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General Guidance : How to build realistic landscape


dsman
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This is general guidance question. How to build detailed landscapes like the image below?

Trees can be modeled within lower poly count. But how about grass and micro plants?

I can see bloom, fog and lens flare are essential to create such a scene.  

Screenshot_15.thumb.png.546ae8d58c9d7df9a0565bf9b385073e.png

 

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To make dense grass like on your image, can be use fureMaterial and add a grass texture. You can also use sprites to create taller grass variants.

http://doc.babylonjs.com/extensions/fur

For flowers, you can do it with low poly 3d models or sprites.

http://doc.babylonjs.com/babylon101/sprites

For the reflection, you have lens-flare.

http://doc.babylonjs.com/how_to/how_to_use_lens_flares

Fog can be easily added with Babylon.

http://doc.babylonjs.com/babylon101/environment

Babylon can allow you to do this kind of scene with a little bit of optimization.

But for the grass I recommend using FureMaterial which will give a realistic effect

Do not need to merge objects that have the same materials to optimize. 

http://doc.babylonjs.com/how_to/how_to_merge_meshes

Using instances, clone can also help optimize your scene

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Thank you all for the inputs.
I just saw Threejs bloom post process (which they say is inspired by UE) https://threejs.org/examples/webgl_postprocessing_unreal_bloom.html

In that example, the bloom is applied to the material, not to the frame. That one is more realistic. Most quality Unreal Engine visualizations use it heavily I think. 

As far I as I can tell, Babylon doesn't have it. Right?

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And as for the volumatric lights, here another try: https://www.babylonjs-playground.com/#J5E230#31

... but it seems to render in a weird way (volumetric light seems to be placed where are supposed to be the shadows!), so did I make a mistake in my use?

[edit] After re-trying to tweak volume light, I can't sucess to get the result I want. I take the liberty to ping you @Deltakosh, maybe I spot a bug? [/edit]

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