Grass wind effect problem

Node-based Shader Editor

Grass wind effect problem

Postby Halix » Sat Dec 29, 2018 1:58 pm

I want to preface this by saying that I am new to Amplify, and shaders in general.

I have managed to get the wavy look of the grass right, but their animation is in sync regardless of where they are positioned. How could I add some randomness to their movement? Better yet, is there a way to set it up with a noise texture so that certain areas of the map have more/less wind and influence the amplitude of the grass accordingly?

Amplify Node:
https://imgur.com/a/JSHtnEl

Gif:
https://imgur.com/BDWosGa
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Re: Grass wind effect problem

Postby Ivan » Tue Jan 01, 2019 9:10 pm

Hi!

In this video, for randomise used word position maybe it help?

https://www.youtube.com/watch?v=uBb1F02peto&t=227s
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Re: Grass wind effect problem

Postby Amplify_Borba » Thu Jan 03, 2019 4:26 pm

Hello, thank you for getting in touch and for your support!

The shared video is a great find, and as a flexible alternative to the method illustrated there you can also create your own custom effect to simulate wind movement, by using a wave function that generates some pseudo random values based on the vertex position of your vertices, and that also accepts a time variable. Then it would be a matter of using vertex color to filter what you want or don't want to move ( ie: paint the base vertices black so they don't move with the function ).

Feel free to check out the Sin / Sin Time nodes, which can be useful for this sort of effects, as you can see in this example tutorial video.

There's also a nice tutorial on low poly trees that has its own wind implementation here.
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