what was bothering me for a long time about grass rendering. Thank you Sucker Punch Production and Eric Wohllaib!

  • @thegreatfulgamer5749
    @thegreatfulgamer5749 2 года назад +11

    Great job and great grass

  • @ACGreviews
    @ACGreviews 2 года назад +7

    Amazing vid

  • @MrFoofles
    @MrFoofles 2 года назад +8

    Extremely informative and well-presented, thank you! Always admire the creative solutions people take to get these beautiful effects.

  • @zablade
    @zablade Год назад

    I love how just about every visual aspect of the game is tied both aesthetically and programmatically to the foliage systems. Excellent talk that I feel anyone working on a game should watch.

  • @coxyofnewp
    @coxyofnewp 2 года назад +7

    This given me some great ideas, Many Thanks

  • @maymayman0
    @maymayman0 2 года назад +5

    these Ghost of Tsushima talks are so amazing, I love you Sucker Punch!!!!

  • @nerukas86
    @nerukas86 2 года назад +12

    that's what i call job well done!

  • @insainbassist
    @insainbassist 2 года назад +1

    This game had some of the best foliage I've ever seen, so glad we got this talk

  • @raiosroguegaming
    @raiosroguegaming 2 года назад

    Your grass rendering is the best i have seen in game development

  • @Mempo1
    @Mempo1 Год назад +3

    the bezier curve explained has 3 control points (ground pos, mid point, tip), so isnt it a quadratic bezier curve rather than a cubic?

  • @snortonmorton
    @snortonmorton 2 года назад +9

    Super well done and well presented!

  • @ethandaley69
    @ethandaley69 2 года назад +1

    What a fascinating talk! While I don't understand most of the terminology, all the concepts make a lot of sense. It's so dope to hear all the hard work and creativity that went into to finding solutions and man, the final product is so beautiful. I sometimes load up single player just to brush my hand through some Pampas grass as I stroll through. Amazing job on Ghost and thanks for the peep BtS!

  • @BoredBash
    @BoredBash 7 месяцев назад +1

    It couldn’t have been an easy job to render all those individual grass stems especially with the underpowered ps4 in mind

  • @PeterKLee
    @PeterKLee 2 года назад +3

    amazing talk! The grass in GoT looks amazing!

  • @PootsNDoots
    @PootsNDoots 2 года назад +2

    Awesome! I've been waiting for this talk to go up after looking through the slides. The result is incredible, excited to give something similar a try.

    • @wakannnai1
      @wakannnai1 2 года назад

      Just did it and it's frankly amazing. The performance is kinda insane. I didn't think I could render this much grass at the same time.

    • @davidhalliday5247
      @davidhalliday5247 2 года назад +1

      @@wakannnai1 Hey! Can I ask you a couple of questions about that? Do you have discord?

  • @arthank1263
    @arthank1263 2 года назад +1

    This was amazing to watch!
    I am a grass enthusiast :)) I can't wait to try this when I get some time

  • @prestoncarlson8332
    @prestoncarlson8332 2 года назад +6

    A link to the Outerra blog post mentioned in the talk: outerra.blogspot.com/2012/05/procedural-grass-rendering.html

  • @user-uk9er5vw4c
    @user-uk9er5vw4c 5 месяцев назад

    Thanks for sharing it, this info could be put on sale

  • @herrlogan17
    @herrlogan17 2 года назад

    Yeah, the grass. A simple aspect of our ordinary life, yet so satisfying while playing GoT :)

  • @xotmatrix
    @xotmatrix 2 года назад

    Great talk. Detailed and easy to understand.

  • @raphapiki
    @raphapiki 2 года назад +3

    Save it for later

  • @TorrellesEdit
    @TorrellesEdit 2 года назад +6

    Ah, so this is the kind of material that the Digital Foundry guys learn from. Damn, this is another level of stuff, way too complex for simple minds like mine. I am sincerely impressed and humbled by the expertise of the presenter! Amazing stuff.

    • @ivanleon6164
      @ivanleon6164 2 года назад +9

      DF guys are noobs compared to any dev, they are just youtubers.

  • @altcon971
    @altcon971 2 года назад +1

    Thanks!

  • @646AWESOME
    @646AWESOME 2 года назад +11

    Where can we find the blog post mentioned in the video? Definitely want to check that out

    • @androwaydie4081
      @androwaydie4081 2 года назад +6

      25:52

    • @TheCrewExpendable
      @TheCrewExpendable 2 года назад +5

      Going to try to post it directly after this, though RUclips might automatically delete it thinking it’s spam. So if you don’t see it, that’s why.

    • @TheCrewExpendable
      @TheCrewExpendable 2 года назад +1

      Here you go:
      outerra.blogspot.com/2012/05/procedural-grass-rendering.html

  • @jakedizzle
    @jakedizzle 2 года назад

    I can’t wait for part 2. Just finished playing the game for the first time yesterday. Luckily I got to play the PS5 version with PS+ Extra. Amazing game.

    • @firstnamelastname4752
      @firstnamelastname4752 2 года назад

      This game alone made PSNExtra worth the price. Plus we got Stray brand new!
      But goodness me the grass was stunning in this game, for me it was the buffeting wind that sells it. Perlin noise, of course!

  • @philherb0656
    @philherb0656 6 месяцев назад

    Differentiable geometry, awesome!

  • @BusinessWolf1
    @BusinessWolf1 Год назад +1

    Someone needs to make a free plugin/addon/asset for this.

  • @ほげほげ-u6v
    @ほげほげ-u6v 2 года назад

    Great talk!
    Could you please add english subtitles?

  • @Gulashkanone
    @Gulashkanone 2 года назад

    Great Talk!

  • @sahibdyal8230
    @sahibdyal8230 3 месяца назад

    Lovely !

  • @muzboz
    @muzboz 2 года назад

    Great talk, thanks! :D

  • @felipellrocha
    @felipellrocha 2 года назад +1

    Phoebe: "I'll do the best I can with cups and ice"
    This guy: "Hold my grass blade...!"

  • @maltedextrin.
    @maltedextrin. 2 года назад

    I didn‘t understand 70% of it. But u did a great job!!

  • @marcm.official
    @marcm.official 2 года назад +3

    the best procedural grass ive seen in a game. hands down to the devs!

  • @niks660097
    @niks660097 10 месяцев назад

    Crysis 3 did full skinned geometry grass in ps3/xbox 360 with wind simulation, with good enough density, i don't know why grass cards are still used today when we have 100x more GPU power.

    • @spiderh
      @spiderh 8 месяцев назад

      Why developers would spend GPU power for unnecessary? If a method is enough, then use this. GPU power management is most important part of the game developing. 100x or 100Kx, not make difference.

  • @riderz_13_78
    @riderz_13_78 2 года назад

    I wanna be a game designer so bad i just wanna be the guy who creates assets and world building im obsessed with it same with architecture id be making open world fantasy settings

  • @asdf_asdf948
    @asdf_asdf948 2 года назад

    Would love to see how much denser the foliage can get on ps5

  • @theodorealenas3171
    @theodorealenas3171 2 года назад

    I love it.
    Do you clone some blades, to compute their curve only once?

  • @stopUkrainewar666
    @stopUkrainewar666 2 года назад

    Can simeone teml me why it has not been released on pc yet as a post said it will be able on february 6th of this year ?

  • @cvspvr
    @cvspvr Год назад

    outerra was cool as fuck!

  • @devinmcgee5130
    @devinmcgee5130 2 года назад +1

    10/10

  • @ReddoFreddo
    @ReddoFreddo 2 года назад +1

    How does one create 1D textures? I've never seen that before.

    • @NyeDaniel
      @NyeDaniel 2 года назад +2

      single row of pixels stretched

    • @Artintrex
      @Artintrex 2 года назад +2

      It's basically like an array(buffer) but you can use texture sampler on the data

  • @Danny-jn6xr
    @Danny-jn6xr Год назад

    the great job

  • @hayabusa09
    @hayabusa09 2 года назад

    Will this be used in GoT2?

  • @remolkeman
    @remolkeman 2 года назад

    Wish this game was on PC

  • @evanlane1690
    @evanlane1690 2 года назад +11

    Yep! This is how I want to do my grass now.
    ...
    Don't have the skills to code it though. Back to grass cards. 🤦‍♂️

    • @mxn5132
      @mxn5132 2 года назад +1

      They still use grass cards. Everything explained here are engine methods of dealing with foliage. Unreal already does similar things but better. slightly better tho lol

    • @Anonymous_Man
      @Anonymous_Man 2 года назад +3

      @@mxn5132 The whole talk is how they ARE NOT USING CARD GRASS how the hell did you even missunderstand that? He literally said why they didn't use card grass a minute into the video. When the hell did you stop watching? At the 3rd second?

    • @mxn5132
      @mxn5132 2 года назад

      @@Anonymous_Man They didn't us conventional grass cards that has a lot of grass placed in a series of cards on a single mesh, rather they still used a grass card but it contains a single grass. They didn't go the complete grass mesh route. You can literally see it in the video.

    • @Anonymous_Man
      @Anonymous_Man 2 года назад +4

      @@mxn5132 Yeah that means it's not a card, it's low poly grass. If you don't know the terminology don't use it. Better yet if you're not versed in a topic don't comment - that's asking too much from the yt comment section I guess.

  • @pratikdeydesign
    @pratikdeydesign 2 года назад

    This is literally God, explain to angles how he plans to make Grass on Earth.

  • @abdulshabazz8597
    @abdulshabazz8597 2 года назад +1

    I'm a fan of combining light baking & animation baking with real-time rendering to improve render quality without sacrificing fps performance: Would it have been possible to pre-render the entire scene (offline) as animated (3D movie) scene, and then use object occlusion culling and light occlusion culling to only render actual blade reflections and blades of grass (ie the block tiles) where the character is likely to interact.

    • @asdf_asdf948
      @asdf_asdf948 2 года назад

      I'm just a layperson but wouldn't that kind of thing make it look weird when blending the transition between animation "zones"? I'd imagine you would run into constant juddering or artifacting when blending a zone of real time lighting into a distant field of baked lighting when it reflects off of differently angled blades of grass

    • @abdulshabazz8597
      @abdulshabazz8597 2 года назад

      @@asdf_asdf948 Yes, the correct meta data would have to be embedded in each frame

  • @gabrieljcs11
    @gabrieljcs11 2 года назад +2

    Very nice. Just think about how wonderful this grass would look like in a PC? *wink wink*

    • @phutureproof
      @phutureproof 10 месяцев назад

      it look just the same wink wink, also you dont want grass in your pc wink wink

  • @mrrandom55951
    @mrrandom55951 2 года назад +1

    I literally know nothing...

  • @luluskuy
    @luluskuy 7 месяцев назад

    mmm.. GRASS

    • @luluskuy
      @luluskuy 2 месяца назад

      yeah.. GRASS

  • @Dogefather-c8j
    @Dogefather-c8j 2 года назад

    吸盘拳牛啊

  • @y0rema
    @y0rema 2 года назад

    Very interesting topic, but the vocal fry made it unpleasant to listen to.

  • @shootnblankz187
    @shootnblankz187 2 года назад

    ...SOOOOOOOO is it true that this was just put out after all the tweaking and adjusting to the game as a pre push to get eyes and ears back on Ghost of Tsushima before the PC port is released :) :) :) just saying we did just past that 2 year mark that has been a pattern, fingers crossed! Also LETS BE HONEST Ghost of Tsushima will be its very best on a pc with a Ryzen 5800x/5900x, 3080/90-Rx68/900xt running at 80-120fps NATIVE 4k HDR(oled for the lucky ones) with amazing draw distance. Not to mention more control over post processing, other settings and M&KB. Just think how many people will be buying the same game for the SECOND time :) ALSO if your still reading this and are a employee at sucker punch... If there is one thing almost every player would want for the pc port, It would be some sort of Mod "support". Doesn't have to be "support" so to say, but just the option/accessibility/ease of access would be amazing and make the game live even longer, Dramatically increases replay ability and of course sell more copies. I mean the only other thing besides Modding capability that I would ask for but know wouldn't be an option, is CO-OP in story mode. Yeah I know it would be weird/take away from the story telling if there was 2 Jins on screen...MAYBE one person could play as the "Ghost of Tsushima" :) ok I'm done wasting your time, MAYBE in GOT2 though? Thanks in advance

  • @onderaltintas4649
    @onderaltintas4649 2 года назад +1

    Impressive work. Actually it is impressive genius work because too much r&d on this effort without knowing the exact results. So trials and errors are ultra time consuming. The math behind that? Unbelievable! This makes me believe how god is a ultra superior being and how we humans are powerless beings. He designed cpu, gpu of life and also he designed ultra realistic grass that runs infinity fps (max details). He did it with just saying "let the light begin". Halelujah! I hope one day we can reach that point so we can play much more better looking games without so much effort behind that.

    • @asdf_asdf948
      @asdf_asdf948 2 года назад +1

      Lol what the fuck? People invented those things.

    • @phutureproof
      @phutureproof 10 месяцев назад +1

      that devolved pretty quickly

  • @yhd4711499
    @yhd4711499 2 года назад +19

    outerra.blogspot.com/2012/05/procedural-grass-rendering.html
    The blog he mentioned