I’m very sorry for lack of updates and responses, as usual, got stuck with something. But I got some interesting news! I finally managed to make something out of that mess of a grass, by switching back to textures and combining that approach with a few things I learned with geometrical grass. Now grass spawns more frequently, and with better texture (made a special generator), seam is not that visible.

Shape of that grass is heavily inspired by GRID Autosport grass texture, I feel like grass being uneven like that and narrowing down towards the end are the key to reduce visibility of that seam ruining first version of grass.

Although shading is simpler, with texture like that, tweaks still allow to change shape a bit. For example, here are two different looks, tidy and messy grass, changing according to TRIM_PERIOD in config. Settings for shape, so far, are size, how cut it is, how tidy it is, and width-to-height ratio.

Other four parameters set how color mask for grass should work, allowing to adjust influence of different factors: green saturation, green-to-red ratio and lower+upper brightness thresholds. Those parameters could be set for the whole track, or, the way configs work now, tracks can use up to four extra configurations, and then use texture, area or meshes to generate adjustments map (with four channels mapping to four extra configurations). This way, it’s easy to hand-paint texture if needed, and there is no limit in parameters if there would be a need to add more later on. Oh, and meshes can get extra adjustment areas, allowing to fine tune certain spots, like so:

Here, I added a few extra spots in different places and set it to look more trampled, rarer to spawn, by adjusting one of color masking parameters.
Again, sorry for the delay with the upcoming update and responses, and thank you for the support! One thing left to do is to add a support for custom track textures and custom grass shapes for certain areas (for things like fields of grass, higher swamps vegetation and all that sort of thing).
Attaching a preview build, if possible, could you please test the performance with it, with medium setting in Grass FX section? I didn’t set the rest properly, and medium in there is, like, the baseline for all those attempts.
UPD: Found a bug, shading with speculars appears to be out of sync, that will be fixed.
Ilja Jusupov aka x4fab
2020-02-03 02:26:06 +0000 UTCIlja Jusupov aka x4fab
2020-02-03 00:50:48 +0000 UTCJesse Graffam
2020-01-22 02:47:37 +0000 UTC__EASY__
2020-01-18 10:52:34 +0000 UTC__EASY__
2020-01-17 10:32:44 +0000 UTCxez
2020-01-17 02:44:19 +0000 UTCIlja Jusupov aka x4fab
2020-01-17 02:23:01 +0000 UTCIlja Jusupov aka x4fab
2020-01-17 02:22:01 +0000 UTCIlja Jusupov aka x4fab
2020-01-17 02:20:48 +0000 UTCTony Bew
2020-01-16 17:47:29 +0000 UTCxez
2020-01-16 07:40:42 +0000 UTC