Procedural vegetation (post v1.0 suggestion)
Posted: 07 Sep 2017, 03:15
I realize this project needs to reach v1.0 before any work on non-vanilla things can start in earnest, but at that point I think an quick way to upgrade the visuals is to have a less barren looking landscape.
Obviously OpenMW doesn't have something like a speedtree license, but simpler plant life, like grass and flowers, could be implemented as a procedural shader. This lush plant life is one of the things that sets Oblivion apart from Morrowind in terms of making the world seem alive imo.
Could something like this maybe be implemented, so it shows up anywhere the terrain has a certain texture or texture color? This could help avoid having to paint a separate texture for something like simple plants.
https://outerra.blogspot.se/2012/05/pro ... ering.html
https://www.youtube.com/watch?v=xNea72F_aws
Likewise relatively simple particle effects could probably create insects, and things like leaves blowing in the wind, airborne plant seeds, etc.
I think that relatively simple effects and procedural stuff could enhance the visuals of this game dramatically without having to touch the meshes or textures.
Obviously OpenMW doesn't have something like a speedtree license, but simpler plant life, like grass and flowers, could be implemented as a procedural shader. This lush plant life is one of the things that sets Oblivion apart from Morrowind in terms of making the world seem alive imo.
Could something like this maybe be implemented, so it shows up anywhere the terrain has a certain texture or texture color? This could help avoid having to paint a separate texture for something like simple plants.
https://outerra.blogspot.se/2012/05/pro ... ering.html
https://www.youtube.com/watch?v=xNea72F_aws
Likewise relatively simple particle effects could probably create insects, and things like leaves blowing in the wind, airborne plant seeds, etc.
I think that relatively simple effects and procedural stuff could enhance the visuals of this game dramatically without having to touch the meshes or textures.