High-Performance Interactive Grass

Paid Plugins + Scripts High-Performance Interactive Grass

Go to pay site
What’s new :

1791550926390.png


1. Flatten trail. Footsteps leave a dent that recovers over time. Strength and recover time are on the panel; you can turn the trail off.

2. Crowded scenes stay sane. When too many push sources are active, the nearest feet, hands, and Grass Interaction objects win. Setup is unchanged: auto feet on Persons, extra push via the Grass Interaction plugin.

3. Paint undo. One stroke at a time, button or Ctrl+Z. Up to 12 strokes.

See the intro video for a full walkthrough.


This greatly simplifies the configuration operation of the plug-in. All you need to do is add a plug-in to the CUA or the scene atom. Then add people. Grass on a CUA/mesh host now reacts to every Person in the scene and to VR hands, with a cleaner performance toolkit.


1786180890120.png


What’s new:

1. All-Person auto feet — Scans every Person’s left/right foot controls. . Toggle: Auto Feet (all Persons).

2. VR hand push — With Auto VR Hands on, both controllers flatten grass as you move.

3. Custom push plugin (separate cslist) — Drop Grass Interaction on any atom; the main grass plugin finds it automatically. No UID hacks, no global shader writes.

4. Performance panel — Distance fade, surface density, max triangles, shadows, and rebuild surface meshes for easier frame control.

5. Rescan when the scene changes — Periodic discovery of feet/custom sources, plus manual Refresh buttons.

Quick start:

Add InteractiveGrass to a CUA(Or other atoms with MeshRenderer.) → add Persons → enable Auto Feet → (optional) enable Auto VR Hands → add Grass Interaction on extra atoms if needed
Back
Top Bottom