@ameengl Thank you!
This is just a rough third person script I wrote to test out a character with grass interactivity. I’ll be making a proper scene once the grass plugin is in good shape.
Just added interactivity to the grass. It now reacts to the objects within the field.
It supports multiple objects at a time as well.
The current effect looks fine, but I might improve it a bit in future.
#threejs#webgpu
@shifatmasud Thank you!
The plan is to make it into a grass plugin for Three.js that developers can use in projects. So, for now it won't be open source but I will be sharing a playable demo very soon.
Just scaled my grass system to infinite scale.
Tile-based rendering, frustum culling, and 4 geometry LODs are all working.
It looks seamless with DOF but I need to work on crossfading LODs to make it look seamless without DOF.
Next up is terrain painting!
#threejs#webgpu
Ended up reworking the LOD system. Transitions are now seamless even without DOF, and performance is much better.
Also added per-blade frustum culling. It doesn't reduce vertex shader work, but it skips fragment shader work for culled blades. A nice win :)
#threejs#webgpu
Been working on the lighting of my grass system. Previously, it was only some gradients.
Now, it works with Three.js lights. This allows to make many different kind of environments.
I have created a few presets, and it looks pretty good.
What do you think?
#threejs#webgpu
@mkcuriosity The plan is to make it a proper grass plugin for Three.js. So, it won’t be open source for now. But I’ll be launching a demo for it very soon.
@mkcuriosity Thank you!
Currently it’s able to render 1 million blades comfortably and even higher on better systems. But I’ll be improving the performance. The next to do is creating a LOD system to reduce unnecessary calculations. The plan is to scale it for fully fledged immersive worlds.
@Murugan_neo No, it’s not open source. It’s a work in progress. I plan to make it a proper grass plugin for Three.js. Follow me, I’ll be sharing regular updates regarding it.
Been rebuilding my grass system with R3F + WebGPU.
What started as a WebGL migration turned into a complete rewrite. Currently rendering 1M+ blades at 60 FPS on an M1 Mac mini.
The goal is a production-ready grass plugin for Three.js.
#threejs#webgpu
This one is personal. After years of building immersive 3D experiences for clients, I knew our own website had to be something different. Not just a portfolio, but an experience.
Explore the website right now: https://t.co/fhrBpdt8n7
I would really love to hear your thoughts
@AliHaider_360 First person view is possible. But as of right now, I have no plans to add it to the website. As that would keep the user off the track instead of a guided experience.
In future, if I find a better use case, I would definitely look into adding a fpv and a VR mode.
I just completed my new personal 3D portfolio website. This is a scroll experience that takes you through a room. I have tried my best to incorporate many elements into it that tell you a lot about me.
https://t.co/TlPDbsqcoq
Would love to hear all your opinions!
#portfolio
First Gotham Knights, Now Plague Tale: Requiem. These developers need to stop with these unoptimized games. We have seen much better-looking games running smoothly at 60fps on next-gen consoles.
#Boycott30FpsTitles#GothamKnights#APlagueTaleRequiem